The looks — tune the eight ground types and their 64 variations
ground-types/006 · created 2026-08-17 · updated 2026-08-18
What to do
Spec items 3 and 4 as a content pass with the game running, separate from the rendering
plumbing. Set the placeholder colours and patterns in game/shell/elements.js (ground on the
eight trigrams, groundVariant on the 64 elements) until each of the eight reads at a glance —
grass green, sand yellow (some variants dirt), snow and ice, lava red-orange, water and deep
water blues, mountain grey, Heaven as eight distinct decorative floors (tiles, bricks, paths) —
and each variant is visibly a flavour of its base. Write into elements.js’s header that ground
colours are not the trigram identity colours (Earth’s identity colour is brown; grass is
green). Re-run sync-elements.sh.
Definition of done
Screenshots of all eight types (and the Badlands showcase) in docs/handoff/; Kris reviews.
Committed and pushed in land-of-lor.
Where the work lands
land-of-lor/game/shell/elements.js, docs/handoff/.
What was done (2026-08-17, laptop session)
- Base albedos retuned for how they light (grass
#467a31, sand#c2a866+ two dirt flavours, snow#a9b6c0+ two ice flavours, water, lava, mountain, deep water, stone#9c9081); Stone’s eight became named floors (Stone tiles, Plank floor, Gravel path, Mosaic, Red bricks, Cobbles, Blue tiles, Gold flagstones) withbricks/planks/checkspatterns added to the atlas; the scene’s ambient 0.6 → 0.45 and sun 1.0 → 0.9 so light types stop clipping (both inclient_main.gdand_shots.gd). Header ofelements.jssays why. - Judged in
_shots.gd(a newg-ground-cornerclose-up) — screenshots indocs/handoff/ground-types/. Snow still reads bright, deliberately; its flavours survive. - This is a placeholder pass; Kris’s eye decides. Every value is one line in
elements.jsand re-syncs withsync-elements.sh.
2026-08-18 — the brief for real art
land-of-lor/docs/design/briefs/GROUND_TILES_BRIEF.md — for Claude Design: 64 seamless tiles, the
constraints the engine imposes (repeat per cell, the shader does the transitions, flat-lit),
the storybook direction, and the full table of the 64. Kris pastes it in; the PNGs drop into
world/client/ground/<lower>/<upper>.png and the engine uses them over its drawn tiles.
View source in repository · also available as raw markdown.