public Region CreateRegion(RegionInfo info, SaveData data)
        {
            var region = new Region(RegionNames.Test1);

            for (int i = 0; i < info.ZoneTileSizes.Count; i++)
            {
                var zone = new Zone(info.ZoneTileSizes[i], info.ZoneLevels[i]);

                region.Zones.Add(zone);
            }

            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test1Level0Top, new Vector2(0, 0), 0));
            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test1Level0Bottom, new Vector2(0, 1800), 0));

            return(region);
        }
        public Region CreateRegion(RegionInfo info, SaveData data)
        {
            var region = new Region(RegionNames.Test0);

            // i don't think we actually want to do this
            for (int i = 0; i < info.ZoneTileSizes.Count; i++)
            {
                var zone = new Zone(info.ZoneTileSizes[i], info.ZoneLevels[i]);

                region.Zones.Add(zone);
            }

            // where should the scenery indexes come from?
            region.Zones[0].SceneryObjects.Add(SceneryMapper.CreateSceneryObject(SceneryNames.Test0Level0, new Vector2(0, 0), 0));

            return(region);
        }