DevLog #02: Sculpting the Strategic Terrain – From Heightmaps to “Symbolic” Cliffs
In my previous post, I emphasized that Height is Everything in Mountain Stronghold. But to make verticality a core gameplay mechanic, the terrain can’t just be a visual backdrop—it needs to be digitally readable. Today, I’ll dive into how I transform raw heightmaps into a structured, symbolic battlefield using three key architectural steps. 1. Defining […]