Generate tile-based levels in a Metroidvania style.
The project is also a testbed for me to learn the RUST programming language.
In order to have the project complete, some steps must be followed:
- Write the
Requirements
✓ - Design the
Architecture
✓ - Write the
User Stories
(In Progress) - Implement the
User Stories
While steps may be finished, they are subject to further reviews as the project matures.
All the requirements for the implementation are located in their own section.
They should be clear enough as to explain the necessity and use of the project's capabilities.
Architectural drawings are essential to the understanding of the requirements, being laid out in their own section.
This must allow readers to understand how the requirements
interact with each other and give a more technical overview of the parts of the system.
Once the requirements and architecture are known and understood, one can break them down into the User Stories.
The current list of user Stories
is laid here.
This project should be used as a git submodule.
This way, the documentation is part of the implementation and can be tracked to specific commits.
This allows for easier maintenance as well as validation of the overall implementation.
When used as a submodule
, the only section that may be ommited is the Miscellaneous.
Contributions are welcome.
Send a pull request and it will be reviewed for merge.
I am not a game developer
. I am a backend developer
, focused on "enterprise software".
As most developers, I started developing "enterprise software" to eventually become a game developer
but now all my skills are oriented to this much different scenario.
Even so, I want to challenge myself: I want to try and make something that uses my skills to generate a game-kind-of-thing and maybe light the kindle I need to finally start game developing.
Here is hope.
I have to thank ThatGuyGlen for their breakdown on how Dead Cells was made. When they talked about level generation, I suddenly got the idea that hey, I can do that!
Suffice to say, I couldn't take that idea out of my head until I did something about it and now here we are.