Today I’m going to explain how overlays are intended to work in NextGame. In NG terrain consists of 3D tiles that are morphed to follow the heightmap. Overlays are 3D models of special tiles “upgrades”. They are morphed too and are placed on top of the ordinary tile. Another important aspect is that they are aware of neighbor tiles and automatically select best shape to combine with each other.
There are several categories of overlays and each one consists of several items. For now these are the same as before, but we might add/remove some types later in development. There are:
Digging sites: 25%, 50%, 75%, 100%.
Roadworks: Road, Corn field, Wine field.
Fenced areas: House fence.
Players plans: Road, Field, House.
The idea is that the tile can have combination of said overlays. For example – corn field, on top of which road was started (dug up to 50%), but the worker was killed, and now there’s house plan in progress (house fence). Now, given that we need to figure out which overlays can combine and which are mutually exclusive. All Digs are mutually exclusive, but can combine with anything else. All roadworks are the same(mutually exclusive, combine with anything). Tricky part comes with the fences – is it possible that the field has no fence around it? One possible case when that might happen is when a house plan was placed and started on top of the field. When the house plan gets cancelled – how’s the field looking, does it regain it’s fence? Maybe we need few more overlays for fence-less fields.
To the progress side: I’ve made and rigged some road overlays, which look quite nice in game when combined together: