Maciej Główka
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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 …
April 2, 2023

Bevy roguelike tutorial / devlog part 4 - NPC units

In the previous part we have left off after developing a functioning action queue - for our turn-based logic. This time we are going to make a use of it and add some moving NPCs to the game.Final code for this one is on the branch here: https://github.com/maciekglowka/hike_deck/tree/part_04NPC SpawningLast time we have already created an Actor component that enables certain entities to perform ac…
April 1, 2023

Bevy roguelike tutorial / devlog part 3 - Action queue

In the previous part of this series we have managed to display, move and do some basic animation of the player character. This time we will start thinking about adding some NPC units. However before we do that we have to figure some turn related mechanics first.Beware though, I believe that's the most tricky aspect of doing turn-based games (at least for me so far). It is much more complex t…
March 30, 2023

Bevy roguelike tutorial / devlog part 2 - The player

In the previous part we ended up with a simple board / map layout displayed. Today I'd like to add a next element to that - spawn the player character.You can see the source code for this part in the repo branch here: https://github.com/maciekglowka/hike_deck/tree/part_02 PiecesI like to design turn-based games as if they where board games. So if we have a board, we should also have pieces t…
March 18, 2023

Bevy roguelike tutorial / devlog part 1

I have been fiddling with the Bevy Engine for more or less a year now, working mostly on turn-based game prototypes. To be honest, most of the learning materials available seemed to be suited better for the real-time stuff. So, trying now to start a new small project I have decided to share a bit of the process. I am by no means a Bevy expert, but perhaps those steps will be useful for somebody s…
Dec. 6, 2022

Text-based (JSON, Toml) resources in Bevy engine

Even when building a simple game, you might at some point want to keep the data / stats outside of your source code. A structured text file format, like JSON or Toml might sound like a good, not overly complicated, solution. Unfortunately, the Bevy engine does not support loading those out-of-the-box at the moment (I am at v 0.9).You might just think, that loading text data is easy enough to hand…
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