🌲 Creating Echoes of Nawia • A 2D sandbox RPG set in a dynamic, procedurally generated Pagan dark fantasy world. The old gods are watching. 👇 Dev updates
Dirt and stone are done <3
Grass is a bit more interesting though, because right now it works more like a layer on top of dirt and mud!
In theory, this should reduce spritesheet usage, because we can draw grass from different sides once and then reuse it across many different blocks.
Oh my god, this took so much work! 😅
You can now pick up items in #EchoesOfNawia! ✨
It feels like such a small thing, but also such a huge milestone.
I haven’t finished the netcode refactor yet, but now I’m fixing, finishing, and moving mechanics from the prototype to the new tech — so new features should start appearing more often! 🚀
Item pickup is a solid foundation for things like mining ⚒️
#GameDev #IndieDev
More blocks are ready to make their way into the #EchoesOfNawia spritesheet! @arride is doing an amazing job as always.
For me, it’s another day of fighting the netcode.
#GameDev#IndieDev
Absolutely! I really admire people who do everything on their own, from coding to art, SFX, and music. That’s on a whole other level.
At some point, I’ll probably be looking for someone to make the main theme for the game Even though I play electric guitar myself, that’s still not quite enough haha
@VideoGameCream Happy #screenshotsaturday everyone! Creating Echoes of Nawia - 2D RPG in a low dark fantasy/pagan vibe. Procedural world, built on a custom C# engine + MonoGame. Still in a very early stage with placeholder graphics 😁
@ldreisi Yeah, Git genuinely saves lives and keeps computers from getting smashed. I recently learned that you can’t just slap multithreading onto a finished system, or race conditions will tear you apart. You basically have to architect the whole thing around it from day one
5 days ago vs now Huge progress on the procedural world generator for #EchoesOfNawia.
Much better terrain shaping, detail, and overall feel. The world is finally starting to look alive.
Still building everything from scratch in pure custom C#.
What do you think — big improvement? Before → After (first image is old, rest is new)
#screenshotsunday #IndieDev #GameDev #ProceduralGeneration
I’m actually building the engine/systems to be as allocation-free as possible in the main loop. I’m heavily relying on Span<T>, Memory<T>, and structs, while avoiding things like foreach loops to keep the Garbage Collector quiet. If you have any pro-tips on C# optimization, I’m all ears!
I recently rewrote the entire prototype from scratch to implement multithreading, which honestly was a massive headache for me, but definitely worth it. Right now, I’m wrestling with LiteNetLib to make the netcode cleaner and more efficient, because it was pure spaghetti code before.
To be honest, I'm learning so many new things about C# every single day that I constantly get the urge to rewrite everything from scratch. But I have to stop myself, otherwise I'll never actually finish the game! 😂
@ldreisi Thanks a lot for the tips! I’ll definitely take your advice into account while building these systems. It’s going to save me a ton of time down the road.
Spot on, I am using #MonoGame! It's a learning curve for me though—right now I just have some whipped-up placeholder art, and I still need to figure out how to handle SpriteSheets properly.
I'm writing the whole engine myself in C# using MonoGame. My main concern is whether the engine will be robust enough down the road to take on highly complex mechanics without needing a deep rewrite. For instance, magic is planned, but the engine completely lacks support for it right now. I have to lay down the foundations first before building the system (and I'm not even sure if magic will be in the initial release).
Actually, Perlin noise is powering a lot of my generator, caves included😁. It’s just down to tweaking the settings for that specific layer. Haven't played around with it too much yet, since that's down to polish and optimization. Saving that for later down the road, right before releasing the Steam demo as indev 1.0.0. From there, I'll be taking community feedback into account alongside my own map design, as much as the game engine allows!
Discord is on the way! And great minds think alike—going data-driven was the very first thing I did right after the prototype. Currently got it flowing from JSON -> Definitions -> ThingRegistry -> GameRegistry. Long-term plan is a dedicated engine API to fully unleash modding support!
Planned for today: show off item pickup system ✨
Reality: my netcode is so hardcoded and broken that even the Old Gods are facepalming 😩
Time for a full refactor before I can add any real mechanics in #EchoesOfNawia
The ancient ones demand quality… apparently.
Who else is getting punished by their own codebase lately?
#IndieDev
Spot on! Terraria is actually my favorite game (playing since 1.1), so that style is definitely in my DNA. Atmosphere-wise, though, the game is going to be completely different—much darker and more gritty
You're totally right about auto-tiling—it's a must-have for the visuals. Might not be in the very first builds while I focus on core gameplay, but it's 100% on the roadmap! 😇
Me: Let's clean up the netcode for #EchoesOfNawia, add some nice critical error logs, make it professional. 🧹
My IDE: "Sure, here is some fresh mojibake for you."
Polish looks like a secret cipher to a global audience anyway, but this double-encoding mess is next-level. Time to fix the console encoding before the server crashes for real. 🛠️
#gamedev #csharp
@ArdentVital Echoes of Nawia - 2D rpg pagan low dark fantasy vibe with procedural generated world in custom c# engine+monogame. Now it’s on really early stage with placeholder graphics