bevy-playground/readme.md
2024-02-03 21:15:30 -06:00

46 lines
1.4 KiB
Markdown

# Bevy Playground
Ideally, I would love to make a game similar to Kodo Tag, the not-so-famous
Warcraft III custom map/scenario.
I will probably never get there.
I've been trying for years to even get close, but I always choke on pathfinding.
I'm hoping I can leverage a good navmesh and pathfinding crate combination to do
the heavy-lifting for me _plus_ it's a fun excuse to write more Rust.
# To Do
- [ ] Basics (the stuff I can do just about anywhere)
- [X] Window
- [X] Movement
- [X] Flipping sprites
- [X] Camera
- [X] SFX
- Examples:
- https://github.com/bevyengine/bevy/blob/main/examples/audio/audio.rs
- https://github.com/bevyengine/bevy/blob/main/examples/audio/audio_control.rs
- https://github.com/bevyengine/bevy/blob/main/examples/audio/spatial_audio_2d.rs
- [X] Y-sort
- Layers?
- [ ] UI stuff
- [ ] Multiplayer
- Ambient game engine?
- I _would_ like in-browser (and mobile) playability and multiplayer
- Lightyear?
- [ ] Tile system
- [ ] Basic map
- In-game editing?
- [ ] Enemies
- [ ] "Position delta" pathfinding
- [ ] Profiling
- Seems to use a lot of resources doing hardly anything
- [ ] Something to slice a tile map into a navigation mesh
- Repeatedly?
- Navmesh may be super overkill and astar may be sufficient?
- [ ] Smart pathfinding
- `pathfinding` crate?
- [ ] ???
- [ ] Profit