I read this thread<http://forums.wesnoth.org/viewtopic.php?f=9&t=28584&start=0>and saw that someone is already contributing animated water art, and that Boucman is adding some programmatic support for it.
Maybe the best way to see it happen would be to put a GSoC student on the case, collaborating with Boucman and rhyging5. (Not necessarily me, lol. I might have this as a secondary proposal but my main one is doing well.) Animated water was a big part of the beauty of games like Heroes of Might and Magic I, II, III, IV, Age of Wonders and other games. HOMM I,II,III,IV are actually hex-based and have a map editor, so we could learn a lot from how they do things. The task could include computing a direction for water flow if it's really needed for realistic looks, or adding the necessary UI to the map editor so the artist can set up things to obtain the same effect. My HOMM map editing experience is far away, but I remember you just drew rivers or placed water, and the editor took care of the rest. As a very optional and side-idea, this could include adding small rivers/streams to wesnoth that live on hex boundaries instead of on the hex itself, and that cost movement when you cross them. Attacking across them could also cause attack penalties (except for ranged attacks?), so it would add tactical depth.
_______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev