Maciej Główka
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Nov. 11, 2024

Turn based mechanics with Bevy's one-shot systems

TL;DR - check the complete working code here: https://github.com/maciekglowka/bevy_turn_basedOne-shot systemsIf you have ever used Bevy engine you probably already know that the order in which it's systems are executed is somewhat tricky and not exactly deterministic. This might be especially painful in a turn-based game scenario, where game logic updates should follow a predefined sequence.…
Jan. 3, 2024

Building games for Android with Rust

Recently I have kept working on a minimal roguelike game that was initially mentioned in some earlier post. Since the beginning it has been planned to work on mobiles, so as it became more-less playable I have started to port it into a native Android build.My stack is composed mainly from Winit (0.28) and WGPU (0.17) and I am not using any 3rd party game engine. Therefore some compatibility issue…
Sept. 12, 2023

Refactoring cluttered ECS systems in favour of the command pattern

Recently I have came back to work a bit more on the tiny Shifting Chamber game, which has been put on itch.io earlier this year. Before releasing the early version I had to really force myself to finalize things and make it more or less playable. Therefore it is no surprise that the code got bit messy and ill structured at the end. So now, before introduction new features to the game, it became c…
Sept. 3, 2023

Minimal-UI-driven dungeon crawler

Recently I have been searching for a new game-mechanic idea, for a possible next hobby project. I've built a number of prototypes but nothing really convinced me yet - all the 'unique' approaches turned out not fun after a moment. What I have discovered though, is that more often than not, I've got annoyed by the game controls I've created. It was usually quite cumbersome…
June 9, 2023

Bevy roguelike tutorial / devlog part 10 - room placement

Last time we have left of our dungeon generation with some hardcoded room positions. This time we will improve on that by adding some proper randomization.The complete code for this part can be found here: https://github.com/maciekglowka/hike_deck/tree/part_10RoomGeneratorWe are going to take a bit of a similar approach, as with the tunnel creation. We will make a common trait for the room genera…
May 18, 2023

Bevy roguelike tutorial / devlog part 9 - dungeon generation

We have done already a lot of boiler plate code to setup the basic systems in this project. It is time to finally create something more fun and see the effects of our work. In this part we are going to start with procedural generation of the dungeons. (yaaay!)The final code for this part can be found here: https://github.com/maciekglowka/hike_deck/tree/part_09General layoutIt is no secret that ge…
May 9, 2023

Bevy roguelike tutorial / devlog part 8 - deck UI

Well, I've tried to avoid the subject for as long as possible, but I think it's not handy to delay it any more.Small confession: creating UIs is completely not my thing :) However handling the cards is really not handy at the moment. so we have to fix that - at least a little bit. The code in this part is going to be rather simple (in it's logic), but the volume might get heavier :…
May 2, 2023

Bevy roguelike tutorial / devlog part 7 - better animation

The attacks we've implemented in the last part are not exactly visible. Unless a unit is killed and it disappears from the board. So, this time we are going to fix this by adding some more animations to the game.The entire code for this part can be found here: https://github.com/maciekglowka/hike_deck/tree/part_07Action eventsWhen animating the movement, we have been checking every unit'…
April 22, 2023

Bevy roguelike tutorial / devlog part 6 - player cards

In the last part of the series we have created a possibility for the NPC units to attack the player. This time we are going to start building a card system, so the player can fight back :)The source code for this part can be found at: https://github.com/maciekglowka/hike_deck/tree/part_06Card traitCards in our game are going to be simple entities that will let the player execute various actions. …
April 19, 2023

Bevy roguelike tutorial / devlog part 5 - more actions

In the previous part we have managed to give the NPC units an ability to walk. This time we are going to extend their action spectrum by implementing some melee hits.The entire source code for this episode can be found here: https://github.com/maciekglowka/hike_deck/tree/part_05Actor componentAs you might remember, last time we have created an Actor component that could hold a planned action for …
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