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What is bevy_level_plan?

alec-deason/bevy_level_plan — explained in plain English

Analysis updated 2026-08-06 · repo last pushed 2020-10-27

1RustAudience · developerComplexity · 3/5DormantSetup · moderate

In one sentence

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.

Mindmap

mindmap
  root((repo))
    What it does
      Timeline-based level plans
      Conditional spawning
      Custom actions on ticks
    Tech stack
      Rust
      Bevy game engine
    Use cases
      Shoot-em-up level design
      Platformer level pacing
      Boss fight sequencing
    Audience
      Bevy game developers
      Rust game programmers
    Maturity
      Early stage experiment
      Minimal documentation

Code map

Detail Auto

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filefunction / class

What do people build with it?

USE CASE 1

Design enemy wave sequences in a shoot-em-up timed to player travel distance.

USE CASE 2

Structure boss encounters with conditional healing item spawns based on player health.

USE CASE 3

Author platformer level pacing in a declarative timeline instead of scattered game logic.

USE CASE 4

Define custom level events that trigger on activation, deactivation, or every tick.

What is it built with?

RustBevy

How does it compare?

alec-deason/bevy_level_planabc3dz/mixxxabyo-software/ferro-stash
Stars111
LanguageRustRustRust
Last pushed2020-10-27
MaintenanceDormant
Setup difficultymoderatemoderatemoderate
Complexity3/52/54/5
Audiencedevelopergeneralops devops

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · moderate Time to first run · 30min

Requires familiarity with the Bevy game engine in Rust and integrating a generic system function into your existing game loop.

So what is it?

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.

Copy-paste prompts

Prompt 1
Help me set up a Bevy LevelPlan for my vertical shooter. I want enemy waves that repeat for 500 pixels of travel, then a pause, then a boss fight that ends when the boss dies.
Prompt 2
Show me how to define a custom plan element in Bevy Level Plan that checks the player's health each tick and spawns healing items when health is low.
Prompt 3
How do I create a context type in Bevy Level Plan to pass my game world state like player position and health into the level plan?
Prompt 4
Help me chain multiple Bevy Level Plan steps together so that after the boss is defeated, a win condition is automatically triggered.

Frequently asked questions

What is bevy_level_plan?

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.

What language is bevy_level_plan written in?

Mainly Rust. The stack also includes Rust, Bevy.

Is bevy_level_plan actively maintained?

Dormant — no commits in 2+ years (last push 2020-10-27).

How hard is bevy_level_plan to set up?

Setup difficulty is rated moderate, with roughly 30min to a first successful run.

Who is bevy_level_plan for?

Mainly developer.

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