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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43435509f6
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Fixed system to use the BattleEngine result.
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2025-04-24 00:45:25 -04:00 |
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Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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2025-04-23 12:32:28 -04:00 |
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Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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2025-04-20 22:53:43 -04:00 |
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Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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2025-04-20 00:09:56 -04:00 |
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Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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2025-04-07 14:02:32 -04:00 |
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Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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2025-04-07 10:35:30 -04:00 |
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Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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2025-04-06 23:29:25 -04:00 |
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Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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2025-04-06 15:32:19 -04:00 |
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Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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2025-04-06 00:45:51 -04:00 |
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Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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2025-03-26 13:34:52 -04:00 |
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Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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2025-03-22 02:10:56 -04:00 |
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Zed A. Shaw
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a6d83db20c
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Fixed up dbc.cpp so now just use it everywhere. I next need to find a way to pass that to format automatically.
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2025-03-17 23:53:58 -04:00 |
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Zed A. Shaw
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d3158291f7
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Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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2025-03-17 15:23:47 -04:00 |
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Zed A. Shaw
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c4611c0138
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Right before coverage destroys everything.
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2025-03-16 23:17:43 -04:00 |
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Zed A. Shaw
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75db188dc6
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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.
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2025-03-15 11:43:46 -04:00 |
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Zed A. Shaw
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c4e01775bc
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Enemies will now get scared when their health is low.
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2025-03-15 10:45:27 -04:00 |
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Zed A. Shaw
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db5a371766
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Moving some stuff around before writing a test to confirm the EntityAI.
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2025-03-14 22:39:08 -04:00 |
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Zed A. Shaw
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f3e157a0f7
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Enemy AI is now prototyped and can find the player and attack them.
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2025-03-14 13:41:22 -04:00 |
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Zed A. Shaw
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ad71631809
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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.
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2025-03-14 11:14:25 -04:00 |
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Zed A. Shaw
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ee804581a8
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Autowalker is working way better and now I have a plan for using the AI in the System.
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2025-03-13 13:44:42 -04:00 |
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Zed A. Shaw
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25d782df6d
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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2025-02-28 10:48:45 -05:00 |
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Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2025-02-24 23:26:50 -05:00 |
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Zed A. Shaw
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0878a9e978
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Refactored inventory some so that the UI is not so knowing of the internals.
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2025-02-23 23:57:46 -05:00 |
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Zed A. Shaw
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e0e7a1027c
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Inventory system basically works now but is in a alpha hack stage. Time to refactor.
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2025-02-23 22:57:27 -05:00 |
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Zed A. Shaw
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daae239831
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Created a simple pickup sound that sounds like you put something in your bag.
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2025-02-22 23:06:20 -05:00 |
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Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2025-02-22 12:48:37 -05:00 |
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Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2025-02-22 11:03:38 -05:00 |
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Zed A. Shaw
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80a0f2ba75
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Basic simple animations where the enemies just move forward.
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2025-02-22 01:36:31 -05:00 |
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Zed A. Shaw
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baa4d8ee2b
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Grave stones are not lootable and give 10 gold. No idea what gold even does. I mean, why _are_ there traders in a dungeon?
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2025-02-20 00:30:39 -05:00 |
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Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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2025-02-19 23:18:33 -05:00 |
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Zed A. Shaw
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e04c03b381
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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.
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2025-02-19 08:33:18 -05:00 |
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Zed A. Shaw
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9c66e870d2
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Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same.
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2025-02-18 11:39:27 -05:00 |
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Zed A. Shaw
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cfe56bbf99
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Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying.
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2025-02-16 18:31:31 -05:00 |
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Zed A. Shaw
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f8dd5d816f
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Basic combat system prototype works, but needs more GUI love to really work in the game.
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2025-02-14 10:18:45 -05:00 |
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Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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2025-02-13 14:39:04 -05:00 |
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Zed A. Shaw
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d2700d2928
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You now have blood on your screen when below half health.
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2025-02-13 13:15:20 -05:00 |
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Zed A. Shaw
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abd843d5ec
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Very basic attack system.
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2025-02-10 14:06:38 -05:00 |
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Zed A. Shaw
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0cbe20af35
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Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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2025-02-09 15:54:17 -05:00 |
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Zed A. Shaw
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a4c13f7fc9
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Maps are back and have color now. TileCell needs a rework.
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2025-02-09 14:57:19 -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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d798d154ae
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We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
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2025-02-07 19:32:00 -05:00 |
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Zed A. Shaw
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e85b5d998b
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System now controls the motion better since it's not GUIs job.
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2025-02-06 12:13:22 -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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