Slip & Diedevlog

Development notes from a banana shooter built with Rust, Bevy and AI agents.

illustration, not in-game

Heavy rain over a pond seen through reeds under a grey sky

Episode 5 · Mid-June – July 2026

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.

A steep hand-sculpted slope rising from grass, with a pool cut into the ground on the left

Episode 4 · Mid-June – July 2026

The hill that looked flat

A sculpted hill that looked flat, why the level editor is part of the game, and the bugs that made it hard to trust.

Scale comparison: banana 0.3 metres, monkey 0.5, crate 1, picker 1.8, tractor 3.5 and palm 12

Episode 3 · May – mid-June 2026

The banana floated over the hills

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.

An early greybox scene with brown cylinder trees, a large red tractor block and a basic HUD

Episode 2 · May 2026

The camera was stuck inside a tractor

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.

An early temporary model of the banana soldier, seen from the side

Episode 1 · May 2026

Thirteen clicks to kill a target that did not move

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.