Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass
User feedback after first visual inspection: 'walls looked really thick and there was hardly any inside space'. Five targeted fixes: 1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the wall was a 16w×32h bottom-anchored rect that rose UP into the cell above (which encroached on the cabin interior whenever the wall faced south). New layout: 16×16 fitting strictly inside its own tile, with a lit-top 5px band + shaded-front 11px band + mortar lines + outline. Reads as 'a wall standing up' without overlapping adjacent cells. Same shape for stone and wood materials (different palettes). 2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells (closet) to 24 cells (actual room). 3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect that dominated at 3×+ zoom. Tile boundary still readable when looking carefully; doesn't dominate the visual. 4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived only on the Wall TileMap layer (set to visible=false in the Phase 5 rendering pivot) — so it was an invisible path obstacle. Cleaner to not seed it at all now that walls render at entity level. 5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30 tiles wide which is the 'comfortable inspection' level. MCP-verified visually: the cabin now reads as a proper 8×6 stone room with raised 3/4 walls and a real 24-cell interior. Subtle grass field. The 'commit to 3/4 perspective' rendering decision is now actually visible (was conceptual-only before). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 48 additions and 36 deletions
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@ -67,7 +67,11 @@ func _ready() -> void:
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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_paint_sample_walls()
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# Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered
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# only on the (now-hidden) Wall TileMap layer. With the rendering pivot
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# to entity-based walls, that ring was invisible to the player but still
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# blocked pathing. Removing it cleans the world view; the Phase 5 cabin
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# is now the only player-visible structure.
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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@ -130,7 +134,10 @@ func _build_placeholder_tileset() -> TileSet:
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]
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for i in palette.size():
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var base: Color = palette[i]
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var border: Color = base.darkened(0.15)
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# Subtle border — was darkened(0.15) which made grass look like graph paper.
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# darkened(0.04) keeps the tile boundary readable when squinting but doesn't
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# dominate the visual.
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var border: Color = base.darkened(0.04)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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@ -213,10 +220,10 @@ func _seed_phase5_demo_buildings() -> void:
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# player-driven designation UI; for now the player sees the construction
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# loop without needing to paint anything.
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#
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# Layout: ~5×4 wall ring at (45, 25), with an open door slot.
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var origin := Vector2i(45, 25)
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var w := 5
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var h := 4
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# Layout: 8×6 wall ring at (44, 23) — interior 6×4 = 24 cells of real room.
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var origin := Vector2i(44, 23)
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var w := 8
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var h := 6
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
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