I am also using Storybook for my game dev. I wrote my own renderer for my engine and so the entities in my game have stories. It makes building new entities and seeing how two entities interact so much nicer and faster.
I am also using Storybook for my game dev. I wrote my own renderer for my engine and so the entities in my game have stories. It makes building new entities and seeing how two entities interact so much nicer and faster.
https://twitter.com/mattegreer/status/1244012323976515584
I made it so I can create a game scene out of ASCII characters, and then I can also tweak the scene and/or entities within the scene with code if needed (but it almost never is). Then the Storybook renderer instantiates a canvas and the game engine, and populates it with the scene.
Making your own renderer is pretty much totally undocumented. I took the React renderer as a basis (https://github.com/storybookjs/storybook/tree/next/app/react) and tweaked from there. I have spoken with Michael Shilman about this and there are plans to document it and make it easier to do, not sure where they are on that though.
It's so undocumented and uncharted I'm not even sure if "renderer" is the right name for these things.
We're loving the result so far as it makes it really easy to answer questions like - "what will the user see if they have passed flag X but their workspace is in state Y and Z their build has failed to upload". You can check out the Storybook here:
https://5d67dc0374b2e300209c41e7-kgfpdfjsbm.chromatic.com/?p...
If I was building a game I'd find the component driven methodology (https://www.componentdriven.org) with a component explorer like Storybook or something specific to the game dev environment ideal because of how many hard to reach key states games have that could easily break as a result of code changes somewhere else.