---
number: 13
title: The first painted tiles — sixty-four textures land on the ground of Lor
date: 2026-08-18
summary: The first real tileset, made from the brief the day it was written — sixty-four seamless painted tiles, one per hexagram — dropped into the game with no code change and shipped to the browser and the phone the same day; screenshots kept beside deliverable 12's placeholders so the step is visible.
epic: ground-types
status: delivered
due-with: null
artifacts: ["https://lor.kris.ai-task-runner.com/play","https://lor-server.cocreations.com.au/download/land-of-lor-v14.apk","land-of-lor/game/world/client/ground/","land-of-lor/docs/design/tiles/v1-contact-sheet.png"]
cta: [object Object]
---

Deliverable 12 kept the placeholders — colours and pattern names the engine drew itself. This
is the day after: the first painted tileset, made from
`land-of-lor/docs/design/briefs/GROUND_TILES_BRIEF.md`, delivered exactly as the brief asked
(sixty-four 256-pixel PNGs named `<lower>/<upper>.png`, opaque, seamless, plus an 8×8 contact
sheet in the atlas's own layout and a swatch per tile). They went into
`game/world/client/ground/` — the folder the engine already prefers over its drawn tiles — and
the swatches into the element table so the editor's colour chips match the art. No code
changed. Web build `e87961a` on `/play`; APK **v14**. Kris has the next set drawn already; this
page is the first rung.

## The contact sheet

Columns are the ground type (Stone, Deep Water, Lava, Snow, Sand, Water, Mountain, Grass); rows
are the flavour, in the same order — the exact layout of the engine's atlas.

![The sixty-four tiles, as delivered](/images/game/land-of-lor/2026-08-18-tiles-v1-contact-sheet.png)

## In the world

![The Village of Lor with the painted tiles](/images/game/land-of-lor/2026-08-18-tiles-v1-village-of-lor.png)

![The Village river up close](/images/game/land-of-lor/2026-08-18-tiles-v1-village-river-close.png)

![The Badlands with the painted tiles](/images/game/land-of-lor/2026-08-18-tiles-v1-the-badlands.png)

![Wading in the Badlands](/images/game/land-of-lor/2026-08-18-tiles-v1-badlands-wading.png)

![The stone floors, painted](/images/game/land-of-lor/2026-08-18-tiles-v1-stone-floors.png)

![A home, in the browser, on the painted tiles](/images/game/land-of-lor/2026-08-18-tiles-v1-home-in-the-browser.png)

## What the pictures already say

- Every tile repeats once per cell, as the brief specified, and at the game's camera distance
  the repeat is visible on grass — a field reads as a grid of identical tufts. Two cheap knobs
  exist for the next set: paint the tiles for a two-cell repeat and let the shader sample at
  half scale, or paint them quieter. Both are one line in `ground.gdshader`; neither was pulled
  for this pass, so the set is seen as delivered.
- Snow still clips toward white under the game's light (it did with the placeholders too) —
  the tile itself is a fine pale blue-grey; the scene's exposure is the thing to look at.
- The eight stone floors read as floors, and the lava, water and deep water read at a glance
  from the far end of the Badlands.