April 6th: Frustrations and adjustments

Bleh. Okay, building a tileset for what’s supposed to be a naturalistic looking area is a pain in the ass. I thinking now that the more natural areas will primarily be built with drawn and placed graphics while the more constructed city and castle areas will be built with tile sets. I’m also running into a lot of bugs which are making testing tricky, so tomorrow is probably going to be all about debugging. I also have performance concerns about placing large graphics, but I’m not sure what to do about that. I may have to make it so certain detail layers can be cached along with the level graphics so I don’t need to redraw everything each frame. Dunno. I’ll have to get back into the programmer mindset tomorrow to tackle all this stuff.

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