Well. We've been watching through the new series of Dr. Who, seasons 1 through 8, in a long sort of marathon. That's our excuse for absence.
But we've been messing around these last few days!
Real time level editingSo now the "dynamically clad terrain" from before actually updates in the editor when its shape is modified so that we don't have to start the game to actually run the algorithm and see what the terrain is going to look like after getting textured. This also means
we can now edit the level in real time as we are playing it, as seen below:
Cat reacting and getting moved around and all. Note also that the rock walls are getting tiles at the edges where there isn't grass now. Much better. Still the old graphics, but we'll be messing around with it.
The above GIF showed the play window. This one shows the editor window, showing how I'm actually moving the vertices of the polygon to modify the shape:
All of the textures involved can be modified in the inspector and a random seed can be edited if the outcome of the decals (grass and little rocks ATM) are not to one's liking. And new types of decals can be added.
I've made a preset in the form of a prefab for the forest version so that I can just drag and drop it from the file inspector into the scene in order to start shaping a new piece of forest terrain, and I'll be adding more presets for other areas of the game, such as a snowy version.
Wall jumpingGot this feature more properly fixed, altho it had already been half-implemented from earlier on, so all I did was fix up the bugs and tighten the controllers, really.
Creating a nice pair of towers to try it out on was of course very easy this time around, tho, what with the autoterrain features.
AnimationMarte figured out how to do animations the Photoshop way, making her workflow a lot slicker, and so she tried it out by making this neat, basic running cycle for the cat.