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Dotted lines to mark narrow passages. Helps you understand what path the enemies might chose
A dynamic node graph help the fellas keep track of their mates and share local info. Makes for somewhat more cohesive groups
Shader solution for my characters: Animation sprites are low-res and contain UV coordinates to sample higher res character textures
I gave it an extra difficult tileset to work with to make sure it can repair itself when it has screwed up
flat -> up normal -> vertex voxel AO -> SSAO -> directional AO
(With textures and baked vertex colors, I could get rid of the SSAO)