keis / explore-game Goto Github PK
View Code? Open in Web Editor NEWplaying around with bevy
License: ISC License
playing around with bevy
License: ISC License
Make all decisions on where to place party, enemies, etc the domain of the map generator
Two neighbouring mountains among forest still goes to minimum height at the edge
Gather enough supplies(?) to activate the portal and get out to finish the game and get your score
With the upgrade to bevy 0.10 shadows stopped working. but why? #74
Maybe <Space>
, also make camera zoom to location with some smooth animation
Need to do something about this `ParamSet` monstrosity
Originally posted by @keis in #39 (comment)
Should clearly model an "active" action that's animating.
Is the queue really needed?
Is actions as a standalone entity a useful way of thinking about it?
Relevant for #24
Figure out actions and movement
Each character is represented my some entity on the map. Could be a basic square to start with
Would using thiserror and custom error types improve things?
Like how there is DumpWith that can customise the printing there should be a LoadWith that allows for more complex loading than TryFrom<char>
Needed to move terrain defs to data file #200
Scaling tent and other things to the map makes them harder to find.
Add a "map pin" that pops up at suitable times like above some zoom threshold. Should be a billboard style thing, maybe a simple mesh or just a texture quad.
Should apply for portal, camp, party and maybe resources
What to do with things at same location?
This takes some time and it would be nice to hook up to map seed
Explore representing the wfc template as a bevy assets that's loaded by the engine with other assets
Change the random fill logic to produce a thicker forest
Could hashset and vec use in wfc be simplified by using bitvec?
It should be possible to
Explore some clever shader tricks to get noise textures with for the terrain and terrain elements like for the water.
The textures of the tiles are rotated 90 degrees and look very weird now that there's some actual art on them.
Note, I think the entire grid is rotated so that hex Q-coord is actually Y but then the camera is rotated again ๐คฏ
Many systems only makes sense to run when the state changes
Is there some tool to help find out what systems runs every frame?
Trees, crystals, and structures does not show up after loading
Also, the portal when moving away does not get the fog style applied either
Simple grass lands
An excuse to mess around with https://github.com/emiongit/warbler_grass
seed AEPBR7MIC6W42T5K7VZQ
fails with
thread 'main' panicked at 'assertion failed: !last_rejected.contains(&last_tile)', src/wfc/generator.rs:108:9
Implement ExactSizeIterator where possible in hexgrid
It would be a neat effect if each "pixel" in the texture remained a single colour
Notes for further improvement to WFC performance
propagate
reduces alternatives to 0 bail early and don't collapse current cell
alternatives
in next step
iterationrewind
to apply to multiple steps at once if alternatives after reject is reduced to 0
rewind
s over multiple step
s the alternatives of neighbours gets recomputed additional times TODO, decouple action implementations from queue by passing action as input to system
Originally posted by @keis in #273 (comment)
Only possible on bevy main (0.13 release)
Also needs some mechanism to indicate a pending status
Define different structures, character types, resource etc in data files and load dynamically.
As part of map generation scatter some supplies and crystal around the map.
Party should be able to pick up and carry both around. Use supplies to set up camp or upgrade existing camp, crystals can be stored in camp and act as victory points.
Add key bindings for the various action buttons in the shell.
Can probably be plumbed through the ActionState of input.rs to share the actual implementations.
Make sure elevation of connected mountain tiles stays on mountain mode over the edge
Fix outline of enemy still visible when enemy hidden
Originally posted by @keis in #235 (comment)
Also scale of tent looks weird next to trees, absolute realism not the goal but somewhat in scale would be nice.
Some ideas:
Should position of tent also be randomised or always centre?
Current method of having a system that copies changes to game components to the material feels a bit hacky
I have no clue what a UniformComponentPlugin is but it sounds kinda about right
Rather than having multiple systems aware of the custom Offset component use a nested structure of entities where the mesh is in a child with the offset encoded as the transform.
This needs some alternative to current Bundle based prefabs as they can not specify children
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