what i decided was that it needed hills so i added hills. it’s actually surprisingly easy (and nerdyfun) to do things like this thanks to perlin noise. the next step is to mold it into a giant helix that illuminates in a fog of war style reminiscent of routezero (if i can pull that off even).
i think there will be a rising tide mechanic that forces nomadic gameplay [but i hope to communicate that the perpetual movement is taking place only through time rather than at all through space– but if ppl are confused, or it’s not obvious, then oh well]. i want players to feel compelled to dive into the tide and destroy old structures they built in pursuit of resources.