The terrain moves in: pits open downward, hedges stand waist-high, ooze is jello

The flat token billboards give way to terrain that inhabits the room.
Pits, slime, tacks, and the dimensional warp's rings are painted INTO
the flagstones — the home-tile decal pass grows into a general per-cell
overlay grid, one texture per cell, alpha-blended texel by texel. Thorn
and rose hedges fill their square wall to wall at half height, drawn
with a near-bias so the wizard standing among the thorns peeks over the
top. The killer ooze rises as a full translucent cube of jello, bricks
and bodies visible through it; dust billows; and each dimensional warp
mouth throws an additive pillar of violet light up from its floor ring.
Billboards learn aspect, translucency, glow, and draw-order bias to
carry it all.

Nine paintable starters ship — four floor decals under textures/, five
standing volumes under terrain3d/ (spec updated for the artist, hedges
wide, jello solid, warpglow as light) — shown in the token workshop,
rehearsable in place with /?fpv&terrain=thornbush@3,7;jello@4,7.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-23 18:25:01 -04:00
co-authored by Claude Fable 5
parent a8a63cc27b
commit 1e79f2ffb2
16 changed files with 296 additions and 43 deletions
+18
View File
@@ -51,6 +51,24 @@ door slide (doors animate by sliding `door.png` along its own edge — no
separate art), and the jammed-lock seethe (a pulsing rust glow the
renderer lays over the door) — those are renderer effects, not images.
## The terrain, in two families
**Floor decals**`public/textures/pit.png`, `slime.png`, `tacks.png`,
`dimwarp.png` — are painted INTO the flagstones by the floor caster,
alpha-blended texel by texel like the home tile: transparent wherever
plain floor should show. The pit can carry its own painted label if
wanted. Square, any size.
**Standing volumes**`public/terrain3d/thornbush.png`, `rosebush.png`,
`jello.png`, `dust.png`, `warpglow.png` — are billboards in the room.
The hedges render CELL-WIDE at half wall height (paint them twice as
wide as tall; a wizard in the square peeks over the top). The jello
cube fills the whole square and is drawn ~60% opaque — paint it solid,
the renderer supplies the translucency. Dust likewise. `warpglow` is a
pillar of light drawn ADDITIVELY (like the old glow sprites): bright
means bright, black vanishes. Rehearse any of them in place:
`/?fpv&terrain=thornbush@3,7;jello@4,7;dimwarp@2,7`.
## One more paintable surface: the home tile
`public/textures/home.png` is a floor overlay for home-base cells,