Hey everyone!
First off thank you everyone who gave feedback on the post a while back about world maps. The colored map was the one most people liked (sorry to parchment fans), so I ended up polishing it up a bit and got it to a final state I think will look good in the game.

If anyone is interested in the process of terrain creation/sculpting, here is what it looks like in Unity so far.

A little rough, and the terrain still needs to be painted. Hopefully you can already see that it is going to be much more complex than the prologue map, which was designed for simplicity so players can focus on understanding the combat mechanics first. I want chapter 1 to be challenging, with the player needing to utilize terrain to their advantage. The brush that you can see in the photo will give a boost to the units dodge chance, and I'm also going to implement "rocky" terrain that will give a dodge penalty.
There are also bridges that act as natural choke-points, some that the player will have to take advantage of, and some where you'll have to break through the enemy defenses.
I've also started trying out some writers for the game, so hopefully you notice an improvement in that department one I release chapter 1 into the beta. I have the characters created, and once the map is complete I'll start scripting the dialogue and events. I'm pushing for a July 17th deadline so we can submit a meatier demo to the Tiny Teams event that is put on by Yogcast games, so stay tuned!
Not related to chapter 1, but wanted to share regardless. What would a game in a medieval setting be without a barkeep?

As always, any feedback is welcomed and appreciated! Hope you're all having a fantastic weekend.
Best,
Eldin T.
