Design and build a visually rich multi-layer tilemap for a game scene. Improves visual quality using Time Fantasy assets, multiple atlas sources, and proper layering. Use when creating or redesigning maps.
Design and build a tilemap for: $ARGUMENTS
ultrathink
You MUST see your work at every step. Tilemap design without visual feedback produces garbage. The workflow is:
For EACH layer:
Write data → commit/push → /scene-preview --full-map → Read screenshot
→ evaluate → fix if needed → repeat until it looks correct
→ THEN move to next layer
Never commit a final tilemap without capturing and evaluating a screenshot.
Before anything else, ground yourself in what good pixel art looks like. Do at least 3 web searches:
Scene reference:
WebSearch("JRPG pixel art <location-type> screenshot RPG Maker")
WebSearch("<location-type> tilemap pixel art top-down 16x16")
Object reference (for each major object you'll place):
WebSearch("pixel art tree top-down 16x16 RPG sprite")
WebSearch("pixel art rock boulder tileset JRPG")
WebSearch("pixel art <object-type> sprite top-down")
Published game reference:
WebSearch("Chrono Trigger <location> map screenshot")
WebSearch("Final Fantasy 6 <location> pixel art")
Study the results. Note how trees, rocks, buildings, and terrain look in professional pixel art. You will compare your work against these references.
Read the actual PNG image files before using any atlas coordinate. You can see images — use that ability.
Read("game/assets/tilesets/<tileset>.png")
For EACH tile sheet you plan to use:
Never use an atlas coordinate you haven't visually confirmed.
Read("docs/best-practices/11-tilemaps-and-level-design.md")
game/scenes/<scene_name>/<scene_name>.gd.tscn file for node structuregame/systems/map_builder.gd for APIdocs/game-design/03-world-map-and-locations.md for location designDescribe the location in 5+ sentences before writing any code. Then plan:
For EACH layer (ground, detail, paths, trees, objects, above-player):
git add <file> && git commit -m "WIP: <layer> for <scene>"
git push -u origin <branch>
git -C /Users/robles/repos/games/gemini-fantasy pull
timeout 30 /Applications/Godot.app/Contents/MacOS/Godot \
--path /Users/robles/repos/games/gemini-fantasy/game/ \
--rendering-driver opengl3 \
res://tools/scene_preview.tscn \
-- --preview-scene=res://scenes/<name>/<name>.tscn \
--output=/tmp/scene_preview.png --full-map 2>&1
Read("/tmp/scene_preview.png")
After all layers:
/scene-preview --full-map one final timeDo NOT commit the final tilemap without passing both reviewers. Spawn them in parallel:
Task(subagent_type="tilemap-reviewer-adversarial", prompt="Review tilemap for <scene_name>: <what changed>")
Task(subagent_type="tilemap-reviewer-neutral", prompt="Review tilemap for <scene_name>: <what changed>")
Consensus rules:
You cannot merge a tilemap that has not passed both reviewers. This is non-negotiable. If you are blocked by a reviewer, fix the specific issues they identified — do not argue or skip.
NEVER target a coverage percentage. Place decorations individually:
If a tile renders differently than expected: