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# 🦴bones
  • a

    abraxas

    02/08/2022, 10:55 AM
    @everyone As the internal crate
    network-core
    grew in size and scope, I realized that we might as well rename this to
    fishfight-core
    and move all core functionality to this crate, so that we have an engine library, using Macroquad and Hecs, that we can distribute for (internal) use.
  • a

    abraxas

    02/08/2022, 10:56 AM
    This means that we will need a catchy name for this library (currently,
    fishfight-core
    ), so we are asking for any good ideas you guys might have, in that regard!
  • a

    abraxas

    02/08/2022, 10:58 AM
    All reusable code will, from now on, be put in this crate, in stead of
    fishfight
    . This means components like
    Transform
    and
    PhysicsBody
    , as well as core utility stuff like
    crate::math
    . Existing code will be moved over, gradually, as I/we work with the code base.
  • r

    Remie🍓

    02/08/2022, 10:59 AM
    The aquarium 😄
  • e

    erlend

    02/08/2022, 11:00 AM
    Nice. That reminds me of a company name I was considering for a startup: Simulacrum
  • a

    abraxas

    02/08/2022, 11:00 AM
    As we progress and the various systems are cleaned up (as outlined in the issue on github), we will focus on divisions between implementation details that are specific for our use case (fishfight) and more general, so that the more general systems can be added to core
  • a

    abraxas

    02/08/2022, 11:02 AM
    Simulacra and Simulation (it's a book)
  • a

    abraxas

    02/08/2022, 11:03 AM
    I'm all about the gnostic stuff, so Simulacrum is an awesome name
  • e

    erlend

    02/08/2022, 11:04 AM
    Also worth noting for people that this effectively a continuation of
  • a

    abraxas

    02/08/2022, 11:04 AM
    yeah, this will probably replace the toolkit, as efforts go for my part, when FF is done
  • a

    abraxas

    02/08/2022, 11:06 AM
    I was planning to transition to hecs there, when I was done with ff, any ways, but that would make them so similar that there is no need for two projects
  • e

    erlend

    02/08/2022, 11:07 AM
    And as such, this engine will gradually cover a series of niches. We’ve basically got ‘2D pixel Platformer engine’ nailed down. We’re gonna get into ‘2.5D pixel side-scroller’ and ‘top-down pixel’ before long. And RPG is also there already.
  • a

    abraxas

    02/08/2022, 11:08 AM
    yeah, it is very easy to customize now, as we use hecs, so it will just be a matter of constructing a runner in the main method, according to use case, kind of similar to how amethyst did it
  • a

    abraxas

    02/08/2022, 11:08 AM
    implementation will be done in systems, not states, though
  • a

    abraxas

    02/08/2022, 11:09 AM
    or both, maybe, as you need states to transition between menus and gameplay, etc
  • e

    erlend

    02/08/2022, 11:09 AM
    Fun case of RPG niche engine here btw:
  • e

    erlend

    02/08/2022, 11:10 AM
    > Bonfire is ideal for building games from the following perspectives:
  • e

    erlend

    02/08/2022, 11:10 AM
    I like that kind of specificity. You know exactly what you’ve got to work with as a designer.
  • a

    abraxas

    02/08/2022, 11:11 AM
    that looks good! We need to get lighting at some point (most likely requires control of input vars on shader level, in miniquad/macroquad, though)
  • u

    user

    02/08/2022, 11:45 AM
    So are you using macroquad as a basis for a custom engine?
  • a

    abraxas

    02/08/2022, 11:45 AM
    yes, macroquad and hecs
  • u

    user

    02/08/2022, 11:45 AM
    Interesting
  • e

    erlend

    02/08/2022, 11:46 AM
    We should probably reassess how much we’ve got in common with @User’s at this point.
  • a

    abraxas

    02/08/2022, 11:48 AM
    seems similar in some regards but we have a very specific asset loading strategy, which will also be the backbone of out-of-the-box mod support for games that use our library
  • a

    abraxas

    02/08/2022, 11:49 AM
    as I mentioned in a pm to @User, I will spend the next few days to implement the mod loading, and that will probably be one of the core selling points of the library
  • u

    user

    02/08/2022, 11:50 AM
    So wait, this thing already has a level editor. Will that be turned into an actual game editor?
  • a

    abraxas

    02/08/2022, 11:50 AM
    especially when we, some time in the future, also add support for mods that contain logic (scripts) and not just extensions via JSON data and assets, like what will come now in phase one
  • a

    abraxas

    02/08/2022, 11:51 AM
    We plan to make this the way to edit entities, as well as maps, in the future, so yes, probably
  • a

    abraxas

    02/08/2022, 11:52 AM
    for that we will need to do something better, ui-wise, though. Macroquad UI is simply too limited to use for such an application, imo
  • a

    abraxas

    02/08/2022, 11:52 AM
    maybe keep the current as an internal map editor and make an extended version using a more native-like ui framework
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