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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