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. > Grinded pixel art in GIMP like a madman for quite some time, base size 16x16. > Added icon and view sprites, view various sizes, icons base size 32x32. > Refactored UI system, experimented with it, wrote and erased bunch of code. > Added various more landmarks and locations, that include effects, and their code. > Spent a lot of time testing, and realized my roguelike movement system sucks. > Added even more art work, all pain-tently done in GIMP, because I can. > Major refactorings that used heap allocations and dynamic arrays, but erased, complex. > Deleted a lot of files, most package bodies, refactored everything with unstring. > Implemented water, but it's not a biome, this change might bite my ass later. > Added HoM&M-like movement system, still work in progress, working on other things. > Refactored most package specifications, I want to work with simple code, not complex. > Present day, refactoring bad (complex) code and grinding pixel art...