Re: SoundRTS, a real-time strategy audio game
@sanslash332
Yes. After all, even if the currently controlled unit is ground-only, the cursor should always move freely from water to water. That probably won't be confusing. I'll try.
A ford is shallow water, a place where you can cross a river without a bridge. It's not a water square. It's a ground square, with half speed and "water" footstep sounds. The ground (which just determines footstep sounds) is "water".
At the moment high_ground is just for plateaus. I'm not sure if it works with water (probably not). It doesn't work with air. Several levels might be interesting in the future. I could probably add "no_air" squares that would block air units.
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