Yesterday's crypt scored well and still had two things wrong with it on a
screen. The floor was the darkest in the game — mean luminance 32 against
the cave's 38 and the dungeon's 47 — so the slab grid existed in the
measurements and nowhere else. And the wall had exactly one opening,
repeated: tile a room with it and the arch stops being architecture and
starts being a stamp.
What changed
- The floor came up and the slabs came apart. Mean luminance 32 →
42, which puts the crypt second-darkest in the family instead of
darkest, above the sewer and below the cave. The brightness went into
the joints rather than the surface: each slab now picks its own tone
from a wider spread, the groove is cut deeper, and the stone falls away
on its south-east edge where the light doesn't reach. Two slabs of the
same grey with a line between them are one surface. Two slabs three
ramp levels apart are two stones.
- Most of the wall is wall now, and no two graves in it are the same.
Yesterday's build gave all four wall variants an opening, and the engine
picks a variant per tile, so every tile of every room carried a grave.
A room walled in that is not an ossuary; it is a bank of filing
cabinets. But cutting back to two openings and two plain tiles fixed the
density by throwing away the variety — one arch, repeated, is a stamp
in exactly the way one arch on every tile was. Both are the same
problem: four tiles is not enough to be sparse and varied at once.
- So the crypt's wall ships eight. Four are
plain coursed masonry, two of them fractured, leaning opposite ways.
The other four are one grave each: an arched niche with three courses
of long bones and two skulls on the pile; the same niche after the
stack has let go, bones at angles and the spill caught on the sill; a
trabeated loculus with two shelves of skulls facing out; and that same
loculus shut with a chiselled slab, because a grave that has been used
gets closed and the next one is cut beside it. Half a run is stone, a
quarter is a sealed panel, and only a quarter is an open hole. The
eight differ from each other on 34–66% of their pixels.
- The engine only ever allowed four. The per-tile variant was masked
with
& 3 — written when four frames was the only thing any pack
shipped, and quietly a ceiling ever since. It is a modulo against the
texture's real frame count now. Nothing else changes: every other pack
still ships four frames, and h % 4 and h & 3 are the same number,
so every tile in every other theme lands exactly where it did.
- Correction to yesterday's entry. The 1.17.0 changelog quoted 1.87×
and 16% for the floor-to-wall separation. Those came from a
reimplementation of the measurement rather than from the committed
instrument the rest of the family was measured with; the correct
figures for that build are 1.79× and 9%. The colour count was quoted
for the whole sheet where every other entry quotes it per variant. Both
are fixed in place.
The cost, stated plainly. Floor-to-wall separation went from
1.79× / 9% band overlap to 1.47× / 26%, which drops the crypt from
second-cleanest of the six repainted packs to third — ice 0%, sewer 22%,
crypt 26%, cave 36%, dungeon 43%, forest 44%.
Both halves of this release paid into that. A brighter floor sits closer
to the wall by definition, and that is the bigger share: the floor's p90
went 0.022 → 0.041, walking its top edge straight up into the wall's
band. The rest is the wall's own spread closing in from both ends — with
three graves on eight tiles instead of four on four, there is less bone
on the sheet and less black hole in it, so the wall's p90 fell 0.124 →
0.091 and its p10 rose 0.012 → 0.024. A narrower wall band means a larger
share of it can sit inside the floor's, even though nothing about the
masonry face itself moved, and the masonry face is the edge you actually
read at the foot of a wall. Real cost, correctly measured, and worth it
for a floor that reads as slabs and a wall you can look at twice.
Gameplay unchanged. 🪦