Zed A. Shaw
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81a282d544
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Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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2026-02-24 11:36:57 -05:00 |
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Zed A. Shaw
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89ca204f3d
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Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has.
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2026-02-23 23:41:14 -05:00 |
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Zed A. Shaw
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a1c3f4df5a
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Tried to refactor for but #42 but nothing worked. I'll try later.
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2026-01-03 00:42:42 -05:00 |
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Zed A. Shaw
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f50e713179
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Now have enough state to show what's going on in the fight, next is to use graphics and stuff to make it better.
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2025-12-23 00:11:31 -05:00 |
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Zed A. Shaw
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4958f24c1d
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A quick fix for the dungeon combat.
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2025-12-18 11:01:40 -05:00 |
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Zed A. Shaw
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c618a4828f
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Finally unified all of my events into one place.
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2025-12-17 12:51:15 -05:00 |
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Zed A. Shaw
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0456c73e4f
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Had to refactor the GameDB to use a list of levels instead of a vector of levels. If you get a _reference_ to an element of a vector, and then resize the vector, you'll get a crash if the realoc moves the data buffer. Using a list is actually what we want.
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2025-12-16 11:40:29 -05:00 |
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Zed A. Shaw
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986b2612d4
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[BREAKING] Battle system now runs the turn based combat better, and lots of interesting things like if you don't choose an action the host AI rebels and does it for you.
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2025-12-11 13:49:53 -05:00 |
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Zed A. Shaw
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94b46a2f95
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Fix up the main game based on arena changes.
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2025-12-05 11:20:35 -05:00 |
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Zed A. Shaw
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a38bb5b691
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Basic AP (Action Points) system tied to the AI actions, but there's no way to set 'has AP' for the AI?
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2025-12-03 15:24:41 -05:00 |
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Zed A. Shaw
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c78b2ae75e
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Now have the basics of the turn based battle engine with AI rebellion working.
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2025-12-01 00:14:08 -05:00 |
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Zed A. Shaw
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b48df3f4db
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Can now run the full AI for all combatants and then sort by the action costs to make the action queue.
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2025-11-27 12:46:14 -05:00 |
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Zed A. Shaw
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8ee3e8736f
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Simple battle system included in the boss fight but I need to figure out how it should operate.
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2025-11-19 13:26:21 -05:00 |
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Zed A. Shaw
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71e3c97cf0
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Arena works better now and I can give a list of sprites to work as fixtures in a scene.
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2025-10-19 00:47:28 -04:00 |
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Zed A. Shaw
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a578c49a77
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Basic arena working that lets me work on the boss fight system quicker.
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2025-10-16 12:00:33 -04:00 |
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Zed A. Shaw
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517de91a5b
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Quick code review to refresh my memory.
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2025-10-09 01:23:01 -04:00 |
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Zed A. Shaw
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47f659ae8e
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bring back the shaders on the enemies too to show they got hit.
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2025-09-15 14:02:07 -04:00 |
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Zed A. Shaw
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ad3e580495
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Animations are refactored to let me spawn in an 'attack animation' but I think the data model is wrong. Rather than spawning in an animation every time I can probably just make one, reposition it, then tell it to play. I'll have to try it.
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2025-09-12 11:56:11 -04:00 |
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Zed A. Shaw
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8384b11993
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Refactored the animation so I can normalize it to one api. Next is to create the concept of a temporary entity that represents a transitive effect.
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2025-09-11 14:18:52 -04:00 |
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Zed A. Shaw
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fe37aa11df
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Accidental crash when you click on an empty inventory.
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2025-09-05 11:56:36 -04:00 |
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Zed A. Shaw
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9c5bad5959
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This fixes the bug where you get 'stuck' while moving and passing an enemy. Need to sort out why this fixes it though. Closes #30.
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2025-09-04 11:48:12 -04:00 |
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Zed A. Shaw
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9faad5f263
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FINALLY figured out how to rotate to face a square, thanks to all the help from Twitch chat. I need to study Trig.
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2025-09-02 02:26:08 -04:00 |
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Zed A. Shaw
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d822cb3438
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Have a way to detect the best rotation but it's still off a bit. Seems to choose wrong in simple situations. Look in System::shortest_rotate.
