This is the name and logo for the Nano-9 project. It shows white blocky text with a purple outline on a dark background. To the left of the text is what could be a gamepad arrangement of squares. They have pastel colors of red, blue, green, and gold, echoing a subset of Pico-8’s logo. In the middle is a white square with a small 10x10 pixel drawn bird, which is a call back to Bevy’s bird logo.
I haven't posted a game update in a while because I went off and decided I needed a better steering library for agents. So I wrote the one I wanted. Now I need to get back to game dev, so I'm putting off writing better docs and polish. You can find it at:
I continue using my custom alternative to bevy-inspector-egui. It doesn’t have all the features, but it includes some that the original lacks and it better suits my use case. I have custom filtering, as well as the option to customize names in the hierarchy inspector based on components (it doesn’t have to be simple mapping like in the original; it can also be a custom function that, for example, reads an enemy’s health).
Repo: https://github.com/Leinnan/bevy_reflect_inspect
It is implemented in Bevy 0.17, with bevy_rapier3d (physics/collision)
It has some additions to the original game, the paddle is operated with the mouse and can move up and down instead of just left and right, you can tilt the paddle with the mouse wheel, and depending on the force and direction with which you hit the ball you can influence speed and direction. Gravity is also a thing 😉 #gamedev#bevyengine
@bevy
Retro-style 2d platform game with rooms, one of which contains a character. The room is decorated with simple tiles representing a table and storage units, and occasional models that look a bit like Tetris pieces.
New map and lots of improvements to AI navigation and player controls. There doesn't seem to be a lot of existing crates for agents in bevy. For basic navmeshes and pathfinding, it was relatively easy to set up vleue_navigator, then I added some collision avoidance and separation logic on top of that. There are bugs, but you don't see them too often which is good enough for now. Now I should finally add some more enemy types. #gamedev#bevyengine
I took 2 days off from working on this plus one day to refactor a bunch of stuff to support modular weapon loadouts. Here's a very silly looking tank with miniguns, a cannon, and a rocket launcher. The rockets don't do the right thing yet, but eventually they'll move more rocket-like. I also need to fix the enemies to use the new weapon system. They stopped firing at the player. I've got lots of ideas for weapons, but I'll need to add the UI so you can customize your loadout before I get to all of them. #gamedev#bevyengine