Daily Update 2016.03.04

Wrote up some details on moon locations, which use a different method of navigation (coordinate and distance-based). Requires some special handling of boundaries and pathfinding (e.g. you can’t walk up a cliff).

Something like:

LunarLocale {
    int x, // Canonical X coordinate
    int y, // Canonical Y coordinate
    rect bounds, // Rectangle defining the bounds (size) of the locale
    bool blocksMovement, // Whether the bounds block movement through it
    int visibleRange, // How far away the locale is
    bool fastTravelAllowed, // Whether the player can fast travel to the location
    bool discovered, // Whether the player has discovered the location
}