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πŸ˜ βš”οΈπŸ˜ˆ A minimalistic 2D turn-based tactical game in Rust

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ozkriff/zemeroth

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Zemeroth is a turn-based hexagonal tactical game written in Rust.

Support: patreon.com/ozkriff

News: @ozkriff on twitter | ozkriff.games | facebook | devlog on imgur

Online Version

You can play an online WebAssembly version of Zemeroth at ozkriff.itch.io/zemeroth

Precompiled Binaries

Precompiled binaries for Linux, Windows and macOS: github.com/ozkriff/zemeroth/releases

Screenshots

"big" screenshot

"campaign" screenshot

web version of a phone

Gifs

main gameplay animation

Videos

youtube.com/c/andreylesnikov/videos

Vision

The initial vision of the project is:

  • Random-based skirmish-level digital tabletop game;
  • Single player only;
  • 3-6 fighters under player’s control;
  • Small unscrollable maps;
  • Relatively short game session (under an hour);
  • Simple vector 2d graphics with just 3-5 sprites per unit;
  • Reaction attacks and action’s interruption;
  • Highly dynamic (lots of small unit moves as a side effect of other events);
  • Intentionally stupid and predictable AI;

Roadmap

  • Phase One: Linear Campaign Mode

    An extended prototype focused just on tactical battles.

    • v0.4
      • Basic gameplay with reaction attacks
      • Minimal text-based GUI
      • Basic agent abilities: jumps, bombs, dashes, etc
    • v0.5
      • Basic campaign mode
      • Armor and Break stats (#70)
      • Dynamic blood splatters (#86)
      • Web version
      • Tests
      • Hit chances
    • v0.6
      • Agent upgrades (#399)
      • Flip agent sprites horizontally when needed (#115)
      • Multiple sprites per agent type (#114)
    • GUI icons (#276)
    • Sound & Music (#221)
    • Reduce text overlapping (#214)
    • Move back after a successful dodge (#117)
    • Easing (#26)
    • Path selection (#280, #219)
    • Intermediate bosses
    • Main boss
    • Neutral agents (#393)
    • Weight component (#291)
    • Basic inventory system: slots for artifacts
    • Ranged units
    • More agent types
    • More passive abilities that allow agents to make actions during enemy's turn (#354)
    • More complex multieffect abilities/actions
    • Guide (#451)
    • Save/load (#28)
    • Android version
  • Phase Two: Strategy Mode

    A not-so-linear strategic layer will be added on top of tactical battles. Simple non-linear story and meta-gameplay.

    • Global map
    • Dialog system
    • Quest system
    • NPC/Agent/Masters system

Inspiration

Tactical battle mechanics are mostly inspired by these games:

Building from Source

Install all miniquad's system dependencies.

cargo install resvg
./utils/assets_export.sh
cargo run

WebAssembly

cargo install resvg
./utils/assets_export.sh
rustup target add wasm32-unknown-unknown
./utils/wasm/build.sh
cargo install basic-http-server
basic-http-server static

Then open http://localhost:4000 in your browser.

Dependencies

The key external dependency of Zemeroth is macroquad/miniquad.

This repo contains a bunch of helper crates:

  • zcomponents is a simple component storage
  • zgui is a simple and opinionated GUI library
  • zscene is a simple scene and declarative animation manager

Also, resvg is used for exporting sprites from svg.

Contribute

If you want to help take a look at issues with help-wanted label attached:

github.com/ozkriff/zemeroth/labels/help-wanted

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

License

Zemeroth is distributed under the terms of both the MIT license and the Apache License (Version 2.0). See LICENSE-APACHE and LICENSE-MIT for details.

Zemeroth's text logo is based on the "Old London" font by Dieter Steffmann.