A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw
d2a5dfa713
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 |
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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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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 |
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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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 |
textures
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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 |
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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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 |
devices.json
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Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy.
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4 months ago |
enemies.json
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This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights.
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3 months ago |
items.json
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Played around with a circular map real quick.
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4 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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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 |