A game about automation, hexagons and magic; and there's no Conveyor Belts.
Game's WIP.
Tech used: Rust, wgpu, ractor, egui, Rhai
Lead dev(s): Madeline Sparkles, Mae Rosaline
preview_1.mp4
Links:
- Fedi(Mastodon): https://gamedev.lgbt/@automancy
- Git: https://github.com/automancy/automancy
- Discord: https://discord.gg/ee9XebxNaa
Run run.sh
to run the game.
Alternatively, run cargo run -p build_script
before running the game.
There should be IntelliJ configurations for running the game. Simply run config Run
.
For SVG files, in order for them to be correctly converted to Blender files, the file needs to fit the following criteria:
- The viewport is exactly 160cm by 160cm (cm is used to reduce rounding errors).
- The file does not contain any color outside of fills.
- That means, no gradients.
- The file does not contain any clipping or masking.
- Use the boolean operators.
- The file does not contain any strokes.
- Use "Stroke to Path" to convert them.
Currently, the game supports neither materials nor textures, and has no plans to support them.
Use either Vertex Paint or a material with only the base color (they get turned into vertex colors)
input.data
(aka DataMap) needs to be manually assigned if you make modifications.
The rendering is single-threaded, the game logic is run with an actor system on top of a Tokio runtime.
"Scripts" are called "functions" as the name is taken in-game by what would otherwise be called "recipes."
- The weird terminology comes from the fact that "recipes" doesn't make sense for machines.
If you can't feasibly do that, implement more handling in source code, and then write the logic in functions.
[WIP]