Commit graph

54 commits

Author SHA1 Message Date
Zed A. Shaw
b832bbd78a Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. 2025-04-05 17:17:26 -04:00
Zed A. Shaw
5af9a6664e Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'. 2025-03-23 11:34:50 -04:00
Zed A. Shaw
322797f787 Now have a full map and a mini map, but I think the mini map will stop rendering sometimes. 2025-03-23 00:04:23 -04:00
Zed A. Shaw
6c9016eb0f After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 2025-03-21 02:51:02 -04:00
Zed A. Shaw
1aa6674e42 Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2025-03-20 01:10:01 -04:00
Zed A. Shaw
f1cc9f86c1 Very early prototype of the ritual crafting UI, but it needs its own thing. 2025-03-19 00:14:43 -04:00
Zed A. Shaw
ee804581a8 Autowalker is working way better and now I have a plan for using the AI in the System. 2025-03-13 13:44:42 -04:00
Zed A. Shaw
b7948f8154 Build is working on both OSX and Windows. Now for linux. 2025-03-06 20:22:51 -05:00
Zed A. Shaw
243b4c2663 Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 2025-03-04 22:16:47 -05:00
Zed A. Shaw
eb8fb82837 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. 2025-03-04 09:31:15 -05:00
Zed A. Shaw
a3f6ba3c03 Refactored the bossfight_ui so it will work with any description of a boss fight. 2025-03-02 12:36:08 -05:00
Zed A. Shaw
43835da88f Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks. 2025-03-01 13:41:42 -05:00
Zed A. Shaw
033358749f Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 2025-03-01 00:24:19 -05:00
Zed A. Shaw
2d790c5986 Boss fight looking better, but I need to get this bounce animation in the main game fights. 2025-02-28 13:03:13 -05:00
Zed A. Shaw
a8ae6df13b Brought in some sounds from Soundly so now it's more complete with audible attacks and death sounds. 2025-02-28 10:20:28 -05:00
Zed A. Shaw
a0c0308461 More boss fight UI done and a bit of ambient sound working. 2025-02-28 00:52:48 -05:00
Zed A. Shaw
64807174c0 Initial idea for the boss fight UI but it's just a temporary holder for now. 2025-02-27 15:24:17 -05:00
Zed A. Shaw
b75a2b8c31 Add the rat king. 2025-02-26 10:32:39 -05:00
Zed A. Shaw
54fbf22b6d 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. 2025-02-25 13:15:39 -05:00
Zed A. Shaw
e9accf14e6 Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2025-02-25 03:01:07 -05:00
Zed A. Shaw
dfd59065f7 Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 2025-02-24 01:56:16 -05:00
Zed A. Shaw
e0e7a1027c Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2025-02-23 22:57:27 -05:00
Zed A. Shaw
daae239831 Created a simple pickup sound that sounds like you put something in your bag. 2025-02-22 23:06:20 -05:00
Zed A. Shaw
6e56de08c5 Quick little fix to add a blank sound for placeholders. 2025-02-22 22:18:41 -05:00
Zed A. Shaw
3720340ab7 Have a really bad walking sound. 2025-02-22 13:26:33 -05:00
Zed A. Shaw
20cbc3a21c Working sound system and most enemies have a sound effect. This will make it easier to add sounds now. 2025-02-22 12:48:37 -05:00
Zed A. Shaw
3b9525cca4 Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 2025-02-19 23:18:33 -05:00
Zed A. Shaw
0199248354 New axe wielding ranger for you to kill. 2025-02-19 13:24:54 -05:00
Zed A. Shaw
e04c03b381 Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting. 2025-02-19 08:33:18 -05:00
Zed A. Shaw
49a71e257e GUI for combat now works better and I can create sprites for things if I want. 2025-02-18 11:28:55 -05:00
Zed A. Shaw
615599084a Bring in a spider enemy. 2025-02-17 14:34:50 -05:00
Zed A. Shaw
8d9c2d8c05 Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. 2025-02-16 21:19:21 -05:00
Zed A. Shaw
7c1f05c801 Combat UI is alright but need to now make a few common widgets. 2025-02-16 19:27:57 -05:00
Zed A. Shaw
e7e0df6b70 New rat enemy. 2025-02-14 15:22:47 -05:00
Zed A. Shaw
d2700d2928 You now have blood on your screen when below half health. 2025-02-13 13:15:20 -05:00
Zed A. Shaw
9fe7cac79b Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 2025-02-12 14:02:34 -05:00
Zed A. Shaw
d38e2cb0f2 All of the assets I need right now are done. 2025-02-12 11:18:24 -05:00
Zed A. Shaw
4027b70867 More assets. 2025-02-12 02:24:32 -05:00
Zed A. Shaw
583ad6d9c5 Create a bunch of textures for sprites in the game. 2025-02-11 20:46:44 -05:00
Zed A. Shaw
90351ce0fe The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 2025-02-11 13:31:39 -05:00
Zed A. Shaw
6bca6d021e Sprite is now a component we can place on anything to render it. 2025-02-10 12:58:24 -05:00
Zed A. Shaw
a4c13f7fc9 Maps are back and have color now. TileCell needs a rework. 2025-02-09 14:57:19 -05:00
Zed A. Shaw
a69be90464 Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 2025-02-08 21:16:25 -05:00
Zed A. Shaw
4b18b21861 Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window. 2025-02-05 20:26:09 -05:00
Zed A. Shaw
14128ab10f Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it. 2025-02-05 14:16:31 -05:00
Zed A. Shaw
a67d25ee10 Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly. 2025-01-31 13:37:01 -05:00
Zed A. Shaw
2daa1c9bd5 Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2025-01-30 11:38:57 -05:00
Zed A. Shaw
b87217ff90 Have a barely working animation thing that animates the evil eye when you click a button. 2025-01-27 05:40:04 -05:00
Zed A. Shaw
51c1e04f61 Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. 2025-01-26 19:22:27 -05:00
Zed A. Shaw
6ed57cd4a8 Closer to what I want for sprite loading but still needs more work. 2025-01-25 12:19:14 -05:00