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N25: Sombervale (#756)
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content/news/025/index.md

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@@ -263,6 +263,37 @@ It's playable in browser on [itch][dayatmovies] and the code can be viewed on
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[dayatmoviesgit]: https://github.com/ramirezmike/rust_gamejam_0821
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[bevy-movieday]: https://bevyengine.org
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### [Sombervale]
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![Screenshot of Sombervale depicting the starting location](./sombervale.png)
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Sombervale ([GitHub][sv-gh], [itch.io][sv-itch], [Twitch][sv-twitch]) by
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[@blipjoy] is a game built in seven days for Rusty Jam. It is styled like an
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old handheld game with a 160x128 screen resolution and 16-color palette.
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The top 3 things that went well for this project were the art, tilemap support,
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and ECS. On the art side, the silhouettes in the background turned out better
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than expected. The back lighting (or at least the impression of back lighting)
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looks quite nice, even in motion. Tilemap support was added near the end of the
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jam built on [tiled]. It catapulted development progress from seeing major
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changes every day to making major changes every hour. [shipyard] is the Entity
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Component System crate used in Sombervale. This had a tricky learning curve, but
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simplified complex interactions between entities.
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Something that went poorly was choosing a scope that couldn't possibly be
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completed on time. As usual, everything turned into a stretch goal! Secondly, a
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lot of time was allocated to features that didn't make the cut. Much of this
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was a result of trying to be perfect instead of efficient. It's a good game jam
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lesson that often has to be relearned the hard way.
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[Sombervale]: https://blipjoy.itch.io/sombervale
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[sv-gh]: https://github.com/blipjoy/sombervale
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[sv-itch]: https://blipjoy.itch.io/sombervale
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[sv-twitch]: https://www.twitch.tv/blipjoy
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[@blipjoy]: https://github.com/blipjoy
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[tiled]: https://crates.io/crates/tiled
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[shipyard]: https://crates.io/crates/shipyard
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## Engine Updates
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## Learning Material Updates

content/news/025/sombervale.png

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