@@ -89,7 +89,7 @@ Server][rusty-jam-server] for more updates!
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The eighth Rust Gamedev Meetup happened in August. You can watch the recording
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of the meetup [ here on Youtube] [ gamedev-meetup-video ] . The meetups take place on
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the second Saturday every month via the [ Rust Gamedev Discord
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- server] [ rust-gamedev-discord ] , and are also [ streamed on
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+ server] [ rust-gamedev-discord ] and are also [ streamed on
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Twitch] [ rust-gamedev-twitch ] . If you would like to show off what you've been
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working on at the next meetup on [ September 11th] [ rust-meetup-sept-time ] , fill
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out [ this form] [ gamedev-meetup-form ] .
@@ -144,7 +144,7 @@ identify a few issues. Most importantly, this change made the game able to
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finally be distributed, and maybe even compiled for the Web in the future. Read
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more on the [ WGSL-related blog post] .
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- In order to make advantage of the new superpowers, the [ Rusty Vangers] game (the
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+ In order to take advantage of the new superpowers, the [ Rusty Vangers] game (the
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new working title) was published on Itch.io.
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[ vange-rs ] : https://github.com/kvark/vange-rs
@@ -159,7 +159,7 @@ your browser_
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[ RecWars] by @martin-t is a free and open source Rust clone of [ RecWar] , a top
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down vehicle shooter.
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- The game is a work-in-progress, this month it gained splitscreen for 2 players
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+ The game is a work-in-progress, this month it gained split-screen for 2 players
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and an in-game console to change cvars - you can edit any of the configuration
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variables that define its gameplay balance while playing.
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@@ -191,7 +191,7 @@ was built using Rust and the Bevy game engine.
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[ Try the live web demo
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here.] ( https://bauxitedev.github.io/vehicle_evolver_deluxe/index.html ) (It needs
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- a relatively fast computer, on mobile browsers it'll run really slow.)
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+ a relatively fast computer, on mobile browsers, it'll run really slow.)
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[ There is also an in-depth explanation available on how it works internally, in
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the form of an educational video.] ( https://www.youtube.com/watch?v=DlRNdCCSSyo )
@@ -240,12 +240,12 @@ Not Snake ([GitHub][notsnakegit], [Itch][not-snake]) by [Michael Ramirez] is a
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Not Snake was developed using the [ Bevy game engine] [ bevy-notsnake ] . It was
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completed and [ released for free] [ not-snake ] in August and can be played on
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- Windows, Linux, MacOS and in browser (Chrome recommended) although there are
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+ Windows, Linux, MacOS, and in browser (Chrome recommended) although there are
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fewer audio/performance issues running the executables versus the browser
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version.
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There have been several large changes since the last update in June including
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- adding new levels, new music and adding a narrator who does an OK job of keeping
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+ adding new levels, new music, and adding a narrator who does an OK job of keeping
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score.
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_ Discussions:
@@ -263,15 +263,15 @@ _Discussions:
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_ The kids getting ready to sneak into a movie_
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"A Day at the Movies" ([ GitHub] [ dayatmoviesgit ] , [ Itch] [ dayatmovies ] ) by
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- [ Michael Ramirez] is a short game about stealth, movies and friendship.
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+ [ Michael Ramirez] is a short game about stealth, movies, and friendship.
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"A Day at the Movies" was made using the [ Bevy game engine] [ bevy-movieday ] in 7
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days as part of the Rusty Jam. Despite the placeholder art and lack of audio, it
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can be played from start-to-finish and is literally guaranteed to bring a smile
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to all who play it. Just make sure to follow the instructions on how to get into
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the "Ferris the Crab" movie room.
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- It's playable in browser on [ itch] [ dayatmovies ] and the code can be viewed on
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+ It's playable in- browser on [ itch] [ dayatmovies ] and the code can be viewed on
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[ GitHub] [ dayatmoviesgit ] .
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[ dayatmovies ] : https://ramirezmike2.itch.io/a-day-at-the-movies
@@ -288,7 +288,7 @@ handheld game with a 160x128 screen resolution and 16-color palette.
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The top 3 things that went well for this project were the art, tilemap support,
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and ECS. On the art side, the silhouettes in the background turned out better
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- than expected. The back lighting (or at least the impression of back lighting )
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+ than expected. The backlighting (or at least the impression of backlighting )
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looks quite nice, even in motion. Tilemap support was added near the end of the
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jam built on [ tiled] . It catapulted development progress from seeing major
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changes every day to making major changes every hour. [ shipyard] is the Entity
@@ -311,15 +311,15 @@ lesson that often has to be relearned the hard way.
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### Shattersong Online
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- ![ Screenshot of Shattersong Online showing a a portal leading between two
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+ ![ Screenshot of Shattersong Online showing a portal leading between two
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shards] ( shattersong.png )
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Shattersong Online is an online sandbox game written in Rust, with the goal of
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supporting thousands of players in a shared universe, with hundreds of players
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- per shard. In game portals let players travel between shards hosted on separate
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+ per shard. In- game portals let players travel between shards hosted on separate
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physical servers.
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- Since the initial announcement in July we have worked on restructuring large
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+ Since the initial announcement in July, we have worked on restructuring large
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parts of the codebase to make adding new content more ergonomic. We tested out
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the new organization by adding a new monster type from scratch (pictured above).
