Period: November 6, 2025 Total Commits: 6
Hey, here’s what we’ve been working on
Kept it focused today. We unified how tiles work across the editor and game, got water showing correctly in the client, fixed pathing so minions actually follow roads and avoid water, and corrected wall tower size so placements look right. Nothing flashy, just stuff that makes matches feel cleaner and the editor easier to use.
What’s New
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Water in Test Map
- Water tiles placed in the editor now render properly in the game client’s Test Map.
- Maps can present as grass or water at the base layer, and individual tiles can override cleanly.
- Practical effect: if you build a map with water lanes, they look like water lanes, not green placeholders.
- [screenshot: water tiles rendering in Test Map at 2d3e48d]
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Simpler tile workflow in the level editor
- We moved to a single, unified tiles system for grass, water, roads, and tileset pieces.
- Placing and deleting is consistent across types; the delete tool just works on whatever you click.
- New map flow includes base tile selection (grass or water) so you don’t have to “paint the whole floor” to get started.
- [screenshot: unified tile placement in level editor at 9945db2]
What Got Fixed
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Pathfinding respects the map again
- Minions now follow roads correctly when roads exist.
- Water tiles are treated as unwalkable, so units route around them rather than marching straight through.
- This matters for PvP timing: road layouts once again control travel speed, and water is a real barrier for creating chokepoints and traps.
- [screenshot: minions following roads and avoiding water at 6e3ee58]
-
Wall tower scale corrected
- Single-level structures were rendering at 1.333x their intended size. They now render at 1.0.
- Why it helps: clearer placement alignment with the grid, cleaner collision feel, and more accurate projectile/spawn offsets. If your choke felt “off” before, this should fix it.
- [screenshot: wall tower size alignment on grid at 1a521df]
Under the Hood
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Unified tiles system across the project
- One source of truth for all tiles (grass, water, roads, and tileset pieces) instead of separate lists.
- Easier to reason about, fewer sync bugs, and better batching opportunities for rendering.
- All example maps were converted to the new format to keep everything consistent.
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Safer validation and clearer logs
- We tightened map validation so base layers don’t get stripped out during import.
- Added upper limits to prevent runaway tile counts in extreme cases.
- Better logging around map setup so we can see exactly what the client is rendering when something looks wrong.
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Housekeeping
- Ignored a few dev-only artifacts to keep the repo clean.
Why this matters for play
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Strategy clarity
- Roads are authoritative again for route speed. If you design lanes to speed rushes or stall pushes, that nuance now shows up reliably in matches.
- Water truly blocks. Use it to force path splits, expose units to line-of-sight towers, or set up crossfire.
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Placement confidence
- Wall size is predictable and aligned to the grid, so building tight mazes and gates feels less fussy.
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Creator quality-of-life
- Building a map is more straightforward: one tile toolset, consistent delete behavior, and a proper base layer from the start.
Thanks for the reports and screenshots that pointed us to the pathing and scale issues. If you build a road-and-water map, try a Test Map run and let us know if anything routes strangely or looks off.