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Mountains — same-flavour stacking to a double peak, the Volcano crowning, and the kw 15 boulder
ground-look-and-levels/003 · created 2026-08-18 · updated 2026-08-18
What to do
Decisions 7 and 8 of the workshop note (land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md).
ground_mesh.gd:is_peakbecomesstack_level(x, y)— the Chebyshev distance to the nearest cell that is not the same hexagram (or out of bounds), capped atMAX_STACK = 2; the Volcano (Fire over Mountain) matches any Mountain flavour.mountain_instances()returnsstack(0..2) andshape(cone|boulder); Earth over Mountain (kw 15) is the boulder.area_view.gd: two MultiMeshes — cones at three heights (MOUNTAIN_HEIGHT, peak, double peak inworld_units.gd), boulders a low-poly rounded square block generated in code (a superellipsoid, one function) at three sizes; the volcano cap on top of whatever height its cone reached. Both lit, both standing on the cell’s surface (002’s levels).- Content: repaint the Badlands range in
game/content/areas/the-badlands.ground.json— a one-flavour cone range with the volcano at its centre, and a separate boulder field of kw 15 — with the area editor orpaint-ground, thenload-worldon the next deploy. - Tests in
test_runner.gdforstack_level(edge, ring, double ring, mixed flavours, the volcano exception, the cap).
Definition of done
Shots of the repainted Badlands range and a boulder field in docs/handoff/ground-look-and-levels/;
tests green; committed and pushed.
Where the work lands
land-of-lor/game/world/client/, game/content/areas/, docs/handoff/.
What was done (2026-08-18, laptop workshop session)
Built and shipped the same day, folded into the levels work. Same-flavour stacking as one
multi-source flood, MAX_STACK = 50 (Kris: “why the hell not”), the Volcano matching any
Mountain flavour so it crowns a range; what stands on a cell is data (shape: cone / volcano /
boulder — a code-built rounded block — or nothing for the five undefined flavours, still
impassable); one MultiMesh per shape on the cell’s surface. The Badlands re-sculpted as a
deterministic preset (Kris: “nothing there is sacred”): two stone plateaus with three ramps up,
the lake as the deep level with two ramps down in notches, a 5×5 boulder square mountain, a
one-flavour cone range crowned by its volcano — validated, every ramp rising, every area
reachable; load-world run on the droplet. Handoff: land-of-lor/docs/handoff/ground-look-and-levels.md.
View source in repository · also available as raw markdown.