Same data-driven layout as before (nothing about computeLayout changed) —
only what gets drawn changed:
- Procedural terrain backdrop: a winding river, a few mountain clusters, and
denser two-tone trees, scattered deterministically like the existing
tree-blobs were, so none of it needs hand-alignment to specific tiles and
it keeps working at any board size.
- The road between spaces is now a wide dashed dirt path with a subtle
hand-drawn "wobble" (SVG feTurbulence/feDisplacementMap) instead of a
clean vector line.
- Tiles are beveled: a drawn shadow copy, a gloss gradient, and a few
degrees of per-tile tilt derived from a hash of the space id (deterministic,
not random-per-render) so they read as hand-placed rather than
machine-stamped. Choice diamonds get a small signpost stick underneath.
Prototyped and screenshotted headlessly before committing; user confirmed
this direction over the previous flowchart-style rendering.