Use arrow keys to move, SPACE to jump, Z for light attack and V for heavy attack
A game promise
After learning the basics with Bevy, I felt the urge to create something more attractive, something that would really make people want to play and allow me to learn how to make a game that excites, like those I played as a child. I started with what I already knew: rendering a sprite on screen and applying what I learned in my first project to move the player, detect collisions, and make it possible to move around a map. At first it was overwhelming to know which path to follow to advance with the game's functionalities, but little by little priorities emerged, such as animating the character using texture atlases, iterating over sprites and displaying them on screen in an animated way. Later, I incorporated a physics system to simulate gravity and ensure that the map entities behaved as expected. Once that solid foundation was built, I started adding essential functionalities for a basic game: the enemy. Implementing it wasn't too difficult, but I realized that it didn't make much sense to have a player and an enemy if they couldn't attack each other. That's how I integrated a collision, health and damage system, which allowed me to dive much deeper into Bevy and Rust. There's still a lot to do to achieve an interesting and fun game, but I think that, as a demo, it's a good example of my progress in learning game development.