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NEON DUEL

NEON DUEL is a 2-4 player one-hit-kill platform fighter for Nethercore ZX. The project is a Rust no_std WebAssembly game focused on rollback-safe gameplay, fast rounds, and strong visual readability.

Current gameplay pillars

  • One-hit kills (projectile or melee)
  • Limited ammo with respawn reload
  • 8-direction aim and movement-driven dueling
  • Bullet deflection timing windows
  • Stage variety with procedural EPU backgrounds

Quick start

# One-time target setup
rustup target add wasm32-unknown-unknown

# Build release wasm
cargo build --target wasm32-unknown-unknown --release

# Run from Nethercore player (workspace root)
cd ../nethercore
cargo run -- ../neon-duel/target/wasm32-unknown-unknown/release/neon_duel.wasm

Dev commands

cargo fmt
cargo clippy --all-targets -- -D warnings
cargo build --target wasm32-unknown-unknown --release

Repo map

neon-duel/
  src/
    lib.rs          # Entry point and game loop
    game_state.rs   # Match/round phase state machine and config
    player.rs       # Player input, movement, and state
    combat.rs       # Bullets, melee, hit logic
    stage.rs        # Stage definitions and platform behavior
    render.rs       # Scene/UI rendering
    particles.rs    # Particle system updates and draw helpers
    audio.rs        # Music and SFX routing
    ffi.rs          # ZX FFI bindings and wrappers
  assets/
    specs/          # SpecCade source specs
    generated/      # Generated audio outputs and summaries
  Cargo.toml
  nether.toml       # Game metadata
  CLAUDE.md         # Repo constraints and implementation guidance

Asset pipeline

Audio assets are generated from specs in assets/specs/. Use Speccade from the workspace to regenerate as needed:

speccade generate-all --spec-dir assets/specs/ --out-root assets/generated/

Documentation

  • CLAUDE.md: detailed development constraints, controls, and systems notes
  • nether.toml: game metadata consumed by Nethercore ZX tooling

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