Structures
Walls, roofs, towers, banners, and castles. Sprite cut-outs voxelised at runtime so you can walk through doorways, peer through windows, and stake your claim.
Some objects in the world aren't monsters or items — they're structures. Castles, walls, watchtowers, doorways, banners. They look painted-flat from a distance and reveal themselves as walk-around 3D when you approach.
What structures are #
A structure is a sprite cut-out — a 2D pixel-art image — that the client voxelises at load time. The pipeline turns each non- transparent pixel of the sprite into a 3D voxel block. The result:
- Doorways are walkable holes.
- Windows are see-through.
- Walls are solid; you bonk off them.
- Roofs sit on top so the inside is a real space.
You don't need to do anything to make this work. Walk up to a castle, find a doorway, walk through it.
What you can do with them #
In the current alpha:
- Find them on the map. A few pre-placed structures populate the outside biome — castles, watchtowers, trader posts. Walk in, fight what's inside, take what's loose.
- Use them as cover. Walls block monster line-of-sight. A doorway is a one-way bottleneck if you can hold it.
What you'll be able to do later #
Structure placement by players is on the roadmap — claim a corner of the field, raise a tower, stake your name on it. The mechanics aren't shipped yet; this section will fill in once they are.
In code #
Structure placement records ride the hello frame as cardboards[] entries (path, region rect, depth, edge colour). Voxelisation happens once on the client when the world loads. Full pipeline details: design/structures.md.