Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -04:00 |
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Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |
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Zed A. Shaw
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973495b687
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Map now has a color theme rather than random colors.
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2025-07-17 12:59:20 -04:00 |
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Zed A. Shaw
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379060b8c7
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Can now set a color to another already existing color.
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2025-07-17 12:39:24 -04:00 |
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Zed A. Shaw
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f4fa50a413
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Colors are now being loaded from assets/palette.json
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2025-07-17 10:50:09 -04:00 |
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Zed A. Shaw
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48a7f72411
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Now have a simple color palette system.
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2025-07-16 12:46:49 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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3b06105813
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Map tiles are generating fine, and I can make a map, now to bring it into the game and see how it works.
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2025-07-11 22:38:08 -04:00 |
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Zed A. Shaw
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5db3d1a306
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Tried out using the actual textures from the game but they don't really have the feel I want. I'll have to think about it.
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2025-07-11 02:24:47 -04:00 |
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Zed A. Shaw
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5e01eb29a9
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There's a bug where the last item in tiles.json draws a black square, which is why I named ceiling_blue to zceiling_blue to temporarily solve it.
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2025-07-11 01:02:27 -04:00 |
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Zed A. Shaw
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b2a6262964
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Now have background color for the sprites used in the maps.
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2025-07-10 00:12:32 -04:00 |
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Zed A. Shaw
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b16ca3fd65
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I now have hacked in basic color for the wall tiles but not enemies and items.
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2025-07-09 14:36:31 -04:00 |
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Zed A. Shaw
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b2d0b0ee4c
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Map tiles are now correctly sized and positioned. Errors from before were due to floating point being used for positioning.
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2025-07-09 13:34:18 -04:00 |
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Zed A. Shaw
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2c011079a8
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I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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2025-07-09 01:54:49 -04:00 |
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Zed A. Shaw
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cfefffe1cc
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I now can output a map_tiles.json that has all of the tiles in the tile sheet tagged by their display char and where they are.
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2025-07-09 00:34:50 -04:00 |
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Zed A. Shaw
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40611d4d54
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Crop the map sprite so it's not bigger than necessary.
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2025-07-08 22:54:59 -04:00 |
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Zed A. Shaw
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04b3cf3f16
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Now have a sprite sheet with tiles expanded to fill the cell, but other sprites reduced to 80% and centered in the cell.
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2025-07-08 13:26:43 -04:00 |
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Zed A. Shaw
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d6e2b64140
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icongen now makes a sprite sheet for the map which should be easier to work with.
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2025-07-08 13:09:39 -04:00 |
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Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2025-06-23 01:33:09 -04:00 |
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Zed A. Shaw
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7fc32b0248
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Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
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2025-06-14 00:43:40 -04:00 |
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Zed A. Shaw
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af933c827a
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Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground.
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2025-06-12 19:41:32 -04:00 |
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Zed A. Shaw
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86eabed3db
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Now when you loot an item the loot UI works.
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2025-06-11 23:49:37 -04:00 |
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Zed A. Shaw
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d6c5a89251
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Fix the last few loot bugs before actually implementing the data model for inventory and loot.
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2025-06-10 22:58:57 -04:00 |
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Zed A. Shaw
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e8199a973c
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Fix up the healing potion so it looks more like a healing potion.
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2025-05-30 22:31:03 -04:00 |
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Zed A. Shaw
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d2a5dfa713
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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2025-05-30 20:35:17 -04:00 |
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Zed A. Shaw
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dc8648016d
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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2025-05-30 17:49:15 -04:00 |
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Zed A. Shaw
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3dc70c3af6
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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2025-05-29 12:34:25 -04:00 |
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Zed A. Shaw
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31df3fe7a3
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Better light ceiling and floor tiles.
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2025-05-29 00:44:52 -04:00 |
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Zed A. Shaw
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dd463d7d6e
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Did a bunch of pixelation tests and I think this is the best setup so far.
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2025-05-26 23:36:22 -04:00 |
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Zed A. Shaw
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931d9493d2
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The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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2025-05-26 13:59:26 -04:00 |
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Zed A. Shaw
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e015652f4c
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Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor.
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2025-05-26 00:29:32 -04:00 |
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Zed A. Shaw
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af2947c50a
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Simple styling of the rooms done.
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2025-05-25 12:12:08 -04:00 |
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Zed A. Shaw
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3a745d492a
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Refactored out the tilemap since it was mostly doing nothing useful.
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2025-05-25 11:39:43 -04:00 |
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Zed A. Shaw
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ea9f6bf383
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Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::.
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2025-05-25 10:30:45 -04:00 |
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Zed A. Shaw
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f45dbe8c48
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Ready to refactor the tilemap so I can stylize different parts of the maps generated.
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2025-05-24 12:34:45 -04:00 |
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Zed A. Shaw
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96a585220b
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Raycaster now leaves colors that are above a threshold to have a 'glow' effect.
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2025-05-24 12:03:26 -04:00 |
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Zed A. Shaw
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c0d668fb0b
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Played around with a circular map real quick.
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2025-05-24 10:58:28 -04:00 |
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Zed A. Shaw
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9dcc2036aa
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Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light.
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2025-05-24 00:47:44 -04:00 |
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Zed A. Shaw
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90c37fe4c9
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Fixing up how rotation works with combat and then making the lighting better.
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2025-05-22 14:25:42 -04:00 |
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Zed A. Shaw
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4eaf3c35d6
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Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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2025-05-22 12:24:59 -04:00 |
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Zed A. Shaw
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33cd490ed3
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Playing with maze gen again.
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2025-05-20 03:19:58 -04:00 |
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Zed A. Shaw
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ac252bf09d
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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2025-05-19 11:19:33 -04:00 |
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Zed A. Shaw
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0eb245d113
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Working on a better character view.
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2025-05-16 01:22:12 -04:00 |
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Zed A. Shaw
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8a3046e141
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The colors and other theme elements can be configured in assets/config.json
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2025-05-13 22:52:27 -04:00 |
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Zed A. Shaw
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edf10c976a
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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2025-05-02 11:39:39 -04:00 |
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Zed A. Shaw
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2ceab51c40
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A really shitty ritual crafting UI is working but needs a big reshape.
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2025-04-29 23:59:40 -04:00 |
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Zed A. Shaw
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14619558fa
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Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon.
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2025-04-28 13:21:10 -04:00 |
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Zed A. Shaw
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1a9e068d02
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Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though.
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2025-04-27 13:35:05 -04:00 |
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Zed A. Shaw
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bc557652ba
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The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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2025-04-26 13:18:43 -04:00 |
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Zed A. Shaw
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292711f91f
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Prep for the actually making ritual crafting work.
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2025-04-26 02:21:59 -04:00 |
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