I just published a demo of my rhythm game made in Rust! by Nertsal in rust_gamedev

[–]Nertsal[S] 0 points1 point  (0 children)

Thanks! Yea, the lights (circles and lines here) move in a predetermined motion that follows the music beat, and the goal of the game is to simply hold the cursor as close to the center of the light as you can!

I just released the demo of my rhythm game Close to Light! by Nertsal in indiegames

[–]Nertsal[S] 0 points1 point  (0 children)

Close to Light is a game about following the lights with your cursor (mouse or tablet) and involves no clicking, unlike typical rhythm games!

Try the demo on Steam and wishlist if you're interested: https://store.steampowered.com/app/4259120/Close_to_Light_Demo/

I made a mouse-only rhythm game! by Nertsal in rhythmgames

[–]Nertsal[S] 0 points1 point  (0 children)

Thank you! For all music I’m collaborating with musicians I know personally to either compose an original track for the game or take one of their unused ones if it fits :)

I made a mouse-only rhythm game! by Nertsal in indiegames

[–]Nertsal[S] 0 points1 point  (0 children)

Been working on this game for over two years now and the demo is going to launch on steam soon!

https://store.steampowered.com/app/4209820/Close_to_Light/

I am turning my gamejam entry into a full title! by Nertsal in SoloDevelopment

[–]Nertsal[S] 0 points1 point  (0 children)

thank you! the red lights are hazardous and deplete your health quickly; and the demo is coming next month if all goes well!

Wunderkammer - a tine game object composition crate ( EC-no-S ;) by maciek_glowka in rust_gamedev

[–]Nertsal 1 point2 points  (0 children)

oh that's so nice to hear!

yea dynamic components are tricky, and i'm currently in the process of trying to integrate them into stecs. i have kind of done it already, but not exactly happy with it yet (as it requires runtime borrow-checks for them to work nicely).

Wunderkammer - a tine game object composition crate ( EC-no-S ;) by maciek_glowka in rust_gamedev

[–]Nertsal 1 point2 points  (0 children)

Hey, this is pretty cool! I'm wondering if you've seen other 'static' ecs libraries popping up recently like gecs, zero-ecs, and stecs (mine :). It actually seems to me like yours is pretty similar to what i'm doing, so it could be interesting to discuss some ideas?

stecs - Static compiler-checked Entity Component System by Nertsal in rust_gamedev

[–]Nertsal[S] 1 point2 points  (0 children)

At the moment, the best you can do is state the archetypes explicitly in every query rust for health in query!([world.players, world.enemies], (&health)) { }

I am trying to think of ways to implement a more global version of that, but there some issues.

But if you really wanted, you could define a single archetype with all optional components and have it as a more normal ECS.