This PR addresses the requested changes for lilypads and waterways.
Changes Made
From the Difficulty Profile, row settings now include a MinimumRowsBetween field.
There is also a CrossingProbability field. This determines how likely it is a tile that can be a crossing will become one. There will always be at least one crossing.
As discussed, the vertically adjacent tiles are made passable, they can still be a haybale though.
Probability
These changes do increase the possibility of the player getting stuck, and in the absence of a dedicated path viability script we will have to dial in the settings to ensure this is extremely unlikely. The settings I have on the Lilypads scene are pretty close I think, (4 rows minimum between water, 40% crossing chance). But these are not meant to be final values.
Misc
I also threw in a script for making the lilypads bob a little.
Lilypads / Waterways
This PR addresses the requested changes for lilypads and waterways.
Changes Made
From the Difficulty Profile, row settings now include a MinimumRowsBetween field. There is also a CrossingProbability field. This determines how likely it is a tile that can be a crossing will become one. There will always be at least one crossing. As discussed, the vertically adjacent tiles are made passable, they can still be a haybale though.
Probability
These changes do increase the possibility of the player getting stuck, and in the absence of a dedicated path viability script we will have to dial in the settings to ensure this is extremely unlikely. The settings I have on the Lilypads scene are pretty close I think, (4 rows minimum between water, 40% crossing chance). But these are not meant to be final values.
Misc
I also threw in a script for making the lilypads bob a little.