Guys, sorry if I didn't reply earlier, but I had some issues to solve since the last message. Anyway, while working on the new I realized something that honestly it doesn't make sense.
We got grass, dirt (sand) and water.
We got transitions from grass to dirt and dirt to water.
Grass is supposed to be the a resourceful terrain, while dirt is the dry one.
So, how comes that we got a forced transition from dirt to water?
Shouldn't be water near the resourceful terrain?
It also makes more sense with the fertility map.
The problem of just graphically swap them (costs nothing to just save the swapped tiles) is that we then have the trees and the food growing on dirt. So they should also need to be swapped code wise. Another solution is to change water to some other material that is closed to the concept of "non-resourceful", like lava (just an example, it's extreme because then you should explain how globules survive in it).

I'd honestly go for something like:

Dirt->Grass->Water (just a graphic change)
Buildings should be placed on dirt, consider it a clean spot. (just a graphic change)
Stones should be placed on dirt. (just a graphic change)
Special trees become crystals and are still on dirt. (graphic change)
Trees are on grass. (graphic and code change)
Foods are on grass. (graphic and code change)

My first question is:
What do you think?

My second question is:
Is there anyone willing to try to implement these changes and see how they work?

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