Linus Probert
46fbdc1b3c
Fixed jumble layout logic
2019-03-08 12:39:21 +01:00
Linus Probert
b40c54a88d
Layouts can now be jumbled with each other
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This takes quadrants from 4 random layouts and creates a new layout
based on those quadrants.
This is not done for shop layouts.
2019-03-08 12:00:08 +01:00
Linus Probert
8f20f36db7
Lighting on wall layouts and aggro shopkeepers
2019-03-08 10:17:06 +01:00
Linus Probert
3ba33d8852
Adds light tiles to layout files and a shopkeeper
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Next step is to add game logic for shopkeeper murderers and
ability to take items after the shopkeeper is dead.
2019-03-07 20:06:04 +01:00
Linus Probert
447c1a773c
Monster shopkeeper logic
2019-03-07 15:31:09 +01:00
Linus Probert
7e1dffb45e
Shops implemented
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Only need to add the shopkeeper now
2019-03-07 11:09:14 +01:00
Linus Probert
63812fbe05
More wall layouts and cordinated walls
2019-03-06 18:21:27 +01:00
Linus Probert
ca41520c06
Wall layouts added to regular build
2019-03-04 13:13:58 +01:00
Linus Probert
88f4703d00
Some more fence layouts
2019-03-04 13:05:23 +01:00
Linus Probert
206f95f3b6
Fences and walls in layout files
2019-03-04 10:09:55 +01:00
Linus Probert
1c4e600dd4
Wall layout data
2019-03-04 07:35:26 +01:00
Linus Probert
13ca11c70e
Begins refactoring of layout parser to accomodate more layout details
2019-03-01 12:44:12 +01:00
Linus Probert
5d61a91139
Split pit layout logic into separate file
...
The plan is to extend this further to incorporate walls and stuff.
This can later be used for the shop layout.
2019-03-01 08:57:15 +01:00
Linus Probert
cc375bba4e
Implements control over lua random numbers
2019-02-22 00:09:31 +01:00
Linus Probert
ce2a3482d1
Generate seeds from the core seed so that levels will look different.
2019-01-10 19:26:19 +01:00
Linus Probert
bc9d37eb91
Connects the random seed through all the generators
...
This is very untested and I'm guessing that every level will look
identical with this implementation.
Need to extend this so that generation seeds are created on boot for
every level based on the original seed.
Perhaps the "attack"/"defend" seed should also differ from the
generation seed to prevent playthroughs from becoming completely
identical.
2018-12-17 13:10:11 +01:00
Linus Probert
76c2f90ce9
Fixes a compiler warning and arcade mode coverage
2018-10-27 13:53:29 +02:00
Linus Probert
f53703dd88
Introduces arcade mode
2018-10-26 18:37:50 +02:00
Linus Probert
51d7b679ef
Completed the QUICK_GAME mode
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- Still needs more testing before release
2018-10-22 13:57:17 +02:00
Linus Probert
97c95dacd4
Adds lua support for quick mode
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This still needs a bunch of testing
2018-10-22 09:38:05 +02:00
Linus Probert
feed0e29fa
Completes crumbling rooms.
2018-10-15 22:42:08 +02:00
Linus Probert
81ccf8a730
Fixed a windy room issue
2018-09-14 18:54:48 +02:00
Linus Probert
87b2b9d2c9
Fix pits added to room
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- Prevent pits and wind from being combined too early
2018-09-14 09:33:08 +02:00
Linus Probert
cb732a80ec
Adds possibility to push monsters into pits and traps.
2018-09-10 22:27:26 +02:00
Linus Probert
956a37c36e
Introduce windy rooms earlier
2018-09-09 12:50:35 +02:00
Linus Probert
b3724afe49
Make the game a bit more actionfilled
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- Level 1 is reduced in size
- More monsters spawn
- Maps are more 'messy' and less linear
- Introduces 'space' to hold your turn
2018-09-09 12:46:15 +02:00
Linus Probert
9e6325905f
Switched eastereggs and logic, added last achievement
2018-09-06 20:12:37 +02:00
Linus Probert
e217140895
Introduces more pit layouts
2018-09-04 11:16:44 +02:00
Linus Probert
07d7d6e58b
Added easteregg monsters and a funny achievement
2018-09-03 16:49:45 +02:00
Linus Probert
35d2e2ee12
Fixes infinite loop issue in trapgen
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Vertical coridoors before level 4 wouldn't leave enough space to place
4 traps since there is only 10 rows of tiles eligible for a trap and
every trap ocupies 3 rows and requires at least 2 spare rows. This could
cause an infinite loop situation.
