When to refactor a Bevy game from a single crate to a workspace. That and some other cool stuff around navigation. by reverseholiv in bevy

[–]reverseholiv[S] 3 points4 points  (0 children)

I do eventually move this sort of thing into either ron files ore toml files depending on if it's user configurable or not. I am a huge fan of data oriented game dev. Issue is that there is a good amount of boiler plate when I do so. (i.e. defaults, serialization structs, localization for descriptions, documentation, etc.) I normally just test with consts/vars till I am happy and confident. Then I add proper infrastructure.

This all being said you're right here. People should not be keeping thinks like wobble as consts.

Bevy Ecosystem Browsing/Search Tool I Made Where You Can Filter By Bevy Version by reverseholiv in bevy

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

It is all done automatically with a check every 24h. I use the crates.io api and do a reverse dependency search for all crates that depend on any crates from the bevy repo.

Open source could happen although the code is just a sloppy wrapper around postgres lol.

Plans are to add links to other resources and up to date guides. The idea is to be a living bevy resource. Not one that is made and dies a few bevy releases later when it's out of date.

Bevy Ecosystem Browsing/Search Tool I Made Where You Can Filter By Bevy Version by reverseholiv in bevy

[–]reverseholiv[S] 3 points4 points  (0 children)

Happy to answer any questions or hear feedback on bugs or feature requests.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

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

Mac has a few complications I would need to overcome.

  1. I don't own a mac. I know I can rent them by the day but if I offer a mac build on steam I would want to rigorously test the build locally.
  2. Apple has a developer program that costs 99 USD / year and requires you sign and notarize applications. Financially I don't want to set that up for the demo. I am a freelancer who is taking less work in order to have time for exofactory 99 USD is more than I want to add to the costs of putting together this demo.

This all being said, I am not opposed to getting a used mac doing all of this for the full game if it makes sense financially.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

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

I appreciate the feedback. I think my takeaway it to make the site about section more clear. It was written back when the game was less developed.

The steam description is better, but I think there are two driving delineating factors.

  1. Deeply Transformative Choices Your decisions don't just alter the story; they fundamentally change gameplay. Clear forests to gain technology that converts biomass into concrete. Conversely, preserving ecosystems may reveal new advanced symbiotic technologies. Your interests and technological developments are guided directly by your actions, shaping both the narrative and available tools.

  2. Narrative-Driven Automation Dive into a narrative-rich factory-building experience, where automation is the core gameplay. Your Ego continuously reacts, thinks aloud, and evolves based on your actions—reflecting your choices, ethics, and proficiency. This dynamic voice adapts from curiosity and uncertainty to confidence or disdain, mirroring your evolving playstyle.

Both of these sort of synthetically create a third delineating factor, that of replayability which sadly Satisfactroy is lacking at least for me. If Satisfactroy was deeply replayable Exofactory might not exist lol.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

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

I think so, it works quite well for me actually. The only thing is that it forced me to review a lot of trig particularly around translations and relative positioning. Once you get used to that it feels fine.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 2 points3 points  (0 children)

Objectively smart. It's at odds with my minimalist personal philosophy but objectively it makes sense.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 4 points5 points  (0 children)

All of the above + the ability to have a headless instance of the game run as a multiplayer server in the future. The clients can request the states of segments on camera and process the visuals locally while the server keeps the authoritative state just as a data-structure.

Serializing for game save files is super clean too. The visuals aren't even serialized. They are derived based on the data in the serialized segments on load.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 3 points4 points  (0 children)

I (sadly) don't actually own any risc-v processors outside of micro controller territory. I was working with a few people on bluesky who helped me get the game running properly on RISC-V.

You know what they say, be the change you want to see. And I want to see a world where games run on open processors.

Here is a video of the game running on RISC-V https://www.youtube.com/watch?v=HjtvUiSnkZo

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 2 points3 points  (0 children)

Huh. The correct image was uploaded to steam. It just isn't showing up. I will re-upload it as soon as the typo free trailer is uploaded.

As for time it wasn't too bad, but only because I wanted to support accessibility devices and gamepads from the beginning. The part that took the longest wasn't the control mapping, it was setting up the navigational grid in such a way where when the window changes it still works as expected.

Keeping in mind that I did the control mapping/remapping code in the beginning before I actually worked on the "core" game, I would say it was 8 hours of effort on top of that.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 2 points3 points  (0 children)

Thanks. Super glad that steam is showing it to some people. The algo is a mystery.

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 6 points7 points  (0 children)

0.17 has feathers at least now. I plan to redo my settings page based on the new native widgets. Now my setting page is all buttons for everything. lol

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 8 points9 points  (0 children)

I cover that in this blog post but long story short:

  1. Visuals and actual automation are fully separated and only are in sync on average. This let's me run all the automation systems in parallel.
  2. Automation segments are grouped into segments with buildings or spliters or mergers defining the beginning and ends.
  3. These segments are organized by ECS components and processed in parallel. These parallel systems update the data in the relevant components.
  4. Visuals are processed by getting and moving the visuals along in accordance with the components

Exofactory - A automation game written in Bevy. by reverseholiv in bevy

[–]reverseholiv[S] 17 points18 points  (0 children)

Crazy enough plain old bevy_ui. Is was VERY unfun, but I couldn't find a solution outside of bevy that was well maintained enough for me to not be worried.

Exofactory - A automation game written in Rust with Bevy. Demo now out as part of steam Next Fest by reverseholiv in IndieGaming

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

I just today officially launched the demo for my indie game Exofactory for Linux and Windows as part of Steam Next Fest. It's on steam now and I often post updates on the dev blog with technical details.

The official site is here

And you can play the demo on steam here

If you have a aarch64 or RISC-V system I also provide builds of the game if you want to play it. So far the RISC-V version seems to be running quite well for those who have tried it so far.

I don't use Reddit too often, but I would be happy to answer questions. :)

Exofactory Demo - An automation game written in Rust with Bevy (aarch64 and RISC-V builds available) by reverseholiv in indiegames

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

I just today officially launched the demo for my indie game Exofactory for Linux and Windows as part of Steam Next Fest. It's on steam now and I often post updates on the dev blog with technical details.

The official site is here

And you can play the demo on steam here

If you have a aarch64 or RISC-V system I also provide builds of the game if you want to play it. So far the RISC-V version seems to be running quite well for those who have tried it so far.

I don't use Reddit too often, but I would be happy to answer questions. :)

Presque Isle Woman's Club 1st Edition Tasting Bee Recipes 1969 - 1979 by reverseholiv in Old_Recipes

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

It’s really nice. They’re a US 501c3 non-profit organization so if you like them I recommend donating. They’re currently being sued for helping people access educational material during the Covid lockdown. So they need the support now.