← Ground look and levels · all tasks
The meanings pass with Kris, tile pointers, and the new brief for a fresh Claude Design project
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.
- With Kris: which hexagrams carry a meaning (high, low, ramp up/down, boulder, dirt, ice,
volcano rock, cliff face …), which one or two flavours per type are the variety the
sprinkle presets and Random mix may use, and which share a tile. Write the outcome into
elements.js(level,ramp,tile) andsync-elements.sh. - The migration: existing paint (every home, the Village, the Badlands) contains flavours that
now carry a meaning; a one-off, idempotent director migration replaces retired flavours with
their type’s plain hexagram (
[migrate] repainted N cells of retired flavours), rehearsed on a backup like the Area rename was (Dev/CLAUDE.md, 2026-08-16). Deployment record inDev/CLAUDE.md. - The brief:
docs/design/briefs/GROUND_TILES_BRIEF_v3.md(the 64-tile brief moves tohistoric/), self-contained, for a fresh Claude Design project: the ~30 files with their meaning, the palette from the north-star pictures (attached), unshaded — painted = seen, no lighting lift, snow not white; texture density like v1, palette like v2, no single motifs; flavours as one field with subtle accents; the preview kit attached with its prompt; the contact sheet in the atlas layout. Kris takes it to Claude Design.
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.