My proposal is for use of an interactions layer that would be used to define tile properties. This could well be some further use of the collision layer but with different identifying tiles. Basically the layer would identify if a water tile is a water surface, if wood surface is a wood surface, stone stone, or if the ground is diggable, or if something is an anchor point for some future grappling item's use. Here's the surfaces that are on the top of my head that might be best to define:
- grappling (non-passable tile that's used as an anchor point for a grappling item) {frame 2}
- Hazard (passable layers that inflict damage) {frames 3-5}
- -1 hp per second (poison gas, shallow poison liquid, acid) {frame 3}
- -50 hp per second (fire damage, spikes or traps) {frame 4}
- -100 hp per second (lava or other deadly applications) {frame 5} (
- Water/Liquid
- Shallow (walkable, with a splashy particle effect) {frame 6}
- Deep (only transversable when certain water walking spells or a certain status item is equipped in future development) {frame 7}
- Solid / Non digable (mainly used for walking sound effects, or other possible effects) {frames 9,10}
- Hollow (wood/docks, could possibly use a wood floor faint sound effect) {frame 9}
- hard (stone/cement/brick/rock) {frame 10}
- Soft / digable (for a shovel tool for looking for items) {frame 12}