"A few tiles later".. rewrote the WFC algorithm, so now it has a good navigability heuristic and some other neat stuff.
Maybe the next @BadNorthGame should take place in the forest, like this?
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Oskar Stålberg@OskSta
That looks gorgeous! I've been thinking what more varied level settings for Bad North would look like. The thing about islands though is the slow ship approach is a really nice telegraph of where enemies are coming, which is valuable on such a small map.
Samuel Lundsten@SamuelLundsten
Great point! I love forest setting though. Would be so cool with some enemies being stealthy and popping out of the bushes 😄
Oskar Stålberg@OskSta
Indeed. And telegraphing could be solved with UI, of course. Though I do like being quite minimal on UI. This is a design issue I've been thinking quite a lot about but not come to any satisfying resolutions.
[DQ]ProfessionalNoob@DuckSqd
Birds flying up out of the trees?
Zak Eidsvoog@ZakEidsvoog
Yeah or torch smoke / tree rustling. Would obscure which types of troops are approaching, which could either be annoying or a cool change of pace
Oskar Stålberg@OskSta
Yeah cool on some occasions. But if you'd make a forested map it would have to happen all the time, which I think would be a bit much.
Zak Eidsvoog@ZakEidsvoog
Yeah I can imagine crazy systems where different visuals signify different things (trees shaking means a bigger enemy, smoke means an enemy that burns houses, birds flying means a large group) but that seems like a lot for players (newer ones especially) to parse.
Zak Eidsvoog@ZakEidsvoog
Forest levels could just have simpler enemies I guess. Also I imagine the interface between the trees and open ground would be tricky to get right compared to the boat landing mechanics of BN1 but I could spend all day thinking about how that could work so I'll just shut up 😅
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