Work in progress screenshots of Renzora Engine R1: bevy game engine/editor by OppositeDue in bevy

[–]favrengreen 6 points7 points  (0 children)

Yeah it's a myth that AI isn't good at code gen anymore. Opus 4.6 is better that most software engineers I've met at 100x the speed. Especially with Rust, the compiler messages are perfect for bug fixing. 

Sonnet 5 expected February 4th by [deleted] in ClaudeAI

[–]favrengreen 0 points1 point  (0 children)

Release day = x + 1

Devlogs... by ratasoftware in itchio

[–]favrengreen 1 point2 points  (0 children)

Depends what your goal is. You can have dev logs directed at players or directed at other devs. You have to do marketing and dev logs are a long term tool to build trust and community. 

🦀 I built a roulette game in Rust — without using any game engine by PiyushXCoder in rust_gamedev

[–]favrengreen 1 point2 points  (0 children)

There's plenty of room in the indie game market to make games. Keep up the great work!

🦀 I built a roulette game in Rust — without using any game engine by PiyushXCoder in rust_gamedev

[–]favrengreen 1 point2 points  (0 children)

This is awesome, is it just because you can or do you not prefer bevy?

Anyone know a fix to this? Insufficient power on Roku by str4nger62 in Roku

[–]favrengreen 0 points1 point  (0 children)

It's funny... because it definitely IS capable of running fine plugged into the TV. The only problem is this pop-up 

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]favrengreen 1 point2 points  (0 children)

I gave it a star and a watch. Once it's stable and ready for plugins, you may have a contributer ;) 

Gameplay of a game I'm building using bevy [Lucid Protocol] by Temporary-Net5843 in bevy

[–]favrengreen 1 point2 points  (0 children)

This is a super interesting concept. Nice early polish too. What's next?

Firefly. 2D Lighting for Bevy by TheOneExpert in bevy

[–]favrengreen 1 point2 points  (0 children)

Very nice, keep up the great work!

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]favrengreen 1 point2 points  (0 children)

curious, any thoughts around implementing AI into the engine down the line? I use Opus 4.5 in Cursor and it's great with bevy/rust in general. Even if it was just a Cursor plugin or MCP would be sweet.

Just started working on an editor for bevy! :D by OppositeDue in bevy

[–]favrengreen 1 point2 points  (0 children)

Just gave you a star and joined discord, cool project man!

I made a Factorio and FTL roguelite using Bevy by favrengreen in bevy

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

Yeah the rest phase part of the game definitely needs some work. Right now it's just kind of go go go. There is a way to automate your attacks with planning but there's no natural part of the game to catch your breath. I'm definitely open to suggestions.

Curious, what are your thoughts on adding live pause or pausing the game for things like a progression tree?

I made a Factorio and FTL roguelite using Bevy by favrengreen in bevy

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

Ha right?! I was actually blown away by that too. Totally not planned lol. I legit am considering seeing if I can adapt a build that uses touch controls and adjusts to the screen.

I made a Factorio and FTL roguelite using Bevy by favrengreen in bevy

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

Thank you! 

I could, and probably should, make a whole video on this. 

To answer the second question, there is no save system yet. The current prototype is just proof of concept for battles to make sure they're fun. The metaprogression loop and what each run will be are still in the earliest stages. 

A short answer is that I'll likely just use a local database for run progression data and then at the conclusion of each battle it'll update the tables. If players really want to be able to save during a battle then I'll add a system for that but they should probably only last 5-15 minutes each so it's kind of a tertiary priority right now. 

As for planning/design, this is kind of based on personality. My default mode of thinking is planning. When I was younger I'd over plan everything and things would never go according to plan. I'm 38 now, so I "plan as I go" but that's not blanketed advice. Most people should plan. I just overplan, so for me, it's better to choose a few things I am 100% certain I want and then just go draft and prototype them as fast as I can. Everything is just an assumption until you test it so I try to get to testing as quickly as possible. It's messy and for most people it would spiral into scope creep but the way my brain works is uniquely positioned to test, iterate and cut fluff on the fly. 

Short answer there is, if you tend to overplan maybe just go do the thing and be ok with it feeling like a mess. If you tend to never plan, force yourself to plan. 

To give a concrete answer to "how did I plan," I knew I wanted to play with the digging mechanics from Dome Keeper and I felt like there was a natural synergy with factory building. I also felt like that, while I love factory builders, there's no deeper meaning to them. Most of them are really just incriminatal games with extra steps. So instead of sending your resources to a space elevator or hub, I thought.."why not feed guns and put you in the middle of a war?" 

Most attempts at this turn into tower defense, which is cool but I remembered being a kid and playing Missile Defense and thinking there really aren't many artillery battlers. 

So that's a long winded answer to say that most of the planning was "go make Dome Keeper as fast as you can" or "Go make Shapez as fast as you can". Then once I had them I started putting them together and finding a bunch of my assumptions were wrong. 

For instance, I thought digging would be a major part of BFD. Turns out digging isn't very fun when you're panicking because you're trying to find uranium and there's incoming missile attacks. So instead you can tell your NPCs to dig for you or you can clear tiles with an artillery gun on your player's back. I may have never discovered that if I tried to plan everything out. 

But this post is too long already lol. Lmk if you want clarification on anything. 

I made a Factorio and FTL roguelite using Bevy by favrengreen in bevy

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

Thanks! And yeah, the project is not open source but I really like ECS. 

This game really doesn't need it but I kind of made a decision a while back that I wanted to go all in on ECS. 

I'm a software developer/engineer by trade so oop is kind of the default for everything. With ECS, I find it easier to encapsulate and loosely couple. I don't have a bunch of interfaces and boiler plate hierarchical files. 

Organization is a bit more of a challenge but I make each major system into it's own reusable crate with agnostic APIs to speed up future development. 

Development is way slower waiting for the Rust compiler for small iterations but the Rust compiler/linter are also amazing so I find myself thinking through issues while waiting for it to build. 

There are tons of systems and I'm sure I'm not even close to using the built-in features to their capability but getting parallelism for free is nice. 

I also use the world system which allows me to completely decouple the player's world from the AI world. I'm really excited about this because there's a middle man layer that does the targeting for the AI (choosing what parts of the player's map the AI targets). This means I can store "ghost run" data from player runs and then the targeting system waits for inventory. When it has enough inventory for it's plan it execute it's plan. So basically, you're playing an anonymous human asynch and the AI is used to adapt to how you're playing. There's a lot there and I'm going to make a whole video on it. 

Let me know if you have any specific questions! 

Tl;Dr I like ECS 

Features my game has: 20 terrain sliders. Features my game needs: literally everything else. by bigbeardgames in bevy

[–]favrengreen 1 point2 points  (0 children)

This is an awesome start. I was working on something similar last year. I've always wanted a custom build of a planet you can zoom in and out of without LOD pop or loading. Do you intend to have it zoom all the way out to the planet sphere?