* Also fixes linux build warnings and other stuff.
2018-09-02 06:04:24 +02:00
Linus Probert
52913af237
Completes #42 Add boss 2 & 3
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- Adds "The Shadow"
- Adds the "assassin" behaviour
- Adds some assassins to levels > 15
2018-08-23 09:11:13 +02:00
Linus Probert
f67aab0b37
Completes #43 Add win state
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Game now ends if you reach depth level 20
Also fixed:
- Funky bug with stats with 0 dmg
- Wonky speed = 2 on monsters behaviour
- Some other minor stuff
2018-08-22 20:54:39 +02:00
Linus Probert
8c261fd59f
Added the undead monsters for level > 10
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- Fixed a double damage bug
- Prevent player from getting killed when in DEBUG mode
- This can cause really weird behaviour if you fall into a pit.
2018-08-22 14:02:55 +02:00
Linus Probert
6326a64111
Begins #42 Add boss 2 & 3
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- Added "The cleric" for level 10.
2018-08-22 13:13:54 +02:00
Linus Probert
f1b0045829
Introduces the "orc levels"
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Also fixes some minor buggs.
2018-08-22 11:05:12 +02:00
Linus Probert
c390c024f6
Fixes #40 , Prevent adjecant traps before lvl 4
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Made the simplest solution possible here. An A* start algo to check that
we didn't block paths seemed overkill.
2018-08-21 12:56:02 +02:00
Linus Probert
854f2c0918
Prevent levels > 10 from crashing the game.
2018-08-18 20:53:13 +02:00
Linus Probert
6af8d9dd8f
Completes #8 First boss
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- Adds "The Hell Hound" to level 5
2018-08-15 07:20:53 +02:00
Linus Probert
6633db7aa4
Adds room objects and FIRE rooms.
2018-08-13 13:11:32 +02:00
Linus Probert
b4a6c4b46f
Fixes some render layer issues
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- Chance for more daggers in containers
- Less health from meat
- Prevent exit from spawning under containers
2018-08-11 15:15:53 +02:00
Linus Probert
4ba301769a
Fixes : #30
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- Also fixes a bug with artifact generation
- Extends menu room with new features
- Adds more descriptive text to container openings
- Fixes bug with container loot generation
2018-08-10 22:31:06 +02:00
Linus Probert
62d1bbd49d
Completes #31 Adds chests to game
2018-08-10 20:09:56 +02:00
Linus Probert
aaa8e8c36e
Makes stunned enemies "wobble" instead of having an indicator.
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- Also adds more decorations to rooms.
2018-08-06 13:34:27 +02:00
Linus Probert
ffde0793e5
Fixes : #4 Room stuff: Traps
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- Adds traps
- Adds lua hooks for traps
- Fixes level exit in pit bug
2018-08-06 00:28:23 +02:00
Linus Probert
2aee3600e6
Merge branch 'master' into dev
2018-08-03 10:41:21 +02:00
Linus Probert
b3b8208b11
Adds complete rewrite of lua scripts
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Lua scripts now build an in memory structure of all the rooms and their
contents before loading this data into the game. This enables better
possibilities to prevent monsters from spawning in bad places. Monsters
can now also spawn in coridoor rooms.
2018-07-31 14:25:29 +02:00
Linus Probert
dff55a1978
Fixes some buggs
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- Fixes mapbuilder pit loading nullpointer
- Fixes black main menu bg after return to main menu
- Fixes skill sparkling on new game start
2018-06-14 00:12:49 +02:00
Linus Probert
be42981ff3
Fixed errors and adapted to new vim 8.1
2018-05-27 15:13:03 +02:00
Linus Probert
60052af7f5
Merge branch 'master' into dev
2018-05-25 13:46:55 +02:00
Linus Probert
4684e0409c
Minor cleaning of lua scripts
2018-05-25 13:46:28 +02:00