Need to have a think about the book overall structure as it grows.
My thinking so far:
[x] Base game
poorly named but this is the setup of the game, ECS, basic components and entities and rendering system
[x] Gameplay
player input, movement, winning/losing states, counting moves
[x] Advanced gameplay
boxes of different colours, etc. - going deeper into the making a game part
[ ] UI
basic scene transitions and menus
[ ] Testing
add unit and integration tests
[ ] Save game
loading multiple levels from config files and save game to track which levels you've won, etc.
[ ] Error handling
Also, I want the first few chapters to be a gentle introduction into Rust gamedev, very accessible to new Rustaceans and/or folks with no Rust/gamedev experience. After that set of chapters we can go deeper into more advanced things.
Ideas for prompts for the user to implement an addition themselves:
Centering the game field
Preventing more than one box from being pushed by the player
Making animation frame duration more easily configurable for myself
I also partially implemented differently-coloured boxes and spots before actually reading that section of the book.
Need to have a think about the book overall structure as it grows.
My thinking so far:
Ideas for prompts for the user to implement an addition themselves: