Zed A. Shaw
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d2162910f6
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Implemented configurable randomization in the world builder, and then got the beginning of devices to work for the next part of going down a level through stairs.
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2 years ago |
Zed A. Shaw
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7acbd0379f
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There's now a config to control the random world gen a bit.
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2 years ago |
Zed A. Shaw
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b16405cfdc
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Better random entity placement and config of entities is now more generic.
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2 years ago |
Zed A. Shaw
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641a405a06
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Need a disclaimer on bugs.
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2 years ago |
Zed A. Shaw
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86501f00f5
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More burn.
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2 years ago |
Zed A. Shaw
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27a603f0e1
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Yes, feel the burn.
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2 years ago |
Zed A. Shaw
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73b85e8057
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Finally have a name for my little matrix shape iterator library. I present to you, the SHITErators. Are they THE shit? Shit? Or just Shite?
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2 years ago |
Zed A. Shaw
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ffdea41faa
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Randomized rectangle placement without repetition works now. On to having multiple levels in the dungeon.
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2 years ago |
Zed A. Shaw
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cb976a69a9
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Map gen now works again and the enemy density is toned down.
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2 years ago |
Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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2 years ago |
Zed A. Shaw
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c19c53b15b
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Meson update and gdb fix.
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2 years ago |
Zed A. Shaw
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2b53363635
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Fix up a few operator things in amit's code.
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2 years ago |
Zed A. Shaw
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079734941c
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Amit's 1d->2d matrix that I can base a rewrite of mine on.
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2 years ago |
Zed A. Shaw
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80ef052e15
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Fixed a problem in the world builder after a refactor then made it do less random paths.
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2 years ago |
Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2 years ago |
Zed A. Shaw
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f3f875ee80
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Initial changes to clean up the code.
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2 years ago |
Zed A. Shaw
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8d3ccd935d
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Bringing in Amit's matrix for study and comparison.
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2 years ago |
Zed A. Shaw
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ee304c30e3
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Made a curative component really quick.
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2 years ago |
Zed A. Shaw
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d6916b675e
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Enemies can be tagged as moving randomly, but it's very subtle.
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2 years ago |
Zed A. Shaw
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222b39c403
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Fixed up building enemies and items using componentsin the JSON.
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2 years ago |
Zed A. Shaw
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9ce4fbd552
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Reworked the way that entities are loaded so they're more dynamic and can be configured without modifying C++code.
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2 years ago |
Zed A. Shaw
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1f7214fcd4
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GUI now handles modals better and there's now a death screen that makes you exit. More to come.
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2 years ago |
Zed A. Shaw
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6cabd62c7f
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There's a simple death screen now and you can exit. More work on what death means later.
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2 years ago |
Zed A. Shaw
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f2864a62ee
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Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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2 years ago |
Zed A. Shaw
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31e5eb7fce
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Picking up gold doesn't add it to your inventory.
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2 years ago |
Zed A. Shaw
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8e4add25a9
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A little more cleanup and then removing any completed bug notes.
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2 years ago |
Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2 years ago |
Zed A. Shaw
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14b3ea7676
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Inventory system is mostly working and I can pick up everything and use it.
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2 years ago |
Zed A. Shaw
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aaa6d9f9f3
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Can display items picked up but man is this some garbage code. I need to rethink how inventory is stored so that it'll work with the Menu.
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2 years ago |
Zed A. Shaw
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135d9a128b
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Basic inventory system working and can pick up items but needs to be reflected in the UI next.
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2 years ago |
Zed A. Shaw
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d7353a02df
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Initial layout of an item inventory UI.
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2 years ago |
Zed A. Shaw
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3d461bce6d
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Very simple items system to get into the inventory work.
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2 years ago |
Zed A. Shaw
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1962b0c24e
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Started prototyping a viewport iterator but couldn't get it right so I'll test drive it next.
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2 years ago |
Zed A. Shaw
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4cb41a61db
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Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
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2 years ago |
Zed A. Shaw
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5adeb4e078
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I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
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2 years ago |
Zed A. Shaw
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380e18b91a
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All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed.
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2 years ago |
Zed A. Shaw
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941be008f8
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Very jank but now I can set different panels as active and test for mouse events in them to enable mouse. This needs a big cleanup and probably some FSM love.
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2 years ago |
Zed A. Shaw
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f0829bb9ea
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Starting a bit of refactoring to sort out how to handle the various UIs.
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2 years ago |
Zed A. Shaw
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d8400d0a76
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Tinkering with a way to do modal UIs for things like inventory etc.
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2 years ago |
Zed A. Shaw
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db441000f8
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Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI.
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2 years ago |
Zed A. Shaw
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28d19d80a2
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Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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2 years ago |
Zed A. Shaw
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59bbae0af0
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Added a couple of test enemies to the game for the next stream.
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2 years ago |
Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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2 years ago |
Zed A. Shaw
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03c5546cdf
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World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations.
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2 years ago |
Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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2 years ago |
Zed A. Shaw
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194cc6664b
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Lighting is working way better and now for world generation work.
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2 years ago |
Zed A. Shaw
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9c03e850b5
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Now have more fancy rooms with different floors to play with.
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2 years ago |
Zed A. Shaw
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f46b5f15ef
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Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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2 years ago |
Zed A. Shaw
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31620adf7a
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Update to SFML 2.6.2
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2 years ago |
Zed A. Shaw
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9ac8da30ea
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Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.
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2 years ago |