Tile highlight indicator: make collision readable (cursor / blocked / occupied tile) #91

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opened 2026-07-19 12:12:05 +02:00 by marco · 1 comment
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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:

  • The tile under the cursor (where a click/step would go).
  • Optionally the occupied/blocked tile of a hovered/targeted mobile or static.

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

  • The tile under the cursor is highlighted so you can tell exactly which tile you're pointing at.
  • It's readable over grass and does not clutter the scene.
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: - The tile **under the cursor** (where a click/step would go). - Optionally the **occupied/blocked** tile of a hovered/targeted mobile or static. 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 - [ ] The tile under the cursor is highlighted so you can tell exactly which tile you're pointing at. - [ ] It's readable over grass and does not clutter the scene.
Author
Owner

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.

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.
marco closed this issue 2026-07-22 17:42:19 +02:00
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marco/IsoMmo#91
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