Introduction to Take Turns with the Monsters
Explore how to implement turn-based gameplay in a Rust game by making monsters move randomly and scheduling system executions by turn state. Learn to use an intent-based messaging system within an Entity-Component System to improve game logic complexity and maintainability.
We'll cover the following...
We'll cover the following...
In the previous chapter, we extended our game to use an Entity-Component System (ECS). We added monsters and a simple collision detection system to remove monsters from the dungeon when you bump into them. The monsters remained static, quietly ...