Zed A. Shaw
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a079f882df
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Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money.
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2025-03-10 22:30:56 -04:00 |
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Zed A. Shaw
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9d6dc2f5dd
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Now can load action specs from JSON.
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2025-03-10 14:07:31 -04:00 |
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Zed A. Shaw
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3d8a2d4342
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GOAP now uses only bit operations to do its thing.
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2025-03-10 12:13:08 -04:00 |
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Zed A. Shaw
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01525388ec
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GOAP is now working in a basic way, time to clean it up.
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2025-03-10 11:06:26 -04:00 |
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Zed A. Shaw
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2992193447
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GOAP is now matching cppGOAP but needs a serious cleanup.
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2025-03-10 00:42:59 -04:00 |
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Zed A. Shaw
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15c2efc415
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A barely working GOAP now, but need to confirm it's on par with other libraries.
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2025-03-09 23:40:15 -04:00 |
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Zed A. Shaw
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a34e2cd475
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GOAP is structured but not working yet.
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2025-03-09 14:05:53 -04:00 |
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Zed A. Shaw
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a34becdaeb
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A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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2025-03-08 23:23:29 -05:00 |
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Zed A. Shaw
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73b0600039
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Quick notes on the linux build.
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2025-03-06 23:51:18 -05:00 |
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Zed A. Shaw
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b68fd249ca
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Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake.
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2025-03-06 22:22:42 -05:00 |
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Zed A. Shaw
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b7948f8154
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Build is working on both OSX and Windows. Now for linux.
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2025-03-06 20:22:51 -05:00 |
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Zed A. Shaw
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e1f9942da3
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Mostly working OSX build options, but it crashes on close with a thread error.
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2025-03-06 14:11:12 -05:00 |
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Zed A. Shaw
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28b900e4ff
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Finally created an installer so people can try the game.
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2025-03-05 13:39:38 -05:00 |
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Zed A. Shaw
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5c815cf755
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Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level.
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2025-03-05 01:01:36 -05:00 |
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Zed A. Shaw
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281a7f687a
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Can now mark json/components with std::optional and then they can be null/false to disable them.
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2025-03-04 23:06:46 -05:00 |
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Zed A. Shaw
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243b4c2663
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Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind.
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2025-03-04 22:16:47 -05:00 |
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Zed A. Shaw
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8b414c13e6
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Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion.
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2025-03-04 12:12:27 -05:00 |
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Zed A. Shaw
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eb8fb82837
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BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions.
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2025-03-04 09:31:15 -05:00 |
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Zed A. Shaw
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6e8aa48332
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BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game.
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2025-03-03 12:44:26 -05:00 |
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Zed A. Shaw
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ca18422930
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BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game.
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2025-03-03 11:15:49 -05:00 |
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Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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2025-03-02 12:36:08 -05:00 |
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Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2025-03-01 13:41:42 -05:00 |
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Zed A. Shaw
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b3b8cbbeee
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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2025-03-01 00:46:40 -05:00 |
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Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2025-03-01 00:24:19 -05:00 |
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Zed A. Shaw
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6e363ba78d
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Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right.
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2025-02-28 22:29:25 -05:00 |
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Zed A. Shaw
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e020f25dd1
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Move the compass to the left so that enemies don't have N on their head.
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2025-02-28 13:34:48 -05:00 |
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Zed A. Shaw
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2d790c5986
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
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Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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2025-02-28 10:48:45 -05:00 |
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Zed A. Shaw
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a8ae6df13b
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Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds.
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2025-02-28 10:20:28 -05:00 |
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Zed A. Shaw
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976b353901
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Reduce the bit rate and sample rate to get a lower quality effect on the sound.
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2025-02-28 01:04:23 -05:00 |
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Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2025-02-28 00:52:48 -05:00 |
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Zed A. Shaw
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64807174c0
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
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Zed A. Shaw
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a72d2879fd
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Don't need the debugging.
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2025-02-27 11:12:04 -05:00 |
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Zed A. Shaw
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11ea08bc7f
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Have a little debug minimap in the top right when autowalking with debug on.
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2025-02-27 11:02:02 -05:00 |
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Zed A. Shaw
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da1e38e21c
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Works a bit better now, but still gets stuck on combat and sometimes in alleys.
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2025-02-27 10:19:59 -05:00 |
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Zed A. Shaw
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cdb930a7f2
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Now it will path to enemies, then devices, then items but it does get stuck on stuff like devices.
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2025-02-27 03:02:28 -05:00 |
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Zed A. Shaw
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87e1c25cd5
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Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit.
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2025-02-27 02:29:53 -05:00 |
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Zed A. Shaw
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e6c225f1c8
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Refactor the Map::neighbors so that it's part of pathing where it should be.
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2025-02-26 13:49:25 -05:00 |
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Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2025-02-26 13:39:25 -05:00 |
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Zed A. Shaw
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1aba26831b
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Also allow mouse clicks to stop autowalk.
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2025-02-26 12:51:24 -05:00 |
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Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2025-02-26 12:43:12 -05:00 |
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Zed A. Shaw
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14a96d0b63
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Basic autowalking feature is working. Not every smart but hit O and it'll walk around and kill everything, hit any other key to stop it.
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2025-02-26 12:22:55 -05:00 |
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Zed A. Shaw
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a876229e18
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Forgot the rat king graphic.
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2025-02-26 12:22:31 -05:00 |
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Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2025-02-26 10:39:30 -05:00 |
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Zed A. Shaw
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b75a2b8c31
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Add the rat king.
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2025-02-26 10:32:39 -05:00 |
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Zed A. Shaw
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54fbf22b6d
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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2025-02-25 13:15:39 -05:00 |
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Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2025-02-25 03:01:07 -05:00 |
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Zed A. Shaw
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9d49c6a30b
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Wasn't even using MAX so changed to just a simple BOOST variable that can become a config.
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2025-02-25 01:29:14 -05:00 |
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Zed A. Shaw
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5179709e3c
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Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish.
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2025-02-25 00:56:54 -05:00 |
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Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2025-02-24 23:26:50 -05:00 |
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