A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw
aa72cfe4a4
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 |
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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 |
items
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Fix up the healing potion so it looks more like a healing potion.
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3 months 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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Fix up the healing potion so it looks more like a healing potion.
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3 months ago |
textures
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Fix up the healing potion so it looks more like a healing potion.
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3 months 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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Can now set a color to another already existing color.
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2 months ago |
devices.json
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Colors are now being loaded from assets/palette.json
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2 months ago |
enemies.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 |
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 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 |
map_tiles.png
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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 |
palette.json
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Map now has a color theme rather than random colors.
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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 |