I rescued 6 of 15 followers playing Messiah! Amongst those rescued were @reforgedengine.bsky.social and @gregorylepers.bsky.social Sadly @monogame.net and @mhut.ch did not make it. https://softsavage.itch.io/messiah #Messiah #GetTheFlockOut #indiedev #indiegame #indiegamedev
Reforged Engine
@reforgedengine.bsky.social
2.5D Isometric Game Engine ECS • MonoGame • TMX/Tiled Z-Sort • Multi-Floor • Occlusion Inspired by Ultima Online
2.5D isometric engine inspired by Ultima Online. I'm still refining my PvP combat system, the lighting system, and adding combat components to objects. I want to create a clear and very dynamic PvP experience. #gamedev #monogame #indiedev #solodev #screenshotsaturday @indiedevbot.bsky.social #games
2.5D isometric engine inspired by Ultima Online. I'm still refining my PvP combat system, the lighting system, and adding combat components to objects. I want to create a clear and very dynamic PvP experience. #gamedev #monogame #indiedev #solodev #screenshotsaturday @indiedevbot.bsky.social #games
Deterministic isometric Z-sorting. Player, trees, walls, corners and props all competing correctly in depth • No Y/Z draw hacks • No sprite-size tricks • Data-driven sort (FeetIso.Y + semantic layers) What you see is exactly what the map author defined Built on MonoGame ECS-first. #Monogame
Deterministic isometric Z-sorting. Player, trees, walls, corners and props all competing correctly in depth • No Y/Z draw hacks • No sprite-size tricks • Data-driven sort (FeetIso.Y + semantic layers) What you see is exactly what the map author defined Built on MonoGame ECS-first. #Monogame
I’m building Reforged Engine. A 2.5D isometric game engine focused on: • ECS-first architecture • Deterministic, tick-based simulation (UO-inspired) • Clean separation between logic and rendering • TMX/Tiled workflow with multi-floor worlds Built with MonoGame (C#). More soon.
I’m building Reforged Engine. A 2.5D isometric game engine focused on: • ECS-first architecture • Deterministic, tick-based simulation (UO-inspired) • Clean separation between logic and rendering • TMX/Tiled workflow with multi-floor worlds Built with MonoGame (C#). More soon.