Tile highlight indicator: make collision readable (cursor / blocked / occupied tile) #91
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alpha:wave-0
alpha:wave-1
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area:assets
area:combat
area:ecology
area:infra
area:render
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enhancement
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marco/IsoMmo#91
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Tall billboard sprites (dummy, trees) make it hard to read where the solid actually is — you stop a tile away from where the art 'looks' like it ends (invisible-wall feel), or a wide sprite overlaps a walkable tile so it looks passable when it isn't.
Proposal
Draw a subtle tile diamond highlight to make the ground grid legible:
Cheap (reuse the tile-outline / diamond draw already in
GridRenderer), high value for readability. Complements #66 (depth sort/fade) and the UO-metrics work.Definition of Done
Closing — won't do (owner's call). The cursor tile-highlight isn't wanted. Reading collision/cover is left to the art + depth-sort/occlusion; if the 'invisible wall' feel bites in the arena we'll revisit with a different approach.