cross-posted from: https://beehaw.org/post/607297

So as a sort of follow up to this post, I got my texture atlases to work finally. However now I’m trying to work on the battle scene for my JRPG. I’ve run into some hurdles, but first, a small synopsis of how I conceptualize this system of a game could work.

So extrapolating all other irrelevant details, I basically have two “scenes”: a battle scene and an overworld scene. Both are templates that read in data that is relevant to them (i.e. enemy and player data for the battle scene and map setup, NPC data, etc. for the overworld scene). I’m not entirely sure how to do this with Bevy, my chosen game engine, however I did come across a semi-relevant example.

Enter Dungeon Quest, a game made in Bevy and Rust albeit an older version of Bevy and has multiple scenes that are separated into Plugins. Each Plugin is then only activated when the game is in the correct state. I tried implementing this sort of paradigm for my game, however I got some kind of Schedule error that I couldn’t even find in Bevy’s documentation.

So my question is this: should I try reworking my code to work like Dungeon Quest, or is there a better alternative?