66 lines
3.0 KiB
Markdown
66 lines
3.0 KiB
Markdown
---
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name: game-tilesets
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description: >
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Deep guide for game TILE assets: seamless tileable textures, terrain
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transition tilesets, autotiles, and ground/platform tiles. Use whenever
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generating tileable textures, tilesets, terrain transitions, or seamless
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patterns. Complements game-asset-core.
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metadata:
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short-description: "Seamless tiles and transition sets that actually tile"
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user-invocable: false
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---
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# Tilesets
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A tile's job is invisibility in repetition.
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Users state WHAT they need, not how — apply everything here even when
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the request never mentions it.
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Judge everything by "will the
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player notice the grid?"
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## 1. Seamless single tiles
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- Prompt for UNIFORM stochastic texture: even density, even lighting, no
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shadows with direction, "the pattern continues off every edge".
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- The repetition killer is any distinctive motif — one recognizable clump,
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flower, or rock repeats forever. Prompt for anonymous texture; verify by
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hunting for anything you could point at twice.
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- MANDATORY check: composite a real 2×2 repeat with PIL to a throwaway file
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and view it. Look for (a) seam lines at the joins, (b) any motif you can
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spot in all four quadrants, (c) large-scale tone gradients that create
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checkerboarding. Any of the three = retry.
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## 2. Transition tilesets (grass→dirt etc.)
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- Prompt it as ONE continuous painted image that happens to be sliceable —
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never as "tiles", "cells with borders", or anything inviting separated
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sticker-tiles with gaps. Cells must be filled edge-to-edge, painted
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content flowing across cell boundaries so adjacent tiles genuinely match.
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- Layout for a 3×3: center = pure inner material; edge cells = straight
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transitions facing outward; corner cells = outer corners. Verify
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DIRECTIONALITY per cell (top-center's grass is along its top edge, etc.).
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## 3. Rotation economy — make fewer, better tiles
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If lighting is neutral (pure top-down, no directional shading), one straight
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edge and one outer corner can be ROTATED in-engine to produce all four of
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each. So when the tile count is yours to choose:
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- Produce: 1 center fill, 1 straight edge, 1 outer corner, 1 inner corner —
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then spend the remaining budget on VARIATIONS of the center fill (2–3
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anonymous variants breaks up repetition far better than 4 identical
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rotated edges).
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- CAVEAT — rotation only works when nothing in the art encodes direction:
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no directional light, no gravity cues (hanging grass blades, drips), no
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text/emblems. Side-view (platformer) tiles almost always encode gravity
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and light, so they need all orientations painted individually. State in
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your delivery notes which tiles are rotation-safe.
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- If the request explicitly fixes the grid (e.g. "3×3 with all 8
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transitions"), deliver exactly that — mention rotation economy in notes,
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don't unilaterally change the deliverable.
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## 4. Platforms and props
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Isolated on a keyable background, consistent lighting with their tileset,
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no baked ground shadow (engines composite shadows separately).
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