Welcome to LibraCity - city planning on a needle!

Overview

🏙 LibraCity - city planning on a needle!

Tentative entry for LDJam #49 - Theme: unstable.

LibraCity is a city planning game on a needle. Literally. In this puzzle game, the entire city rests on a base plate at equilibrium over a needle. Adding buildings destabilizes the entire city. Complete each level by laying out the required buildings while keeping the stability of the entire city.

Libra City early screenshot

Made in 🦀 Rust with 🕊 Bevy Engine.

How to play

The goal is to place all buildings available in the inventory while keeping the base plate of the city at equilibrium over the needle (the center of the plate). Each building has a weight, making it tilt the plate more or less. Buildings further away from the needle also "count" more toward tilt (level effect).

Controls:

  • W/A/S/D to move cursor (the dark grey cube)
  • Q/E or TAB to change current inventory slot
  • SPACE to place a building
  • R to reset a level and retry
  • ESC to exit game

Buildings

Hut

Weight: 1.0

The building of choice of ermits and other isolated souls.

Chieftain Hut

Weight: 2.0

A larger, heavier, and more imposing hut marking the superiority of the Chieftain of the village.

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Comments
  • Update to Bevy 0.6 and Rust 2021

    Update to Bevy 0.6 and Rust 2021

    • Update to Bevy 0.6
    • Update Rust edition to 2021 to follow Bevy
    • Remove WebGL2 renderer; Bevy 0.6 handles wasm directly
    • Remove custom shader for Boot to simplify it and avoid having to write an entire custom pipeline just to animate a progress bar
    opened by djeedai 0
  • Add Boot sequence

    Add Boot sequence

    Add an AppState::Boot state before the main menu, which loads the critical assets (mainly, fonts) required to display a loading screen, and without which the game cannot start. The sequence should be kept minimal as no user interaction can be provided during this time. Most loading should occur during the AppState::MainMenu state that follows, where some progress and feedback can be displayed.

    opened by djeedai 0
  • Refactor as ECS

    Refactor as ECS

    Refactor the game code as more ECS-oriented, partitioning it in more coherent systems for the inventory management, the level loading, and the deserialization of the levels from disk.

    Move levels definition to assets/levels.json, and load it via a custom TextAsset asset. This ensures it can be loaded in wasm. Handle async loading with "Loading..." text on main menu, and extra MainMenuLoading app state.

    opened by djeedai 0
  • Add web support via wasm build

    Add web support via wasm build

    • Add cargo make targets
    • Add web and native features
    • Switch rendering to webgl2 for wasm, as wgpu is not supported in browsers
    • Convert sound to OGG, as bevy_kira_audio does not support MP3 on wasm
    • Add controls on web page directly for ease of use
    • Work around AssetFolder::load_folder() not implemented in wasm (bevyengine/bevy#2916)
    enhancement 
    opened by djeedai 0
Releases(v0.1.2)
Owner
Jerome Humbert
Jerome Humbert
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