I have been doing
more; this weekend I built some machinery for collecting data into vectors of structs (not sure if this is efficient). I transplanted some code normally used for the prototype system, and it rather unexpectedly worked "right out of the box". Not exactly "flow", but a pleasing experience nonetheless.
I very nearly have something ready to deploy to the main line of development. I think it will be another weekend before I can do this. My current problem is to find the best way of filling the available spaces with locations according to a combination of terrain type, proximity to Attnam and what continent. I figure I will find a way of filling up all the available spaces on the main Attnam continent first. Then once it is full, then move to the next nearest available spaces, even if they are on another continent. It's a real pain because you can get underflow and overflow if the number of terrain types differ greatly between available types and the types to be placed on the world map. I may just have to be expedient and make some stern simplifications. The next adventure is how to use c++'s
Erase-remove idiom to remove those vector elements of locations that have already been placed.
After all this I'll need to make a how-to guide for adding new dungeons without compiling.
I am toying with the idea of adding a new swamp terrain type called "morass". Does anyone want to draw a picture of it?
For that matter, would anyone object to new drawings of the world terrains? There's no deadline... Azba? blob?