← Ground look and levels · all tasks

Three levels and ramp hexagrams — the edge rule, the height-field mesh, the mirrors and the editor

done priority 1 estimate M

ground-look-and-levels/002 · created 2026-08-18 · updated 2026-08-18

What to do

Decisions 3–6 of the workshop note (land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md), with its provisional hexagrams (kw 27 high, kw 41 low, kw 42 and 61 ramps) until the meanings pass (005) replaces them.

Definition of done

All of the above green; the showcase shots in docs/handoff/ground-look-and-levels/; a docs/handoff/ground-look-and-levels.md note with what was decided in the build (block height after the occlusion check, ramp edge cases). No protocol or schema change. Committed and pushed.

Where the work lands

land-of-lor/game/world/, game/shell/, game/director/src/, tools/world-editor/, docs/handoff/.

What was done (2026-08-18, laptop workshop session)

Built and shipped the same day. Kris’s assignments (not the provisional four): the Deep Water family is the deep level (−1, wadeable), Wind over Lake the ramp down; Mountain over Stone the high level, Wind over Stone the ramp up; the Grass family reserved for variety. One shared game/shell/ground_rules.mjs (levels, derived ramps, the whole step rule) for the director’s loader validation and the area editor; grid.gd precomputes levels/ramp directions; movement.gd (LEVEL_BLOCKED) and flow_field.gd ask it; the mesh is a height field on the same lattice; the shader keeps a plateau’s blend to its level and paints faces; the editor says every chip’s meaning, mixes only variety, flags a level change with no ramp and odd ramps; the showcase has a plateau + ramp, a pit + ramp, and the occlusion shot (LEVEL_HEIGHT stays a full cell: legs hidden, torso and head visible). test_runner 247/247, director 202/202. Handoff: land-of-lor/docs/handoff/ground-look-and-levels.md.

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