It’s time to get some visuals going. Since I am no artist, this is no spectacular – but I thought it’s a good idea to check out engine capabilities in shading.
A simple normal map shader and some lights add a lot to depth of even simplest textures. This is a viable approach for both top-down and isometric graphics models and should both give us the capability to actually light our game with proper lights.
Performance-wise, these don’t impact frame rate at all.
A lot of time today was spent on re-factoring AI code. It was performing as expected, but multiple tunes made it into a huge mess. I cleaned most of them up, and codebase is now roughly quarter of previous size – with same functionality. Just a little thing to keep future development smooth.