xhads/design/development.txt

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This will contain some design decisions and how the hell this game was developed...
2024-04-29 10:22:08 -04:00
> Started of as "EAX", quick Raylib testing demo written in plain old ANSI C.
> Extended to have general UI, simple roguelike mechanics and a lot of place-holder content.
> Added buildings, landmarks and terrain sprites created by itch.io guy, finalbossblues.
> Scrapped everything, downloaded Heroes of Might & Magic 2, 3, 4 sprites from vgresourcer.
> Rewrote most of the alpha code in Ada, kept graphics related stuff in C.
> Implemented most Heroes of Might & Magic 3 game data and sprites into the game.
> Started working on modular robust UI system, added a lot of UI theme styles.
> Added SDL2 and XCB rendering back-end written in C, alongside Raylib.
> Scrapped C in total, removed SDL2 and XCB, wrote general Raylib-Ada bindings in Core.
> Added AI package for testing, but it'll most likely never be used...
> Scrapped everything once again, decided to create my own world and pixel art.
> Refactored a lot of code, removed Heroes of Might & Magic 3 game data and sprites.
> Present day, grinding pixel art...