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Calvinjk
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DungeonCrawler
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Create getters and setters and clean up all the existing code
#84
Calvinjk
opened
5 years ago
0
Move WalkableTiles and PassableTiles over into the FindPath() function
#83
Calvinjk
closed
5 years ago
0
Create testing buttons to create new maps, place players and enemies, etc
#82
Calvinjk
closed
5 years ago
0
FindPath() could be sped up by using a Bidirectional search instead of a BFS. CCI 109
#81
Calvinjk
opened
5 years ago
0
Pathfinding Debug Logs (on/off)
#80
Calvinjk
closed
5 years ago
0
We are currently calling FindPath() a huge amount of times. Might want to look to caching available tiles for movement to save a lot of time.
#79
Calvinjk
opened
5 years ago
0
Get rid of Player.SetLocation()
#78
Calvinjk
opened
5 years ago
0
Helpful message if an invalid tile is clicked
#77
Calvinjk
opened
5 years ago
0
Is Unit.isMoving necessary anymore?
#76
Calvinjk
opened
5 years ago
0
Start using Vector3.MoveTowards() instead of minSnapDistance
#75
Calvinjk
closed
5 years ago
1
Create Unit abstract base class
#74
Calvinjk
closed
5 years ago
0
Large code cleanup. Nicer looking and runs better
#73
Calvinjk
closed
5 years ago
0
Added debug logs to map.cs
#72
Calvinjk
closed
5 years ago
0
Generation
#71
Calvinjk
closed
5 years ago
0
Fadeaway walls when view of characters would be obstructed
#70
medicinemetasin
opened
5 years ago
0
Generation
#69
Calvinjk
closed
5 years ago
0
Debug log switch on the pathing algorithm
#68
Calvinjk
closed
5 years ago
0
Think about how to execute secret rooms
#67
medicinemetasin
opened
5 years ago
0
Generator: First room can use GenerateRoom -> Make the door code check for a wall or ungenerated tile
#66
Calvinjk
closed
5 years ago
0
Different features other than rooms, such as corridors, junctures, BIG rooms, secret rooms, etc.
#65
Calvinjk
opened
5 years ago
0
Fill rooms with "stuff"
#64
Calvinjk
opened
5 years ago
0
Make sure movement and overlay code works on the generated maps
#63
Calvinjk
closed
5 years ago
0
Generator: CheckTiles() also needs to test for map boundaries.
#62
Calvinjk
closed
5 years ago
0
Generator: Once a wall has been chosen, quick check the adjacent tiles (no diag) before calling the lengthy CheckTiles()?
#61
Calvinjk
closed
5 years ago
1
Generator: Keep a data structure of walls that we *could* make a new room off of. No corners.
#60
Calvinjk
closed
5 years ago
0
Move the DungeonMapGenerator to GameManager
#59
Calvinjk
closed
5 years ago
0
Generator: Only check State.Wall for the edge tiles
#58
Calvinjk
closed
5 years ago
0
Gen 8: Repeat entire process (from 3) until "complete"
#57
Calvinjk
closed
5 years ago
0
Gen 7: Add feature in chosen place
#56
Calvinjk
closed
5 years ago
0
Gen 6: Proceed if there is room, if not loop back to (3)
#55
Calvinjk
closed
5 years ago
0
Gen 5: Determine if there is space to build the new feature
#54
Calvinjk
closed
5 years ago
0
Gen 4: Determine new feature to generate
#53
Calvinjk
closed
5 years ago
0
Gen 3: Pick a wall of any generated room
#52
Calvinjk
closed
5 years ago
0
Gen 2: Place single room in center
#51
Calvinjk
closed
5 years ago
0
Gen 1: Fill whole map with ungenerated tiles
#50
Calvinjk
closed
5 years ago
0
Created PathingTile. Fixes #48
#49
Calvinjk
closed
5 years ago
0
Change the Tile class and the Heap pathfinding objects to be separate
#48
Calvinjk
closed
5 years ago
0
RANDOM MAP GENERATION
#47
Calvinjk
opened
5 years ago
0
Generation inital cleanup merge
#46
Calvinjk
closed
5 years ago
0
Design some sample levels
#45
medicinemetasin
opened
5 years ago
0
Allow characters to pan camera on their turn in combat
#44
medicinemetasin
opened
5 years ago
1
Is movement AP bankable up to a point?
#43
medicinemetasin
opened
5 years ago
1
Clean up the movement overlay code. See what you can put into a function
#42
Calvinjk
closed
5 years ago
0
Need some sort of prompt for confirming movement
#41
Calvinjk
opened
5 years ago
1
Create a method for changing the gameManager gameState
#40
Calvinjk
opened
5 years ago
0
How to handle and present movement and other core options in combat
#39
medicinemetasin
opened
5 years ago
2
Adjust pathing movement variables
#38
Calvinjk
opened
5 years ago
3
Other characters can "hijack" the movement action if you accidentally click on them instead of the tile "above" them
#37
Calvinjk
opened
5 years ago
3
Pathing currently avoids ally tiles entirely
#36
Calvinjk
closed
5 years ago
0
Set a movement range for characters and make it work
#35
Calvinjk
closed
5 years ago
0
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