I'm really excited about this update.
I got to add something I'd been trying to fit in for a long time - organic color variations in the Pigment Color areas :)
Now, tiles and walls in colored pigment sections will have a mottled organic color variation instead of one consistent color scheme throughout.
Technically, this is accomplished by using a diamond-square fractal algorithm seeded with elements on the map like pigment creature locations.
The screenshots below show a side-by-side comparison of the same map before and after this change.
I also redesigned how dialog menus worked - adding functionality to dismiss the menus by clicking anywhere outside of the menu and making some changes 'under the hood' related to componentization and reuse.
UI menus were some of the first Unity components I made for this game that were still pretty similar to how I wrote them initially.
I've learned a lot about how to work with these components since then and although some the menu changes in this update are not visible, they remove a lot of potential for weird interaction issues going forward.
So, you can interact with and dismiss dialog menus in a more intuitive and consistent manner now.
By far, the biggest changes in this update are mostly not visible - I dug into performance optimization seriously for the first time since initial release.
I wrote another post about it here, but the short version is now you should see a better framerate while exploring mazes and little to no stutter when moving to a new tile.
I hope you're enjoying Prismatic Maze and look forward to even more exciting changes to come.
* vary tile colors via cloud fractal
* performance redesign on tile loading, tile visibility & move validation logic
* enable dismissing dialogs by clicking outside of bounds
* enable enter/return hotkey to start maze from creating maze menu