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