a little action platformer in rust. all the assets done by myself as always. (i lost all motivation for this project so it will forever remain a MVP)
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i just added 7 playable levels and a win screen. i really want to release a MVP so i can ship this project. the game is really simple, a basic platformer, but ive lost all motivation to continue this project, so i just made a couple levels consisting of a total of 3 different tiles (yeah...) so i can ship this and be done with it forever (or i regain that motivation and make this game into what i wanted it to be from the start which very much was not a precision platformer).
uh, my other games are better.
implemented multiple screens! this actually took longer than the 11 minutes reported by SoM but due to som being down i released last devlog too late so it included most of the time from this.
uh so i added new special tiles (tiles with special behaviours that arent rendered), that can tell the game to change to another screen on player enter. i also gave each screen up to 4 different spawn locations, so depending on which direction its entered from, it can spawn player at different spots. looking pretty good!
i reworked the graphics systems! basically, instead of each entity having a texture or animation as a field, and on draw, directly drawing that to the entity render layer, i give each entity an asset id that refers to an animation / texture, and pushes a draw call to the render state for the entity render layer.
this means that all assets are loaded at a single place, which is really nice, and that assets are a lot easier to work with, since these asset tags can be freely moved and copied, unlike having actual texture data, which rust's borrow checker (and common sense), prevents you from easily or cheaply moving. this also means that two entities can have the same animation without the animation having to be loaded twice.
i also created a general Registry
class that is indexed by an associated enum, now used for both animation assets, and screens.
(i also did a lot more work this devlog but SoM was down so i couldnt make seperate devlogs and i had already made the graphic for this devlog so im posting it as is)
this devlog ive worked on enemies, pathfinding and generalising the player physics. most interesting i think is the pathfinding, i decided to use special pathfinding markers to help enemies navigate. these are just tiles in the tilemap, but on a special layer, and you can see in the attachment what they look like. these special markers could for example be jump here, or jump here if player is to the left. and enemies will also inately move towards the player X coordinate.
ive also made the player phyiscs more general which is how the enemy works. this took some time but will save a lot of time later on not having to copy a bunch of code.
player borders! i think this style will work better :>
i also made slide-jumping (not seen here) velocity based, so if youre completely still while sliding (if you can call it that while still), you cant jump, but the faster youre going, the higher youll be able to jump
added sliding :>
pretty cool! something i didnt consider at first is what happens if you get stuck while under an obstacle, like your speed runs out mid-slide. i had to add a check that if youre sliding, and under a low roof so you cant stand up, then your velocity will be set to a minimum of 0.5. this will ensure you'll always get out
hi and welcome to the first devlog! this is going to be an action platformer thingy so ive set up the basic physics and project. im making this in RUST!! (ofc its the only lang i use but you probably didnt know that). i actually wanted to give up on this project because i am so godamn terrible at art, it isnt tracked, but ive spent maybe 10 hours drawing a little city street environment that ive now scrapped because i hate myself. we'll see how this project goes :/
ig if someone is reading this i probably finished it so, well done future me for saving this wreck of a project!!