Been a while, but things are still moving forward.
I decided to take the leap and port from my custom C++ engine to Unity 5.x, so that set me back a couple of weeks. It's not a 100% port - I've just moved over the really critical stuff, like ground...
Over the last several evenings I've been working on crow behavior.
Once I started walking around in the endless desert I thought "how can I direct players to the dungeons that are out there?" I shouldn't rely on players finding them randomly, that would be a pretty boring experience. I started thinking about enemies pacing around in the desert, and how you might kill, and as they die they turn toward the dungeon that they came from. I kind of explored that route for a few days, but it just didn't seem to fit quite right.
Luckily inspiration struck. I decided that the overworld would be inhabited by crows, and these crows make homes of the old dead dungeon entrances. But they don't stay there indefinitely - they wander, and scavenge. As the player wanders the desert, he comes across these birds constantly, and if he can distract them from their scavenging they just might return turn, inadvertently guiding the way for the player.
The video below demonstrates infinite terrain in the unity port, default skybox, ground bands shader, and most importantly, a test of crow behavior for finding dungeons in the middle of nowhere.
I'm pretty excited about this idea because I think it plays in to the world and gameplay perfectly. I can't wait to explore it further.
https://www.youtube.com/watch?v=Fcxym-Ob1N4&feature=youtu.be