
Clouds that vanish, rain that has to land
How we built the sky for Slip & Die in Bevy: volumetric clouds without a planet, rain that reaches the ground, lightning that strikes somewhere real, and a global weather state every system reads.

illustration, not in-game

How we built the sky for Slip & Die in Bevy: volumetric clouds without a planet, rain that reaches the ground, lightning that strikes somewhere real, and a global weather state every system reads.

A sculpted hill that looked flat, why the level editor is part of the game, and the bugs that made it hard to trust.
A 30-centimetre player broke the camera and the ground collision, and a generated jungle corridor pushed us to put the level editor inside the game.

329 commits in one day produced a game that mostly did not run, and the browser build we used to test it found the player spawned inside the tractor.

What Slip & Die: Banana Killers is, who does what on the team (two humans and a group of AI agents), and why that team ended up on Rust and Bevy.