Going to take a small break from moonbound, I've been doing alot of thinking about the project and I want to refactor alot of my current systems for terrain and player movement since they're a bit spaghetti-coded. Also I need to do a big think on the graphics of the game and how I want to execute implementing them, I think im going to switch my current tilemap system to only paint collisions, then put a large handdrawn level OVER it, painted in an external program.
This not only is more optimized, as I go from drawing thousands of tiles just to drawing one singular image per chunk of the map, but also means I can make significantly more detailed levels not strictly stuck to a grid, (although the collisions will still be stuck to a grid so I need to consider that). It also means the graphics of the game won't be strictly cubical, as I can edit each layer of the ten.
Assuming I re-add the 10 sub-layers per layer thing this means a maximum of 60 images will be drawn at a time, which is much more optimized than the previous tilemaplayer system and means I can have much more detailed scenery I believe.