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@@ -340,10 +340,10 @@ smelter factory setup in The Process_
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management, and carrot production, built with Rust using the Godot game engine!
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This month has seen a lot of activity: More improvements to the level editor,
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- in-game assets and general gameplay improvements. But the main focus has been on
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+ in-game assets, and general gameplay improvements. But the main focus has been on
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a new building system with improved ergonomics. The game is now approaching a
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point where all the core mechanics for the factory simulation are in place, but
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- more in-game content and assets are still required reaching the first playable
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+ more in-game content and assets are still required to reach the first playable
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demo.
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This month the game has seen the following changes and improvements:
@@ -358,7 +358,7 @@ This month the game has seen the following changes and improvements:
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[ centrifuge] ( https://twitter.com/PlayTheProcess/status/1430923976574910466 )
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- A new system to tweak properties with
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[ OSD sliders] ( https://twitter.com/PlayTheProcess/status/1424638751041536001 )
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- to speed- up iteration times. Short explanation
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+ to speed up iteration times. Short explanation
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[ here] ( https://twitter.com/PlayTheProcess/status/1424638756246675459 ) .
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- A new egui-powered
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[ main menu] ( https://twitter.com/PlayTheProcess/status/1425785805453373444 )
@@ -394,7 +394,7 @@ theme "*Illusion of Security*".
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> can have a serious impact on your real life!
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>
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> In Murder-User Dungeon you will juggle between exploring the Labyrinth(TM)
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- > game in your console, hiding from vengeful gamers, and making sure you fulfill
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+ > game in your console, hiding from vengeful gamers and making sure you fulfill
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> your human needs.
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>
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> To win the game, you must reach the end of the Labyrinth(TM)!
@@ -405,7 +405,7 @@ other gamers in the Labyrinth, they risk them coming to their apartment to get
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revenge.
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The team split development of the game, so that each member could work
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- independently on seperate features. While [ @cdsupina ] ( cdsupina ) worked on the
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+ independently on separate features. While [ @cdsupina ] ( cdsupina ) worked on the
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needs system and the graphics, [ @Sheepyhead ] ( sheepyhead ) worked on the UI and
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menus, and [ @Nightlyside ] ( nightlyside ) worked on the console and Labyrinth
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gameplay.
@@ -464,7 +464,7 @@ technologies running on the [NEAR Blockchain][near-blockchain].
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This month the [ whitepaper draft] [ shrm-whitepaper ] has been published and a lot
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of thoughts have been put into the token economics and how to integrate the game
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with the blockchain. The Shroom Kingdom DAO (Decentralised Autonomous
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- Organization) is looking for self motivated people, who want to help build the
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+ Organization) is looking for self- motivated people, who want to help build the
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project. DAO members will be rewarded with the $SHRM token, which will soon be
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launched on the NEAR mainnet after the final feedback round from NEAR core team
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members.
@@ -514,9 +514,9 @@ game made in a week with [Bevy][tbd-bevy] for the first [Rusty Jam][tbd-jam].
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The main idea behind the design of TO BE DIRE is venturing out of the safe zone
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in order to survive, adding elements of gameplay like gathering resources, and
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- maintaining the player character health and hunger, that are common for the
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+ maintaining the player character health and hunger, which are common for the
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genre, finally having the implementation of the monsters and fear system as a
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- way to futher address the first Rusty Jam's theme "Illusion of Security". [ Read
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+ way to further address the first Rusty Jam's theme "Illusion of Security". [ Read
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more about TO BE DIRE's design in the issues at GitLab] [ tbd-issues ] .
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Download the game at [ itch.io] [ tbd-itch ] (available for Linux and Windows)
@@ -687,7 +687,7 @@ with Blender-inspired [G]/[R]/[S] keys.
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[ Try it right now in your browser.] [ graphite-live-demo ] Graphite is making rapid
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progress towards becoming a non-destructive, procedural graphics editor suitable
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- of replacing traditional 2D DCC applications. The public alpha release is coming
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+ for replacing traditional 2D DCC applications. The public alpha release is coming
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very soon. [ Join the Discord] [ graphite-discord ] and get involved!
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[ graphite-repo ] : https://github.com/GraphiteEditor/Graphite
@@ -753,7 +753,7 @@ feature](https://gschup.github.io/ggrs/blog/sparse-saving/). The authors also
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proudly present [ bevy_GGRS] !
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bevy_GGRS is a plugin to integrate GGRS easily into the popular game engine
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- [ bevy] . It features autmatic saving and loading of components and resources
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+ [ bevy] . It features automatic saving and loading of components and resources
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defined by the user through bevy's reflection tools. The plugin is currently in
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development and uses features that have not been released in bevy 0.5. With bevy
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0.6 on the horizon, bevy_GGRS is planning to publish to
@@ -790,7 +790,7 @@ sources.
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The release comes at a cost of DX11 backend, which isn't there comparing to
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wgpu-0.9. On the plus side, the new GL backend performs much better. It runs
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- most of the examples, and has been successfully tested on Raspberry Pi-3. Still
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+ most of the examples, and has been successfully tested on Raspberry Pi-3. Still,
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more work ahead to make it solid, and to support WebGL2 properly.
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[ wgpu ] : https://github.com/gfx-rs/wgpu
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