A survival game for the exploration of Bevy/Rust and game development.
Feature-rich roguelike survival gameplay:
- Diablo-style loot with randomized attribute rolls
- Stat points upon level, tons of attributes to increase
- HP, Mana, Food resources
- Full procedural world generation, with tons of foliage, plants, etc
- Random dungeon generation (Dimention support, like minecraft)
- Chunking optimizations
- Day/Night cycle
- 4 enemies and 1 boss with animations and different attack styles/flavor
- Tons of weapon types: melee, ranged, and magic with diferent play styles
- Weapon upgrades (bows shoot in a spread, chain lightning upgrade, etc)
- Fully custom UI implementation: Inventory, Containers(chests), Stats page, tooltips, HUD, etc
- Damage numbers!
- Wind shader for trees
- Custom shader to render player's armor assets on top of existing animation files, without the need for new assets per armor piece combination
- Tons of different items for crafting, building, and utility (like potions, food)
- Beautiful art pack and UI (still a WIP)
- Internal tooling for easy addition of new enemies, items, world generation items/params, etc all with the power of
bevy_proto
and custom tooling to make further development fast and easy! - Simple enemy AI, expanding to mroe complex behaviors soon
- Saving/Loading gameplay -> blocked upstream for
bevy_ecs_tilemap
, a WIP - Gameplay integration for mentioned weapon upgrades
- More bosses/enemies! -> (huge art bottleneck)
- Improved world generation algorithems
- Add configuration options for device specific settings (for example screen resolution)
- Options menu
run using cargo run --release
, if not using a retina Display, game might render too large, change HEIGHT
constant in main.rs
WASD
to moveI, E, TAB,
opens inventoryB
opens stats pageF
interact with fairy merchant- Mouse buttons to attack/use item
SPACE
to dash
The goal is to launch on steam one day. The current state of the game is a lot better than it was a year ago, and im sure it will be even better next year. I currently have no idea when it will be ready for an early access release.
I am in the process of getting a ton more pixel art/animation assets in order to build out the bosses in the game, as well as some more hostile and passive mobs.
Beyond adding more art/creatures, there are some open game-design related concepts that need to be figured out before the game feels right. Some of those missing things are part of the list above, but a lot of them are unknown.
If you would like to play-test this game but don't know how to set up rust
to compile it, contact me for an executable build of the game.