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Need to have a think about the book overall structure as it grows.
My thinking so far:
Base game
poorly named but this is the setup of the game, ECS, basic components and entities and rendering system
Gameplay
player input, movement, winning/losing states, counting moves
Advanced gameplay
boxes of different colours, etc. - going deeper into the making a game part
UI
basic scene transitions and menus
Testing
add unit and integration tests
Save game
loading multiple levels from config files and save game to track which levels you've won, etc.
Error handling
Also, I want the first few chapters to be a gentle introduction into Rust gamedev, very accessible to new Rustaceans and/or folks with no Rust/gamedev experience. After that set of chapters we can go deeper into more advanced things.
Ideas for prompts for the user to implement an addition themselves:
Centering the game field
Preventing more than one box from being pushed by the player
Making animation frame duration more easily configurable for myself
I also partially implemented differently-coloured boxes and spots before actually reading that section of the book.
The text was updated successfully, but these errors were encountered:
Need to have a think about the book overall structure as it grows.
My thinking so far:
Also, I want the first few chapters to be a gentle introduction into Rust gamedev, very accessible to new Rustaceans and/or folks with no Rust/gamedev experience. After that set of chapters we can go deeper into more advanced things.
Ideas for prompts for the user to implement an addition themselves:
The text was updated successfully, but these errors were encountered: