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Copy file name to clipboardExpand all lines: content/news/051/index.md
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## Announcements
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### Survey Results
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Last month, we asked you to fill out a survey to help us improve the rebooted newsletter. Thanks to 52 of you, we've got [some data][survey-data] now!
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We analyzed the results in [this blog post][survey_results]. The biggest takeaways are:
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- People are generally excited about the newsletter
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- The current frequency newsletter is good
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- Readers do not want anything in the newsletter generated by AI
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- Contributing to the newsletter could be easier. If you've got ideas on how to make this happen, please [let us know](https://github.com/rust-gamedev/rust-gamedev.github.io/issues/1519)!
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You can visit the [blog post][survey_results] to see the full results and some nice plots.
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We will discuss how to act on this feedback next month and keep you updated on the changes we make.
Last month, we announced that we would add an email subscription option to the newsletter.
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Unfortunately, we did not manage to implement this in time for this issue because the volunteer responsible, Jan Hohenheim, had some personal issues to deal with.
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He will work on this feature for the next issue, and we hope to have it ready for you then.
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## Game Updates
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### [Way of Rhea][wor]
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### [Untitled Pixel Wizard Game][pixel-wizards]
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[][pixel-wizards]
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[][pixel-wizards]
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_A deadly foe meets their end._
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[Untitled Pixel Wizard Game][pixel-wizards] is a local-multiplayer [Noita]-like platformer about
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-[Tilemapping via LDTK][pixel-wizards-tilemapping]: levels got just a tiny bit prettier.
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-[Level Progression][pixel-wizards-levels]: players learned to die, and levels link together.
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-[Architectural Ruminations][pixel-wizards-arch]: reflections on using Rust for game development,
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prompted by LogLog Games's '[Leaving Rust gamedev after 3 years]'.
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prompted by LogLog Games's _[Leaving Rust gamedev after 3 years]_.
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-[Target Practice][pixel-wizards-targets]: the first "enemy" was added to the game.
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[pixel-wizards]: https://slowrush.dev
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### [mirr/orb]
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_A typical level and its UI_
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[mirr/orb] by [syn9]
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is a puzzle game about bouncing lasers off mirrors to activate orbs.
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The game was created in 9 days using syn9's Rust mini game framework (mgfw) and released on May 27th.
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The game was created in 9 days using syn9's Rust mini game framework [mgfw] and released on May 27th.
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This release contains 110 levels which pull from 870 available puzzle layouts.
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[mirr/orb]: https://syn9dev.itch.io/mirrorb
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[syn9]: https://twitter.com/Syn9Dev
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[mgfw]: https://github.com/Syn-Nine/mgfw
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### [CyberGate Playground][cybergate-shorts]
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by painting the environment in their color, with the goal of overpowering opponents.
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The past few months' updates include:
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- Flying with butterfly-like mechanics;
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-[Fusion Upgrade:][cybergate-fuse] Combine hammers, balls, dices, to multiply their powers;
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- Hammer destruction made more challenging and interesting, with upgrades enabling deeper wall penetration;
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- Improved Strength and Weight system, and calculate their impact on character movement and abilities;
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- Added an 'Owned Upgrades' menu using `yakui` crate, giving a neat overview of all acquired upgrades;
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- Many other UI / gameplay improvements based on player feedback;
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- Flying with butterfly-like mechanics
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-[Fusion Upgrade:][cybergate-fuse] Combine hammers, balls, dices, to multiply their powers
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- Hammer destruction made more challenging and interesting, with upgrades enabling deeper wall penetration
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- Improved strength andwWeight system, and calculate their impact on character movement and abilities
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- Added an 'Owned Upgrades' menu using `yakui` crate, giving a neat overview of all acquired upgrades
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- Many other UI / gameplay improvements based on player feedback
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Rust's ownership and strongly typed features played a crucial role in allowing the gameplay code to scale
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to more complex and detailed mechanics while retaining correct, clean, and bug-free code.
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## Engine Updates
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### [Macroquad]
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### [Macroquad Newsletter]
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_"Basic" 3d rendering (gltf helmet)_
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[@Fedor](https://github.com/not-fl3/), creator of [*Quad], a game engine written in Rust, is starting a [This week in Quads](https://macroquad.rs/twiq) newsletter.
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Overall polish, developer experience, performance optimization and basic 3d visualization have been worked on.
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This month overall polish, developer experience, performance optimization, and basic 3d visualization have been worked on.
[Fyrox] got a huge update this month. For those who don't know, Fyrox is a game engine written in Rust that is especially notable for sporting a Unity-like editor.
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[This release][fyrox-release] includes code hot reloading, project exporter, assets preview generation, UI prefabs, GLTF support, static and dynamic batching,
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keyboard navigation, animation support for UI, editor style and usability improvements and many more.
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