Going Vertical: Multi-Floor Maps
One of the first big design choices I made was to break away from Prison Architect’s flat map. In PA, everything happens on a single plane: walls, rooms, entities, and jobs all share the same 2D grid. That’s simple, but it means no basements, no bridges, no multi-level facilities. When I set out to design my own engine, I knew I wanted true multi-floor gameplay. Multi-floor buildings. Underground tunnels. Rooftop yards. A real sense of vertical space. ...