slightly souped up the glorious text level format with the ability to define chonker blocks from rectangles of identical sigils, additionally, rails for elevator movement.
the best part about this is scanning the unicode tables on wikipedia looking for good options. i do enjoy the stick man as the respawn point, for example. i'd use emoji too but they don't play nice with monospace fonts... sadness.
@dotstdy it's nice seeing that the file format I used for my tiled game levels in the year 2000 is still alive because it's unbeatable in usability
@jon_valdes yeah it's a really good choice especially for getting started. maybe you want a fancy level editor later on if you're making a whole ass game but until that point... especially given the reason i'm writing this code is to support a "you can actually just make a game (in rust), it's fine" style of article, and then starting with some tangent to implement or integrate a level editor would be somewhat antithetical.
@dotstdy @jon_valdes simple is always good. Is that a full rust stack top to bottom; or are you using something like SDL?
@MouseByTheSea @jon_valdes I have a full rust stack here https://github.com/jsimmons/narcissus but this thing is just on top of SDL with no other dependencies. (Well, narcissus also uses SDL for windowing and input, but it has its own everything else. This Celeste clone is using the SDL renderer API)
GitHub - jsimmons/narcissus

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@dotstdy nice, I’ll have to check it out. Been meaning to start a new 2d large scale simulation project for a while, not chosen how yet, but likely something on top of sdl / sdl gpu. Though I’ve mused on rust as well.