
I'm making a unified system of cell materials, where a single cell in the gameworld can have a variety of things in it (air, dirt, etc). The most prominent material forms the base color and the tile graphic if nothing special is present, but shows the most prominent special material if there is one. Every cell has a foreground and background material, which poses some questions about displaying things in a console-based format. I think as long as I'm using Libtcod as a display crutch anyway, I'll take advantage of it's 150-ish color format instead of the standard 16, but I'm not going to bother with prettiness until after I've done every core gameplay thing I can think of.
My method of thinking through one feature at a time might be an issue though, this cell-material business might not lend itself to placing cells, or carrying cells as items, or building structures. But it will play very nicely with cave-ins, fluids, gas-clouds, and other cool shit I really don't need to be planning at this stage.
In the process, I'm also moving moving most of the content-handling into external files à la Dwarf Fortress raws. This is not to accommodate future modding support so much as making it way easier to develop content, although I guess it does both in theory. One of those things I figured would be better to do sooner rather than later. I've already planned out how to store materials, items, my ill-conceived item graphics, and map-generation parameters. I haven't started map-generation yet, but I kinda have to to make use of my cell-materials rewrite and it'll probably be among the easier major components I've tackled.
I haven't planned out the actual mining mechanic all this crap is made to support, but I'm hoping to have at least a slapdash implementation done by New Years. Got a lot of vacation time coming up.