Initial design notes


Here's some of my objectives for EsterdonEngine:

  • performant C++
  • cross platform (i tend to develop on my m1/arm64 mac laptop but play games on my big windows x86 desktop)
  • performant graphics (minimize draw calls)
  • grid based layouts, similar to traditional roguelites using an x/y grid system
  • sprite based! this was a big reason i stopped developing a game in pure ascii libtcod. i wanted pretty colors.
  • use libtcod for shadowcasting and (some) map generation
  • support LDTK for 'overworld' and non-procedural maps
  • work on a large scale greenfield project (that's always the dream at work isn't it?)
  • support multiple scenes, maps, levels, and layers (a main menu scene, then the main game scene etc etc)
  • in parallel, build a demo game on top of the engine

i'm currently in the middle of a refactor related to maps, levels, and layers

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below is a very early work in progress screenshot.  what you're seeing here is a window and sprite graphics drawn with raylib, using a map designed in ldtk, and shadowcasting handled by libtcod! (note the tiles already seen are slightly darker compared to seen vs unexplored tiles).

nothing particularly ground breaking so far, but it's a start.


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