|
|
25edfafac1
|
Close #32 : Recently stolen treasure appears along the bottom of the UI layer
|
2014-06-29 19:36:10 -07:00 |
|
|
|
d23d9969f7
|
Close #7 and Close #6 : Player can now steal from AI and it increases their score
|
2014-06-29 12:13:02 -07:00 |
|
|
|
a7eb935f54
|
Move treasure glint sprites above the shadow layer to make them easier to see
|
2014-06-29 11:03:23 -07:00 |
|
|
|
830ebe2261
|
For #7 : Townsfolk and guardsmen spawn with 'treasure'. AI with treasure will occasionally 'glint' playing an effect to show the player they have treasure.
|
2014-06-28 17:38:50 -07:00 |
|
|
|
e166d580fc
|
Made state changes in the AI affect the player score
|
2014-06-28 08:48:26 -07:00 |
|
|
|
6a5fa90484
|
Added a visible score counter to the bottom of the screen
|
2014-06-28 08:30:33 -07:00 |
|
|
|
cc25f7ca0c
|
Close #13 : Brightness of the map now follows the clock
|
2014-06-27 22:46:34 -07:00 |
|
|
|
429e4398f5
|
Close #12 : UI now shows a timer that counts from 8 pm to 5 am
|
2014-06-27 21:41:57 -07:00 |
|
|
|
9709a87fb0
|
AI returns to their origin when they cant move and are in wandering state. AI gets their facing state from the map. Guards can re-encounter you while traveling back to the origin.
|
2014-06-27 18:04:34 -07:00 |
|
|
|
0bf03be51d
|
Reorganize index page, turn off drawing view and path rectangles
|
2014-06-26 23:47:07 -07:00 |
|
|
|
a1fb550c64
|
Close #3 : Hunt / Search behavior works as expected
|
2014-06-26 23:39:32 -07:00 |
|
|
|
4f8a09581d
|
Added audio and brightness controls, also added some crappy UI graphics to the index page
|
2014-06-26 21:55:58 -07:00 |
|
|
|
5ac3159e38
|
Refactor away from '== null' checks towards isSet
|
2014-06-26 07:15:38 -07:00 |
|
|
|
ed070b360e
|
Close #19 : Player lightmeter bases off the ambient light of the world
|
2014-06-25 07:56:22 -07:00 |
|
|
|
adab130d17
|
Breaking out source into separate files
Get rid of backup files
Refactored source out into multiple files
|
2014-06-22 10:12:40 -07:00 |
|