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wanderrust

Design docs and working notes for wanderrust, a soulslike-roguelike built in Rust with Bevy. Successor to wanderlust, which was built in Godot.

These are working documents, not specifications. They're written to think with, and most of them include the dead ends and the reasoning that got discarded — that's on purpose. The conclusion is usually near the top; the argument is usually below it.

Status at a glance

Doc Status About
Strata done Maps divided into vertical layers; visibility and hierarchy
Strata: lightmaps done Per-emitter and per-stratum light maps, merged and diffed
wanderl2r superseded Converting Godot TileMapLayer maps into wanderrust RON
Levers and gates proposed Doors opened by a specific lever
Active stratum superseded ActiveStratum resource; StandingOn / StoodOn
Level-wise spawning proposed Multiple LDtk levels at one world depth
LDtk as pipeline draft Using LDtk project entities as the item catalog
Alternative tiles building "Pages" of tiles: same sprite, different properties
Big tiles draft 2x2 tiles for giant/ancient spaces
Tile flipping building TileTransform for horizontal/vertical/diagonal flips
Mini health bars draft Small HP indicator near the tooltip
Items as entities building Item catalog, kinds, and equipment slots
Effects building NetHack-style intrinsic/extrinsic properties
Bevy UI Message Log building Replace egui gameplay log with Bevy UI
Notes on some patterns reference Bevy/ECS patterns used throughout
Respawning monsters proposed Resetting monster status
Respawning abandoned Respawning monsters; shrines
You Died screen building Defeat interstitial and reset scenario

Writing a new doc

  • Design docs: copy _template.md
  • Pattern notes: copy _template_pattern.md
  • Add the file to SUMMARY.md or mdBook won't render it

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