I would disagree with overlays hiding underlying tiles (they probably do, but they wouldn't have to), and my proposal also solves the movement problem (since the effects/stats of the tile are set per "terrain type", and the overlays are merely a way of generating the tiles, not determining their effects).
However, without artists to actually draw the overlays (which I believe would actually reduce maintenance, but they do have a high overhead cost in creating them in the first place, thus being a bit of a deal-breaker) it's rendered rather moot.
Perhaps later on when the project is much nearer to a "fully playable product" a switch would be possible, or preferable, but I must agree that for now the overlay system seems to be an ill-fitting choice.
EDIT: Btw, the terrain.xml file looks good. One thing though, you have 3 errors:
On Broken, Mountain, and Ocean, the image tag ends up being closed with /broken, /mountain, and /ocean (respectively). Note: The bracketd aren't put here, because they won't be displayed.
Seems IE 6 validates .xml and is helpful enough to actually give you understandable debug data...wow.
Other than that,
However, without artists to actually draw the overlays (which I believe would actually reduce maintenance, but they do have a high overhead cost in creating them in the first place, thus being a bit of a deal-breaker) it's rendered rather moot.
Perhaps later on when the project is much nearer to a "fully playable product" a switch would be possible, or preferable, but I must agree that for now the overlay system seems to be an ill-fitting choice.
EDIT: Btw, the terrain.xml file looks good. One thing though, you have 3 errors:
On Broken, Mountain, and Ocean, the image tag ends up being closed with /broken, /mountain, and /ocean (respectively). Note: The bracketd aren't put here, because they won't be displayed.
Seems IE 6 validates .xml and is helpful enough to actually give you understandable debug data...wow.
Other than that,
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