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2025-09-01 01:37:03 -04:00 |
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Zed A. Shaw
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4a2d8770d9
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Cleaned up how the camera is configured so that it can be easily queried in other parts like the autowalker.
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2025-08-25 23:23:05 -04:00 |
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Zed A. Shaw
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4bf9a9177f
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Made an AI debug view to I can make working on the AI easier. I might add the ability to toggle things on/off live to see what the AI does.
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2025-08-23 01:40:51 -04:00 |
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Zed A. Shaw
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fc8e65f4d6
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Enemies how fight back when cornered, either by being blocked by another enemy or when at a dead end walls.
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2025-08-22 22:29:22 -04:00 |
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Zed A. Shaw
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586343a614
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Enemies will now fight back if they're cornered. Was actually way easier than I thought.
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2025-08-21 23:32:34 -04:00 |
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Zed A. Shaw
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7ffa6025ce
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And finally fix some of the API names to make more sense in their current location.
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2025-08-20 23:49:30 -04:00 |
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Zed A. Shaw
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a20d701096
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Rename to GameDB and GameDB::Level.
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2025-08-20 23:20:36 -04:00 |
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Zed A. Shaw
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a83ee77eea
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levelmanager.* is now gone, but the code is just moved over to game_level. Now to clean up the api and give it a new name.
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2025-08-20 01:10:42 -04:00 |
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Zed A. Shaw
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564f9842a2
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All of the UIs should be cleared out, and that just leaves the tests.
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2025-08-19 23:58:42 -04:00 |
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Zed A. Shaw
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d5ff57e025
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Now systems.cpp is disconnected from levelmanager. That leaves the GUIs and then to completely remove it and clean up the api.
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2025-08-19 11:05:32 -04:00 |
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Zed A. Shaw
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81e25f73bb
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Next phase of the refactor is done. Now to replace everything in Systems.
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2025-08-19 01:07:28 -04:00 |
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Zed A. Shaw
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ae1a48deed
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Now I have a better error that's more exact, but I think next level of this is to just show a generic texture for missing ones. Closes #80.
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2025-08-17 11:08:01 -04:00 |
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Zed A. Shaw
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25a143cf22
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Turns out I don't need to remove so much when I simply don't want to display something. Closes #82.
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2025-08-17 10:51:08 -04:00 |
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Zed A. Shaw
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ad0069e899
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Made it so you can right-click on an item to use it, but yeah it's bad. Gotta refactor.
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2025-08-13 11:43:23 -04:00 |
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Zed A. Shaw
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f19c1dbb20
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Now you can heal yourself.
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2025-08-11 16:59:19 -04:00 |
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Zed A. Shaw
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8594568ff4
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Slight clean up.
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2025-08-10 12:29:24 -04:00 |
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Zed A. Shaw
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521180b086
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Refactor out the junk randomizer and put it in rituals where it belongs.
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2025-08-10 11:20:22 -04:00 |
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Zed A. Shaw
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f84b63f0e6
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The problem with picking up items under a dead body is fixed but now need to fix combat.
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2025-08-07 12:13:39 -04:00 |
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Zed A. Shaw
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b9656013b0
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Now have dead bodies working but need art for it.
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2025-08-06 12:15:21 -04:00 |
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Zed A. Shaw
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fc4eacadb0
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There's now a Collision component that determines collision if its set. Closes #72.
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2025-08-06 11:43:39 -04:00 |
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Zed A. Shaw
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694ee210d6
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Now floor drops always work by having a drop against a wall just drop at your feet. Closes #77.
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2025-08-02 23:26:42 -04:00 |
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Zed A. Shaw
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1788b8fb28
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Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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2025-08-02 23:11:59 -04:00 |
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Zed A. Shaw
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f26189c696
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SpatialMap now uses unordered_multimap to allow for multiple items in a square, but they're also tagged to mark some with collision.
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2025-07-31 13:00:39 -04:00 |
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Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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2025-07-29 03:12:44 -04:00 |
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Zed A. Shaw
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fd53f92fe6
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Prep for fixing the spatialmap to allow for entities without collision to still be in the space.
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2025-07-29 02:13:29 -04:00 |
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Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2025-07-21 23:21:24 -04:00 |
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Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2025-07-21 13:10:03 -04:00 |
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Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2025-07-20 01:34:39 -04:00 |
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