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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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2025-06-22 12:50:09 -04:00 |
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Zed A. Shaw
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f208ca946e
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Made the components module work like textures and sound so that there's just one constant map of components.
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2025-06-02 23:33:59 -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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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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20f03731e5
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Cleaned up the maze placement so that I can have mazes without rooms and with other features.
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2025-05-20 12:53:03 -04:00 |
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Zed A. Shaw
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7a0b2f988d
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Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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2025-05-18 01:00:47 -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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Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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2025-04-24 23:06:15 -04:00 |
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Zed A. Shaw
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ebb69dd589
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Rituals are now taken from the belt and shown in th combat_ui and in the system::combat. They aren't used in combat calcs yet though.
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2025-04-24 13:43:57 -04:00 |
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Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2025-04-24 12:27:29 -04:00 |
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Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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2025-04-04 12:45:55 -04:00 |
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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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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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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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b7f49aa719
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Now have a mostly working inventory UI and can pickup items and see them. Next up, being able to use things by clicking on them.
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2025-02-23 02:13:14 -05:00 |
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Zed A. Shaw
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a69be90464
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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.
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2025-02-08 21:16:25 -05:00 |
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Zed A. Shaw
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9e91c71125
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BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
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2025-02-08 14:03:09 -05:00 |
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Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
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