A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw
97fe02d99d
Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
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bossfights
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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3 months ago |
icons
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2 months ago |
items
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
rituals
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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4 months ago |
shaders
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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5 months ago |
sounds
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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4 months ago |
sprites
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
textures
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
ui
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Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time.
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3 months ago |
ai.json
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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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5 months ago |
animations.json
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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6 months ago |
bosses.json
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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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6 months ago |
config.json
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
devices.json
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Add a new dead_body sprite for things that are dead but you can't loot them.
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1 month ago |
enemies.json
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There's now a Collision component that determines collision if its set. Closes #72.
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1 month ago |
icons.json
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2 months ago |
items.json
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Colors are now being loaded from assets/palette.json
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2 months ago |
map_tiles.json
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Now have dead bodies working but need art for it.
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1 month ago |
map_tiles.png
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Now have dead bodies working but need art for it.
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1 month ago |
palette.json
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2 months ago |
rituals.json
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Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image.
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4 months ago |
shaders.json
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Setting up to have a fire attack and lightning attack.
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5 months ago |
styles.json
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Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs.
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3 months ago |
text.otf
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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8 months ago |
tiles.json
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2 months ago |