After almost 2 months spent on the extensible game engine development from scratch, I have finally some screenshots to proudly demonstrate!
The road overcome so far:
- Modular-based, extensible core Why I Use ECS (and What That Means for Modding)
- Camera with keyboard-controlled pan and zoom
- Map-tile system with multilevel-in-mind! Going Vertical: Multi-Floor Maps
- Sprite rendering
- Automatic texture atlas building from the individual sprites supplied by mods (so that you as a modder would never have to mess around with your own atlas building!) Automatic Texture Atlasing for Modders
- Frustum culling
- Walls in between tiles (unlike in Prison Architect where they occupy an entire tile) Rethinking Walls: Between Tiles, Not Inside
- Rotation of sprites (so that you wouldn’t have to provide different textures for horizontal and vertical wall sections) Banging Head Against Vertical Walls
Stay tuned, there is a lot in my mind to come up with yet before an alpha release!


