Thanks again people
Im curious to see how you will continue to handle the tile elevation from the current perspective. Can the elevation have a harsher falloff and greater range or are you going to limit it more like your current screenshots?
It's only 2d, but every different tile can have different heights, so the rockwall will be high enough to not be passable, and the water-tile will be low enough so that it's beneath regular ground-level.
So it is not a big heightmap, it's a simple map of tiles, with each tile defining the height.
This is lookin really good!
Would you care to tell us a bit about the tech? What are you using to build this game?
I think I wrote a bit about that somewhere in the thread, but I'll write about it again.
It's c++ using sdl, opengl, and tinyxml for the xml-heavy datasystem.