Road Rage Continues
I am still rebuilding the road system properly: real collection decals are now in the editor, junctions are becoming stable, and the remaining work is all about making intersections behave like actual roads instead of approximations.
I am still deep in the road rebuild. The general direction has not changed since the previous devlog, but now it is finally starting to look less like theory and more like a system that can actually hold together.
The goal is still the same: a proper road network build with real textures and decals, not fake placeholder lines pretending to be road markings. I do not want roads that merely suggest structure. I want roads that are authored like roads.
What Changed Since The Last Update
The editor now uses actual decal textures coming from the collections system instead of the fake line rendering I had before. That matters a lot, because it moves the road workflow closer to the real asset pipeline instead of keeping it trapped in a temporary visual stand-in.
Junctions are also getting more stable. That part was necessary before I could take the rest of the decaling work seriously, because there is no point layering proper markings on top of intersections that still shift around or break under slightly different layouts.
This is the first point where I can look at it and feel that the road work is starting to move into the correct visual language. It is still rough, but it no longer feels fake.

What Is Still Hard
There is still a lot of work left in proper decaling for junctions. Straight road segments are one thing. Intersections are where all the actual rules start to matter, and those rules are exactly what make roads believable or obviously wrong.
I still need to solve questions like which road should be treated as main and which as secondary when roads meet, how markings should change based on that decision, and how the decal logic should adapt without turning into a pile of special cases. That is the part that will decide whether this becomes a robust system or just another clever-looking prototype.
So the situation right now is simple: real progress, better visuals, more stable junctions, and still a long list of intersection logic to work through. It is not done, but it is finally starting to feel like the road build I actually wanted to make.
Stan, Developer of MapToPlay