Working on a battle system for #RADIOFORESTRION
It's a post-apocalyptic RPG, where
you play as a guilt-ridden exile, who tries to maintain their sanity while traversing a dying forest trying to find an ancient machine that can manipulate reality.
Working on a battle system for #RADIOFORESTRION
It's a post-apocalyptic RPG, where
you play as a guilt-ridden exile, who tries to maintain their sanity while traversing a dying forest trying to find an ancient machine that can manipulate reality.
Worked a little bit more on the battle system today.
#RADIOFORESTRION
Too lazy to record sound, but there's some progress there too. I will get less lazy I swear. Anyway I haven't seen sunlight for a month now, if you like this stuff you can buymeacoffee.com/j.g00da
#RADIOFORESTRION
Who’s excited to play Python 4 on SnakeStation 6? They said there will never be Python 4, but here it is! Woah look at these graphics! It’s almost like a real snake!
#RADIOFORESTRION is a game where you can fight radiation and trees (data structure).
So I made Puter say things at random and it's endless source of fun ngl.
Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?
With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.
Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).
https://crates.io/crates/fernweh
#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn
I finally got animation working in my #bevy #procedural city game! Here you can see a character transitioning from idle to running, and back to idle.
It's crazy how just adding a character from a free assets site make demo videos go from a "tech demo" vibe to a "game" vibe — even though basically everything remains to be done!
(I have to say that the character model I downloaded does fit the intended vibe pretty well. I might even keep it in the final game)