#3d #bevy #gamedev #digital-extinction #game

de_tools

Various simple core utilities, structs, and so on for Digital Extinction

1 unstable release

0.0.1 Oct 11, 2022

#4 in #digital-extinction

GPL-3.0 license

2KB

Digital Extinction

AGPLv3 CI Sponsors

Digital Extinction (de-game.org, Documentation, GitHub, Discord) is a 3D real-time strategy (RTS) game. It is set in the near future when humans and AI fight over their existence.

It is open source & free software. Forever! It runs on Linux, Windows and potentially other platforms.

The game is completely written in Rust with Bevy used as the engine.

Gameplay video

Status

The game is still in the early phases of its development. If you are looking for a mature game, come back in a few months.

Feedback, bug reports, and other contributions are welcome.

How to Play?

Game controls & gameplay tutorial is at docs.de-game.org/tutorial/.

Downloading Nightly Builds

Build from main branch is automatically published every night as a ZIP archive. The archive contains:

  • all necessary game assets,
  • main game binary (de or de.exe),
  • DE Lobby binary (de-lobby or de-lobby.exe),
  • and DE Connector binary (de-connector or de-connector.exe).

Follow these steps to start the game on your computer:

  1. Download nightly ZIP file for your OS and CPU:

  2. Extract the ZIP file.

  3. Execute binary file called de or de.exe.

Building from Source

What you need:

Clone, build & run recipe (will work in the majority of the cases):

  • git clone git@github.com:DigitalExtinction/Game.git DigitalExtinction
  • cd DigitalExtinction
  • make sure that Git LFS files in assets/ are pulled
  • cargo run --release

Build Profiles

Testing Profile

On top of the standard Cargo build profiles, there is a testing profile optimized for manual testing. In this profile, extra checks and debug info are included in the build. LTO is disabled and the optimization level is fine-tuned for fast compilation times while keeping performance reasonable.

LTO Profile

Profile lto shares configuration with release profile but enables LTO.

Cargo Build Features

The following are the Cargo build features supported by the game. These features enable special functionality that can be useful during development, testing, and experimentation.

godmode

godmode makes it possible to control all game entities (i.e. enemy units and buildings).

Where to Get Help?

Community

See Contributor Covenant Code of Conduct.

Goals

Many of the goals are intentionally vague and aspirational. They serve as a general direction for future development. All changes and decisions shall go hand in hand with the spirit of the following goals.

  • Develop a forever free (as in free speech) and open source RTS game. A game without the restraints of commercial development – no marketing-motivated features, no dopamine traps, no in-game purchases…

  • Design an original game, not yet another clone of an existing (and often a very old) game. The game is a combination of tried and true concepts and mechanics from the RTS genre with new and innovative ideas.

  • Create a true strategy game, where dexterity or APS do not play the primary role.

  • Focus on exponential in-game technological and economical progress. Players who consistently outperform their competitors for extended times prevail. Short-term boosts and performance fluctuations do have a proportionately small impact on the game results.

  • Produce a modern game, unchained from obsoleted constraints and utilizing current technology. Truly utilize the power of modern multi-core CPUs and other capable hardware with the help of advances in software development, like fearless concurrency of Rust programming language, or ECS-based Bevy engine.

    Seize this technological opportunity to create an RTS of grand scale, with hundreds of buildings and thousands of fully simulated units on the game map.

  • Develop the game indefinitely and incrementally. To regularly ship a new version (rolling release) and to forever improve the game based on new experiences and new ideas.

  • Show that non-trivial games could be created in Rust and by extension Bevy engine.

Game Design

See game design documentation.

Contributing

Contributions to the project in any form are welcomed. Check out our Contributor's Guide.

MSRV: the Minimum Supported Rust Version (MSRV) is “the latest stable release” of Rust.

Roadmap

Bellow is a high-level roadmap. Also, see Issue #246 with a detailed path toward version 1.0.

  1. Proof of Concept (PoC)
  2. Prioritize in development cycles, each organized in a GitHub milestone named Run N. For example Run 2.
  3. Release (first) version 1.0
  4. Indefinitely improve the game

Proof of Concept

This is an embarrassingly bare bones game. It is complete in the sense that you can start the game, play against someone and win or loose.

At this stage, the game is too bare bones to be enjoyable. The UI/UX misses some very important features (like seeing what units are selected, ability to see health / energy of units, and so on).

The goal of this milestone is to lay down the foundations, setup basic infrastructure (GitHub Actions, issues labels, …) and achieve an important psychological milestone.

1.0

This is the first published version of the game. In theory, this should be the earliest possible version, minimizing development time and effort, which is threshold enjoyable for an actual player.

As opposed to PoC, this version has all the basic UI to make the UX acceptable. The game mechanics are somewhat expanded so it is no longer thoroughly “dummy”.

License

Source Code

Digital Extinction is free and open source. All code in this repository is licensed under GNU AGPLv3 (LICENSE or https://www.gnu.org/licenses/agpl-3.0.en.html).

Unless you explicitly state otherwise, any source code contribution intentionally submitted for inclusion in the work by you, shall be licensed as above, without any additional terms or conditions.

Assets

All game assets are located in /assets directory of this repository. Assets placed in a directory with a file named LICENSE are licensed under the license stated in the file.

All other artwork in this repository, including 3D models, textures, animations, UI bitmaps, sounds and music are licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)

Sponsors

@JustinDaleGray

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