Alright folks we have a hugely exciting advancement here. I've finally figured out how to put the power of manipulating procedural meshes into the hands of the player. This was the final step in being able to finalize this system and make it possible to implement into future projects. The only thing I would have to figure out to start implementing it into MGG is to make a UE5 build work.
This does have me thinking about the future of MGG, however, since the amount of work to implement this into the current game would still be very substantial. Considerations like fences, flowers, trees, and decorations and how adjusting the mesh would work with their current placements. How to work this system into the current monster requirement/tile recognition systems, and many more.
It has me wondering if I should continue trying to implement it into the current game, or if this might be a smart break-off point to begin working on what would eventually become Monster Girl Garden 2?
Quick Update (3/10)
Had some inspiration for fences today. We can easily generate another dynamic mesh on top of the existing one with offsets to create walls. This system could also potentially be used to create interior spaces
And clamping the Z values for this generated mesh lets the water level go even lower without disrupting the fences (as opposed to the way they currenly work in MGG where they simply float across the tiles), allowing for new possible requirements for monsters that would desire deeper water.
Password: KQm27AHxp5w9T7UmDownload: https://www.dropbox.com/scl/fi/hnygjrfyo6zrvxga68tir/MGG_terrainEditorTest1.rar?rlkey=q0ajhvaohsp7qjbist5ib1aeq&st=t2a9z37f&dl=0