#tutorial
14 posts with this tag
Adding stock-based dynamic prices and configurable per-module logging to polish our space trading game.
Creating a minimap using camera-based render-to-texture, render layers, and UI integration.
Implementing a hexagonal sector map with territory ownership, RON-based configuration, and soft world boundaries.
Creating a faction system with diplomatic relations, shared economies, and data-driven configuration via RON files.
Implementing shields, armor, hull, projectile weapons, combat AI with state machines, and death effects.
Adding free camera movement, ship selection, follow mode, and piloting controls for a hybrid RTS/simulation experience.
Implementing sophisticated AI trading with route scoring, exploration triggers, profit validation, and the strategy pattern.
Adding AI-controlled trader ships with behavior state machines, navigation, and automatic trading using faction wallets.
Building the economic foundation with commodities, station markets, dynamic pricing, and faction wallets for NPC trading.
Creating a minimal heads-up display showing faction credits and coordinates using Bevy's UI system.
Adding faction-owned space stations with different types, market behaviors, and data-driven spawning from RON files.
Creating an immersive parallax starfield that gives depth and motion to our space game using multiple layers and seamless wrapping.
Organizing our Bevy game with plugins, modules, game states, and system sets for clean, maintainable architecture.
Starting our journey into 2D space game development with Bevy 0.17. We set up the project, learn ECS basics, and create a movable ship.