I've spent a fair amount of time over the past few weeks upgrading the real-time (runtime) terrain generation. For starters I switched from using multiples of 10 to using powers of 2. This has solved more than a couple issues I was having because a lot of the base code in Unity and some of the plugins I am using are built to only work with powers of 2. So instead of 1000 meter terrains we now have 1024 meter terrains, but ultimately the end user isn't bothered as a meter is still a meter.
I also doubled the long distance quality which makes for a longer initial load, but it looks a lot better and doesn't affect performance that much.
The way that the runtime generation is setup allows players to easily specify the long distance draw distance from 16km up to 64km, which runs fine on my not-so-awesome computer. The above picture is 48km though and should be more than enough 99/100 cases. Once the rain kicks up you can't see anything anyway ;p
I've also spent a fair amount of time working on my marketing skills. It's not something I personally like to do, but it's widely recognized as perhaps the most important step for a solo no-name dev like myself. If you don't know how to tell anyone about your campaign for awesome, it just flops its arms in the mud.
I plan to spruce up the UI, loading screens, and the opening screen a bit, and then start digging my heels in the dirt as I prepare for the biggest plea for help in my life, Kickstarter! There are of course alternatives I've been studying, so who knows. Ah for the day when I can call such a glorious profession my own! Until them, I'm here on my lunch break working for a completely unrelated company thinking up new angles to approach my remaining gamedev challenges with =]
Best wishes to you and yours in 2017!
It's going to be a wild ride for me!
Stay tuned!