This will contain some design decisions and how the hell this game was developed... > 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...