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									 Zed A. Shaw | c4611c0138 | Right before coverage destroys everything. | 2025-03-16 23:17:43 -04:00 |  | 
				
					
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									 Zed A. Shaw | 15bb69624b | Rituals now work mostly how I want, and even prototyped the idea of a cursed item giving you a debuff and also boosting damage more. | 2025-03-16 00:46:24 -04:00 |  | 
				
					
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									 Zed A. Shaw | eeea3c794f | The basic idea of using GOAP to figure out if combined items will produce a valid ritual, and what kind of things the ritual does, mostly works. | 2025-03-15 23:39:54 -04:00 |  | 
				
					
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									 Zed A. Shaw | 63f032ff12 | BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. | 2025-03-15 22:30:10 -04:00 |  | 
				
					
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									 Zed A. Shaw | 75db188dc6 | AI is now mostly working. Enemies will attack the player, and some of them are marked as not tough so they'll run away when they get low health. | 2025-03-15 11:43:46 -04:00 |  | 
				
					
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									 Zed A. Shaw | 2815375836 | Test now can work the enemy AI to prototype behavior. | 2025-03-14 23:48:03 -04:00 |  | 
				
					
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									 Zed A. Shaw | ad71631809 | Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. | 2025-03-14 11:14:25 -04:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 0623170dbc | Autowalker AI now knows when it has items, and knows it should find healing, but it's not working quite yet. | 2025-03-12 13:56:05 -04:00 |  | 
				
					
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									 Zed A. Shaw | fc66d221d4 | Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. | 2025-03-11 15:33:14 -04:00 |  | 
				
					
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									 Zed A. Shaw | b2c1b220ac | ai.cpp now has a nice easy to use API for loading and running the GOAP things. | 2025-03-11 00:32:11 -04:00 |  | 
				
					
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									 Zed A. Shaw | b7948f8154 | Build is working on both OSX and Windows. Now for linux. | 2025-03-06 20:22:51 -05:00 |  | 
				
					
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									 Zed A. Shaw | 5c815cf755 | Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. | 2025-03-05 01:01:36 -05:00 |  | 
				
					
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									 Zed A. Shaw | 281a7f687a | Can now mark json/components with std::optional and then they can be null/false to disable them. | 2025-03-04 23:06:46 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 8b414c13e6 | Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. | 2025-03-04 12:12:27 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | ca18422930 | BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. | 2025-03-03 11:15:49 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | b3b8cbbeee | Started to set things up so that the boss fight UI can load enemies and configs out of the components setup. | 2025-03-01 00:46:40 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 25d782df6d | Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme. | 2025-02-28 10:48:45 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 976b353901 | Reduce the bit rate and sample rate to get a lower quality effect on the sound. | 2025-02-28 01:04:23 -05:00 |  | 
				
					
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									 Zed A. Shaw | a0c0308461 | More boss fight UI done and a bit of ambient sound working. | 2025-02-28 00:52:48 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | a876229e18 | Forgot the rat king graphic. | 2025-02-26 12:22:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | b75a2b8c31 | Add the rat king. | 2025-02-26 10:32:39 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 1886c99920 | A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now. | 2025-02-24 12:05:54 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | fa6311f10c | Add an ability to mark the main UI dirty so that it forces a render at specific times. | 2025-02-22 23:26:47 -05:00 |  | 
				
					
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									 Zed A. Shaw | b8bafdcab5 | Forgot the pickup sound. | 2025-02-22 23:07:03 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 806f8e4e1a | Make enemies always twitch forward a bit, even if they have animation frames. | 2025-02-22 22:40:44 -05:00 |  | 
				
					
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									 Zed A. Shaw | 2261e6f418 | Remove that terrible walking sound. | 2025-02-22 22:19:05 -05:00 |  | 
				
					
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									 Zed A. Shaw | 6e56de08c5 | Quick little fix to add a blank sound for placeholders. | 2025-02-22 22:18:41 -05:00 |  | 
				
					
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									 Zed A. Shaw | 3720340ab7 | Have a really bad walking sound. | 2025-02-22 13:26:33 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 83df9ff03b | Super awesome twitchy animation for axe guy. | 2025-02-22 11:03:38 -05:00 |  | 
				
					
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									 Zed A. Shaw | 80a0f2ba75 | Basic simple animations where the enemies just move forward. | 2025-02-22 01:36:31 -05:00 |  | 
				
					
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									 Zed A. Shaw | 947ccbe180 | A simple config loader test. | 2025-02-21 23:17:53 -05:00 |  | 
				
					
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									 Zed A. Shaw | b43553a563 | Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly. | 2025-02-21 11:34:46 -05:00 |  | 
				
					
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									 Zed A. Shaw | baa4d8ee2b | Grave stones are not lootable and give 10 gold.  No idea what gold even does. I mean, why _are_ there traders in a dungeon? | 2025-02-20 00:30:39 -05:00 |  | 
				
					
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									 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 |  | 
				
					
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									 Zed A. Shaw | 0199248354 | New axe wielding ranger for you to kill. | 2025-02-19 13:24:54 -05:00 |  |