Yeah I was surprised by how the little symbol really gave so much! Also I was surprised to see that the way I implemented it gave me the chevron preview on movement preview as well!
I definitely think there is some UX to be done around preview tile colors, but for now I’ve got them this way so they are at least somewhat unmistakable. It would be pretty easy to add an option to change the colors from the game settings, so I may do that. As for the black tiles, I’m definitely digging them being totally blacked out until you explore them. I think that really encourages the sense of discovery on the map, vs. being able to easily see everything.
That said, I am looking into some way to do a nice grid outline of undiscovered tiles, but I’m unsure what route to take yet.
Also! Been working on some (boring) backend supply stuff! Biggest thing was fixing a bug where supply was only pulling from interactables connected to base nodes, but then also fixing a lot of weird states that crop up when you start reaching the end of your supply alotment. So implementing that looks like this:
What you’re seeing there is that I’m very low on supply, so as I allocate more supply for a given requirement, the pink line comes on to indicate where I can no longer supply past. If you watch closely you can discern that I essentially have 11 supply left, and no matter how I split it between two providers I can only ever give that amount.
Another thing I fixed here was that you could over-allocate supply to a requirement if that requirement had two providers. Meaning if one provider was able to supply to fulfill a requirement of 10, but I had another provider that could also give supply, I was able to give the supply project 10 + however much the second provider could give, which is bad! But it should now be fixed!