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A feature rich rogue-like survival game made with Bevy & Rust

A Top Down 2D Survival Rogue-like Game

Screenshot 2024-06-05 at 7 25 12 PM Screen Shot 2023-09-08 at 4 21 39 PM

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A survival game for the exploration of Bevy/Rust and game development.

Feature-rich roguelike survival gameplay:

  • [x] Diablo-style loot with randomized attribute rolls
  • [x] Stat points upon level, tons of attributes to increase
  • [x] HP, Mana, Food resources
  • [x] Full procedural world generation, with tons of foliage, plants, etc
  • [x] Random dungeon generation (Dimention support, like minecraft)
  • [x] Chunking optimizations
  • [x] Day/Night cycle
  • [x] 4 enemies and 1 boss with animations and different attack styles/flavor
  • [x] Tons of weapon types: melee, ranged, and magic with diferent play styles
  • [x] Weapon upgrades (bows shoot in a spread, chain lightning upgrade, etc)
  • [x] Fully custom UI implementation: Inventory, Containers(chests), Stats page, tooltips, HUD, etc
  • [x] Damage numbers!
  • [x] Wind shader for trees
  • [x] Custom shader to render player's armor assets on top of existing animation files, without the need for new assets per armor piece combination
  • [x] Tons of different items for crafting, building, and utility (like potions, food)
  • [x] Beautiful art pack and UI (still a WIP)
  • [x] Internal tooling for easy addition of new enemies, items, world generation items/params, etc all with the power of bevy_proto and custom tooling to make further development fast and easy!
  • [x] Simple enemy AI, expanding to mroe complex behaviors soon
  • [x] Saving/Loading gameplay -> blocked upstream for bevy_ecs_tilemap, a WIP
  • [ ] Gameplay integration for mentioned weapon upgrades
  • [ ] More bosses/enemies! -> (huge art bottleneck)
  • [x] Improved world generation algorithems
  • [ ] Add configuration options for device specific settings (for example screen resolution)
  • [ ] Options menu

run using cargo run --release, if not using a retina Display, game might render too large, change HEIGHT constant in main.rs

Controls

  • WASD to move
  • I, E, TAB, opens inventory
  • B opens stats page
  • F interact with fairy merchant
  • Mouse buttons to attack/use item
  • SPACE to dash

Future Plans & Goals

The goal is to launch on steam one day. The current state of the game is a lot better than it was a year ago, and im sure it will be even better next year. I currently have no idea when it will be ready for an early access release.

I am in the process of getting a ton more pixel art/animation assets in order to build out the bosses in the game, as well as some more hostile and passive mobs.

Beyond adding more art/creatures, there are some open game-design related concepts that need to be figured out before the game feels right. Some of those missing things are part of the list above, but a lot of them are unknown.

If you would like to play-test this game but don't know how to set up rust to compile it, contact me for an executable build of the game.