Zed A. Shaw
|
f208ca946e
|
Made the components module work like textures and sound so that there's just one constant map of components.
|
2025-06-02 23:33:59 -04:00 |
|
Zed A. Shaw
|
3dc70c3af6
|
This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
|
2025-05-29 12:34:25 -04:00 |
|
Zed A. Shaw
|
4eaf3c35d6
|
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.
|
2025-05-22 12:24:59 -04:00 |
|
Zed A. Shaw
|
20f03731e5
|
Cleaned up the maze placement so that I can have mazes without rooms and with other features.
|
2025-05-20 12:53:03 -04:00 |
|
Zed A. Shaw
|
7a0b2f988d
|
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.
|
2025-05-18 01:00:47 -04:00 |
|
Zed A. Shaw
|
292711f91f
|
Prep for the actually making ritual crafting work.
|
2025-04-26 02:21:59 -04:00 |
|
Zed A. Shaw
|
30997cbff5
|
Test rituals are now configurable in assets/config.json
|
2025-04-24 23:06:15 -04:00 |
|
Zed A. Shaw
|
ebb69dd589
|
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.
|
2025-04-24 13:43:57 -04:00 |
|
Zed A. Shaw
|
00c28f47eb
|
Rituals are now being added a belt on the player in a temp function in LevelManager.
|
2025-04-24 12:27:29 -04:00 |
|
Zed A. Shaw
|
4f090159ab
|
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.
|
2025-04-04 12:45:55 -04:00 |
|
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 |
|
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
|
6e8aa48332
|
BossFightUI now gets everything from a world and will be implemented like the rest of the game, but as a mini game.
|
2025-03-03 12:44:26 -05:00 |
|
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 |
|
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
|
b7f49aa719
|
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.
|
2025-02-23 02:13:14 -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
|
9e91c71125
|
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
|
2025-02-08 14:03:09 -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 |
|