alec-deason/bevy_level_plan — explained in plain English
Analysis updated 2026-08-06 · repo last pushed 2020-10-27
Design enemy wave sequences in a shoot-em-up timed to player travel distance.
Structure boss encounters with conditional healing item spawns based on player health.
Author platformer level pacing in a declarative timeline instead of scattered game logic.
Define custom level events that trigger on activation, deactivation, or every tick.
| alec-deason/bevy_level_plan | abc3dz/mixxx | abyo-software/ferro-stash | |
|---|---|---|---|
| Stars | 1 | 1 | 1 |
| Language | Rust | Rust | Rust |
| Last pushed | 2020-10-27 | — | — |
| Maintenance | Dormant | — | — |
| Setup difficulty | moderate | moderate | moderate |
| Complexity | 3/5 | 2/5 | 4/5 |
| Audience | developer | general | ops devops |
Figures from each repo's GitHub metadata at analysis time.
Requires familiarity with the Bevy game engine in Rust and integrating a generic system function into your existing game loop.
Bevy Level Plan is an experimental tool for game developers who want to describe what happens in a game level using code as a kind of script. Instead of hard-coding enemy spawns or events scattered throughout your game logic, you write a structured plan that lays out the sequence of events: when enemies appear, when the boss fight starts, when the player wins. The core idea is a "LevelPlan" that reads like a timeline. You build it by chaining steps together. For example, you can say "repeat this cycle of two enemy types for 500 pixels of travel," then "do nothing for 1000 pixels," then "if the player's health is low, spawn healing items," then "spawn the boss and keep it active until the boss is dead," and finally "trigger the win condition." The plan checks conditions during the game and activates the appropriate steps, spawning things or triggering custom actions as needed. This would appeal to game developers using the Bevy game engine (in Rust) who want a cleaner way to structure level pacing. If you are building a shoot-em-up or platformer and want to author level progression in a readable, declarative format rather than burying spawn logic in your game systems, this gives you that scaffolding. The example in the README shows a vertical shooter where enemy waves and boss encounters are timed to player travel distance and health. The project is explicitly labeled an experiment, and it is early stage with minimal documentation beyond the example. It is built to be generic: you define your own context type to pass world information (like player health) into the plan, and you can create custom plan elements that take actions on activation, deactivation, or each tick while active. Execution is handled by a single generic system function.
An experimental tool for the Bevy game engine in Rust that lets you describe game level progression as a readable timeline of events, conditions, and spawn sequences instead of hard-coding them.
Mainly Rust. The stack also includes Rust, Bevy.
Dormant — no commits in 2+ years (last push 2020-10-27).
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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