Releases: StarArawn/bevy_roguelike_prototype
Releases · StarArawn/bevy_roguelike_prototype
Day 20
More tilemap changes and more work on weapons and equipment.
Day 19
Worked on equipment and weapons. 🗡️
Day 18
We fully restored all of our previous functionality within the game and have a new tile map renderer!
Day 17
A few days were skipped here due to writing a new library called: bevy_ecs_tilemap
which can be found here:
https://github.com/StarArawn/bevy_ecs_tilemap
Today we integrated the new tile map library and restored most of the existing functionality.
Day 13
We added an AI example which collects potions and another one that drinks health potions.
Day 12
Worked on cleaning up some code. Playing around with different UI solutions, and added a example prototype for a simple inventory ui screen.
Added a new health potion sprite. Free to use wherever and however you like. :)
Day 11
We added a few different component and entity structures to allow us to manage attributes, stats, and modifiers.
Day 9
We made a lot of progress today! Here's a list:
- Updated player movement code to be smoother, and added camera smoothing.
- Used an event to pass data to the battle view.
- Camera now follows player.
- Simple Player/Enemy collision detection.
Day 8
Mostly was a continuation of the bug we discovered in bevy on day 7. Finding out what caused the bug and implementing a work around. The bug has to do with calling asset_server.load_folder
.
Day 7
Today we ran into a bevy bug which changed how we approach swapping between our GameState
. We also added a battle view player sprite which is animated!