Files
lifegame/public
Kevin 70eeb78eaf Give the board an illustrated-map feel instead of a flowchart
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.
2026-07-22 09:17:25 -07:00
..