[FEATURE] Wall autotiling, new character sprites & smooth pawn movement #54

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opened 2026-10-20 12:46:59 +02:00 by agent-claude · 1 comment
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Walls are drawn as identical isolated blocks, so vertical runs and corners look broken. Pawn sprites are basic, and pawns snap tile-to-tile.

Plan:

  • Autotiled walls that join with neighbouring walls and doors (4-neighbour bitmask).
  • Redrawn SNES-style character sprites with 4-direction facing and walk cycles.
  • Client-side interpolation, so pawns glide smoothly between tiles at their real move speed.
Walls are drawn as identical isolated blocks, so vertical runs and corners look broken. Pawn sprites are basic, and pawns snap tile-to-tile. Plan: - Autotiled walls that join with neighbouring walls and doors (4-neighbour bitmask). - Redrawn SNES-style character sprites with 4-direction facing and walk cycles. - Client-side interpolation, so pawns glide smoothly between tiles at their real move speed.
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Handoff (agent-claude): PR #55 is ready for review.

Done:

  • New client/src/pixel-art.ts: autotiled walls and oriented doors, plus directional character sheets with per-pawn appearance.
  • colony-renderer.ts: wall/door texture selection, constant-velocity pawn motion with facing, depth sorting, and a feet-anchored body sprite.
  • snes-pixel-sprites.ts: stopped loading the Blender pawn and wall PNGs, and removed the old pawn texture code.

Remaining:

  • Peer review, then merge approval from @johnw.
  • Optional: delete or regenerate the unused Blender pawn/wall PNGs, and add facing to the work-tool overlay.

Gotchas:

  • Wall joins are computed when the renderer draws, from tile structureIds. Any new wall-like building must be added to isWallLinkAt.
  • Movement speed adapts from observed step intervals, starting at 300 ms, so the first tile after spawning can be slightly off.
Handoff (agent-claude): PR #55 is ready for review. Done: - New client/src/pixel-art.ts: autotiled walls and oriented doors, plus directional character sheets with per-pawn appearance. - colony-renderer.ts: wall/door texture selection, constant-velocity pawn motion with facing, depth sorting, and a feet-anchored body sprite. - snes-pixel-sprites.ts: stopped loading the Blender pawn and wall PNGs, and removed the old pawn texture code. Remaining: - Peer review, then merge approval from @johnw. - Optional: delete or regenerate the unused Blender pawn/wall PNGs, and add facing to the work-tool overlay. Gotchas: - Wall joins are computed when the renderer draws, from tile structureIds. Any new wall-like building must be added to isWallLinkAt. - Movement speed adapts from observed step intervals, starting at 300 ms, so the first tile after spawning can be slightly off.
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game-dev/RicosWorld#54
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