← Ground look and levels · all tasks

The meanings pass with Kris, tile pointers, and the new brief for a fresh Claude Design project

done priority 3 estimate M

ground-look-and-levels/005 · created 2026-08-18 · updated 2026-08-18

What to do

Decisions 10 and 12 of the workshop note (land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md), and the note’s “provisional assignments” section — this task replaces the provisional four with Kris’s real choices.

Definition of done

elements.js says the meanings; migration written, tested against a copy, deployed with the record; brief committed and handed to Kris. Committed and pushed.

Where the work lands

land-of-lor/game/shell/elements.js, game/director/src/, docs/design/briefs/, Dev/CLAUDE.md.

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

Kris made most of the meanings pass in the workshop itself (recorded in land-of-lor/docs/design/2026-08-18-ground-look-and-levels-workshop.md): grass = variety only, so no migration is needed (homes sprinkle grass alone); Lake = the deep level with Wind over Lake down; Mountain over Stone high with Wind over Stone up; cone / volcano / boulder and five undefined mountain flavours; undefined = flat colour. elements.js says it all. The brief is written: land-of-lor/docs/design/briefs/GROUND_TILES_BRIEF_v3.md — 27 files for a fresh Claude Design project, with the two north-star pictures beside it and the preview kit’s prompt updated. Kris reviews the brief and takes it to Claude Design. Still his to name: whether a raised sand/dirt flavour is wanted too (“high (sand) ground”), the five undefined mountain flavours, and which flavours share tiles when v3 lands.

View source in repository · also available as raw markdown.