Finally, I’ve reworked the wall segments stuff heavily!

This took multiple rewrites, and with a bit of sadness I had to reject some capabilities built into the engine in the past (such as free-angle sprite rotation, and it got fundamentally incompatible with scaling and trimming, while trimming was essential to not draw the wall caps at junctions).

How it looks for modders since now:

  • 128×32 for wall straight horizontal segment (leftmost and/or rightmost 16×16 to be overlapped by crosspoint sprites)
  • 32×128 for vertical (likewise. 16×16 areas to be overlapped by wall caps)
  • 32×32 crosspoint sprites: L-junctions, T-junctions, cross-4-walls

All the walls are now seamlessly rendered. No gaps, no ugly overlaps at junctions. This means dense prisons stay readable even at high zoom levels - no visual noise, no guessing where walls actually are.

By the way: if you’ve ever fought wall rendering bugs, I’d love to hear how you solved it! Please just give me a comment.

Walls cornering.
Walls cornering.

What’s next?

I’m striving to deliver by the end of this year a static demo scene showing off my hard work done in the past months.

The scene would resemble a basic prison block, yard, and some offices and canteen on multiple levels. It will also contain a basement with a boiler room and solitary confinement cells.

This won’t be just photoshopped screenshots but a real .EXE to play around!

Before the demo, I still needs to finish:

  • Complete assets (L- and T-sprites for walls, door, flooring)
  • Zone labeling (visible labels over rooms, like CANTEEN or CELL in Prison Architect)

If this demo lands well, I’m ready to invest significantly more time and open development further. Perhaps I’ll open up my issue tracker to give you more transparency on what I’m on right now, as well as to give you control on priorities what I should pick next.

Stay tuned!