Remaking my Abandoned Game 2 years later with Bevy and Rust

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#gamedev #devlog #indiegamedev

I haven't been working on any major projects lately, so I decided to whip out my dusty Metroidvania project from 2 years ago. Except this time I'm not going to be using Monogame and C#, or OpenGL and C++... This time we will embark on a journey spanning more than just this video, to remake the game entirely from scratch with Bevy and programming in Rust.

Remaking my Abandoned Game 2 years later with Bevy and Rust

The first time i created this game was with Monogame and C#, after realizing that the codebase was seriously messed up and couldn't be developed any further without some serious Yanderedev devotion i remade the game in C++ with Opengl, this wasn't a full remake and was eventually abandonded as well due to motivation issues and time constraints. Now im back at it, we are going to be using my new favorite programming langauge Rust and my new favorite game engine Bevy to remake the game and restore it to its former glory with the power of my new programming knowledge, nonexistent art skills, and Bevy's ECS system. So get your popcorn because im going to show you how i(got started) on remaking this game.

Join my discord!:

Music used in this video:
♪ Boba tea (Prod. by Lukrembo)
♪ Butter (Prod. by Lukrembo)
♪ Bread (Prod. by Lukrembo)
♪ Chocolate (Prod. by Lukrembo)
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Give video feedback below, also really sorry for the family bird which was loud at the end of the video.

bipedpotato
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"not to mention I used light mode back then"

cybresquid
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Sad to see the monogame gone but I hear good things about rust and bevy. Good luck with the game!

Skeffles
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Your projects definitely get further than mine ... Curious to see how you've done. This video is a year old.

RogueShadowTCN
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Really like the sewer theming, haven't seen it in many other games

squixypixl
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I recommend decoupling the physics and the rendering. That way your game plays the same way on any framerate. The disadvantage to this is that your physics step size becomes the limit of what framerates are possible, but if you set it at something like 120 steps per second, I think you should be fine.

josephsmith
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Looks cool, although the spider boss seems to blend into the background a lot

unvbmre
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You were just Done with it for a while. No worries.

ChaoticNeutralMatt
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Nice work looks good, can you give a general overview of how you solved the low fps collision issue?

PorkstormPlays
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There’s a visual studio extension for rust if you want to use breakpoints

armadillogod
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What made you want to keep changing languages/frameworks?

evanmashack
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good luck! may the rust hivemind bless you

ivymuncher
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Why you did not finish it in monogame??😊

NitrosS
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why switch from MG though? what was wrong with it?

IncomingLegend
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I set breakpoints and debug rust code just fine in vscode.

lkjdfjsdlfj
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rust doesn't need debugging because of the compiler hints

MattWyndham
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I've recently tried Bevy but there were noticable FPS drops right out of the box when I launched simple boilerplate examples on my MacBook Pro. That was the main reason why I passed by Bevy engine.

MikeNugget
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FINISH THIS THE GAME GAME! So, I'm debating about developing my own Roguelike in Rust/Bevy. I'm coming from a Python - Pygame dev world... and I'm going with a more minimalist approach with game graphics and movements - move more like boardgame on a grid... and all my game character graphics will be created in code VS pngs... points and vertices. This might be stupid approach in hard coding sprites... lucky, I'm not advice enough to understand from - the right and wrong way... plus my characters are going to be pretty simple - hue - color. Your progress of developing your game, will keep ME - my motivation grinding through learning Rust and Bevy dev world... and moving forward - revamping my entire Python game... I've heard great things about Rust. jonathon Blow posted a rant regarding Rust... so, the language MUST be awesome stuff! Jonathon, if you see this comment - your our hero! !! Don't forget that!!! So keep the update vids brewing dude!!! LLove your old art (Joking!!!!) Your updated work looks great so far! 🖖👽

UnderArea
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Many things to say.

First, good job, really.
The parts you do know, you seem to do well.

What I would like to say is: Do you know what makes your game special ?

You talk about a grace period after a jump as if you came up with it yourself (and maybe you did), but it also shows maybe you're not well versed in platformers as this mecanic has been in games for ages, albeit secretly.

You talk about a double job, and seem to fail to realize it's basically what absolutely every platformers gives it players at some point.

No harm, just, if you ask for consructive criticism, I would advise you to stop and reflect first of what story you want to tell, and why.

If you let it be generic, if you let it be just like the rest, without putting you as a person inside of it, then, what's the point ?

Nerhk