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https://github.com/raminkav/lostintime

A feature rich rogue-like survival game made with Bevy & Rust
https://github.com/raminkav/lostintime

bevy bevy-engine bevy-game game game-development gamedev

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A feature rich rogue-like survival game made with Bevy & Rust

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# A Top Down 2D Survival Rogue-like Game
Screenshot 2024-06-05 at 7 25 12 PM

Screen Shot 2023-09-08 at 4 21 39 PM

![ScreenRecording2024-06-05at7 26 59PM-ezgif com-gif-maker](https://github.com/RaminKav/BevySurvivalGame/assets/5355774/0739d1a6-9781-4372-9179-c0227878d0e3)
![ScreenRecording2024-06-05at7 37 12PM-ezgif com-gif-maker](https://github.com/RaminKav/BevySurvivalGame/assets/5355774/a2d071a9-7333-4bc8-b8d7-5f25bce54d60)
![ScreenRecording2024-06-05at7 47 17PM-ezgif com-gif-maker](https://github.com/RaminKav/BevySurvivalGame/assets/5355774/01443a48-17d9-4466-a1b4-8dc503358459)

A survival game for the exploration of Bevy/Rust and game development.

Feature-rich roguelike survival gameplay:

- [x] Diablo-style loot with randomized attribute rolls
- [x] Stat points upon level, tons of attributes to increase
- [x] HP, Mana, Food resources
- [x] Full procedural world generation, with tons of foliage, plants, etc
- [x] Random dungeon generation (Dimention support, like minecraft)
- [x] Chunking optimizations
- [x] Day/Night cycle
- [x] 4 enemies and 1 boss with animations and different attack styles/flavor
- [x] Tons of weapon types: melee, ranged, and magic with diferent play styles
- [x] Weapon upgrades (bows shoot in a spread, chain lightning upgrade, etc)
- [x] Fully custom UI implementation: Inventory, Containers(chests), Stats page, tooltips, HUD, etc
- [x] Damage numbers!
- [x] Wind shader for trees
- [x] Custom shader to render player's armor assets on top of existing animation files, without the need for new assets per armor piece combination
- [x] Tons of different items for crafting, building, and utility (like potions, food)
- [x] Beautiful art pack and UI (still a WIP)
- [x] Internal tooling for easy addition of new enemies, items, world generation items/params, etc all with the power of `bevy_proto` and custom tooling to make further development fast and easy!
- [x] Simple enemy AI, expanding to mroe complex behaviors soon
- [x] Saving/Loading gameplay -> blocked upstream for `bevy_ecs_tilemap`, a WIP
- [ ] Gameplay integration for mentioned weapon upgrades
- [ ] More bosses/enemies! -> (huge art bottleneck)
- [x] Improved world generation algorithems
- [ ] Add configuration options for device specific settings (for example screen resolution)
- [ ] Options menu

run using `cargo run --release`, if not using a retina Display, game might render too large, change `HEIGHT` constant in `main.rs`

### Controls

- `WASD` to move
- `I, E, TAB,` opens inventory
- `B` opens stats page
- `F` interact with fairy merchant
- Mouse buttons to attack/use item
- `SPACE` to dash

### Future Plans & Goals

The goal is to launch on steam one day. The current state of the game is a lot better than it was a year ago, and im sure it will be even better next year. I currently have no idea when it will be ready for an early access release.

I am in the process of getting a ton more pixel art/animation assets in order to build out the bosses in the game, as well as some more hostile and passive mobs.

Beyond adding more art/creatures, there are some open game-design related concepts that need to be figured out before the game feels _right_. Some of those missing things are part of the list above, but a lot of them are unknown.

If you would like to play-test this game but don't know how to set up `rust` to compile it, contact me for an executable build of the game.