Deliverable #15 · 2026-08-19
The v3 tiles are in — Claude Design's set on the ground of Lor
Deliverable 14 was the “before” — the mixed first-and-second-pass tiles on the new levels and
mountains. This is the “after”, one day later: the third tileset, made in a dedicated Claude
Design session from GROUND_TILES_BRIEF_v3.md (now in docs/design/historic/) — 29 tiles
plus special/cliff-face.png, the first painted cliff face, which the shader was already
written to pick up the moment the file existed. One colour per family, quieter repeats, no
motifs; the 35 hexagrams whose meaning is undecided still draw a flat colour on purpose. The
Ramp down into deep water got its first tile (lake/wind). Kris approved the in-game renders
before anything was committed. Web build b6a31b1 on /play; APK v16. No server change —
tiles are client art, nothing on the wire moved.
The Claude Design session that made these is
claude.ai/design/p/373a1833…,
and it stays live: Kris will take future tile tweaks back to the same session rather than
starting fresh — it already holds the brief, the north-star pictures and the area-preview kit.
That’s recorded in the epic and in docs/design/README.md too.
The tiles the game draws now
Same layout as deliverables 13 and 14: columns are the ground type, rows the flavour. Twenty-nine painted cells (up one — the Ramp down), thirty-five deliberate flat colours.

The Badlands, re-shot
The same views as deliverable 14, on the new art.


The cone range

Plateaus — and the painted cliff face
The cliff faces under every raised edge are the brief’s one special file, seen here for the first time: brown earth with a lip line, in place of the shader’s flat colour mix.


The deep lake

Water, sand, snow



What changed since yesterday’s pictures
- Grass is one green. The eight grass flavours are variety in texture, not eight different greens — a field reads as a field now, and the visible per-cell repeat of deliverable 13 is largely gone at the game’s camera distance.
- The cliff face is painted art, not a colour mix — every plateau edge, lake rim and sunken bank wears it, from one 256-pixel file.
- The desert calmed down. Sand, dirt and red dirt are one family of warm neutrals, so the sprinkled desert reads as ground with variation instead of camouflage.
- The stone floors kept their personalities (gold flagstones, mosaic, red bricks, blue tiles…) — they’re floors people lay on purpose, and the checkerboard courtyard shows them side by side.
- Same harness, same views as deliverable 14 (
LOR_SHOTS_ONLY=ground,LOR_SHOTS_LOOK), so the two pages compare shot for shot.
Sources & artifacts
https://lor.kris.ai-task-runner.com/playhttps://lor-server.cocreations.com.au/download/land-of-lor-v16.apkhttps://claude.ai/design/p/373a1833-0687-48d5-9ee0-70784f613ff3land-of-lor/game/world/client/ground/land-of-lor/docs/design/tiles/v3-contact-sheet.png
← related epic: ground-look-and-levels
Also available as raw markdown.