More weird stuff

Screenshot after I’ve abused GIMP for a while. Added a detail layer to the engine in order to handle these, as they have to be “ignored” when optimizing the map, due to them not fully occluding the background.
Probably going to link characters and items into the engine in a similar way… Nice, simple and effective – or so it would seem at least. Can’t use OpenGL Z buffering here, as everything is alpha blended, so what happens is back->front rendering of everything that’s potentially visible.

Wut? Yeah, I know; hurts my eyes too. It’s just a debug feature, FFS…! ๐ I’ll have the terrain generator paint the map in some interesting way, or something like that.
I’m thinking about putting some water out there. And maybe in some areas of the actual map too… But, later, if there’s time. I don’t think it would be of much importance to the gameplay anyway, the way I imagine it now.
