I’ve finished coding the improved terrain system and the actions. Now all that’s left is connecting it to the UI!
But first, I’ll give you a preview of what’s coming. First, you have the good old drag to place the decoration:
Select the tree type, drag the tiles and the trees will be placed. Each tile can support up to 4 decoration pieces. Adding anything after that will result in the decorations simply being shuffled around.
If you want to fix it up, I’ve added a trimming tool that currently removes the last placed decoration object from the tile:
Later, I’ll make it so it actually aims at the decoration object you’re aiming at and removes that.
Then, for elevating the terrain, I’ve reworked the previous options to use the vertex directly. For altering the elevation directly, you can either click and drag (for fine-tuning), or simply click and hold (for painting). For each of them, you can choose between 1 vertexes, 4 vertexes (a tile), or 16 vertexes (the tile and the neighbours) as below:
And for painting:
And finally flattening:
As you may have noticed, the decorations nicely go up and down as the elevation is changed. This is part of the update to the decoration system, which makes it work much better than before.
So that’s what I’ve been working on this week! I’ll finish hooking it all up to the UI tomorrow, and perhaps release an updated version of the demo so you can try it out. And then go back to the AI implementation!
(Ah! Forgot to add: I’ll be turning off the water tile for now as it’ll need a deeper reworking. I’ll just replace it with a regular blue tile so that you can still plan on how the water would feel.)