Design docs and working notes for wanderrust, a soulslike-roguelike built in
Rust with Bevy. Successor to wanderlust, which was built in Godot.
These are working documents, not specifications. They're written to think with, and most of them include the dead ends and the reasoning that got discarded — that's on purpose. The conclusion is usually near the top; the argument is usually below it.
| Doc | Status | About |
|---|---|---|
| Strata | done | Maps divided into vertical layers; visibility and hierarchy |
| Strata: lightmaps | done | Per-emitter and per-stratum light maps, merged and diffed |
| wanderl2r | superseded | Converting Godot TileMapLayer maps into wanderrust RON |
| You died screen | building | Players respawn after death |
| Levers and gates | proposed | Doors opened by a specific lever |
| Active stratum | superseded | ActiveStratum resource; StandingOn / StoodOn |
| Level-wise spawning | proposed | Multiple LDtk levels at one world depth |
| LDtk as pipeline | draft | Using LDtk project entities as the item catalog |
| Alternative tiles | building | "Pages" of tiles: same sprite, different properties |
| Big tiles | draft | 2x2 tiles for giant/ancient spaces |
| Tile flipping | building | TileTransform for horizontal/vertical/diagonal flips |
| Mini health bars | draft | Small HP indicator near the tooltip |
| Items as entities | building | Item catalog, kinds, and equipment slots |
| Bevy UI Message Log | building | Replace egui gameplay log with Bevy UI |
| Effects | done | NetHack-style intrinsic/extrinsic properties |
| Notes on some patterns | reference | Bevy/ECS patterns used throughout |
| Respawning monsters | proposed | Resetting monster status |
| Respawning | abandoned | Respawning monsters; shrines |
| You Died screen | building | Defeat interstitial and reset scenario |
| Equipment Redux | draft | Add mini-UIs and improve APIs for items & equipment |
- Design docs: copy
_template.md - Pattern notes: copy
_template_pattern.md - Add the file to
SUMMARY.mdor mdBook won't render it