I spent a couple of days adding a procedural splatting terrain texturing system, similar to the one I used in tower defence. However it does run slower than in the Unity version, I suspect gdscript is currently quite a bit slower in Godot (3.05) than C# in Unity.
As a result I've thought about pre-generating some terrain textures as .jpg, compressing them a lot and using them instead of doing it on the fly. This is an option, but I've left it procedural for the time being. The road and rivers are not needing the procedural system, so there is less area that needs doing, so I may get away with it. Certainly an advantage to procedural, as well as variety, is that I can change the terrain around buildings etc should I put them in.
I've started adding some more cameras too. You can now switch between a top down traditional ortho camera, and a perspective low down camera that follows the frog, and shows closeups where necessary.
I've added an easy way to layout each level, I specify the number of tiles of a type (grass, river, road at the moment), then for each row I can specify the type of traffic, speed etc.
And lastly I've been playing with the lighting, experimenting with the spotlight in godot, possibly for a nightmode. I don't know how it will affect performance if I do a mobile version, but certainly the spotlight is fun, and changes the gameplay a little as you sometimes can't see the vehicles coming. I've been thinking of putting a 'spyfrog' slant on things, and this lighting would work for a spy.
I still have to get around to thoroughly debugging the collision areas. I'll probably attach some visible bounding quads to each object to check the bound matches up with the visual rep, it's quite a bit off in some cases which is why you die jumping on certain bits of logs etc.
I will add lily pads soon, and have realised that if I make a snake, it can act just like any other bit of traffic, just moving on the grass.
I like it, fresh twist on a classic. The close up zoom is a nice effect too.