This POC is a tile-based overhead forest world where the visual tiles are the movement grid. Every square you see is a tile with a type (Grass / Forest / Path / Water / Rock). When you edit the environment, you are literally rewriting tile values, so what you see and what the game “is” remain identical.

It’s built to prove three things:

  1. Generation: you can create a readable forest world procedurally from a seed.
  2. Navigation: you can pan/zoom and inspect tiles with consistent world → tile math.
  3. Direct world editing: you can modify terrain live (paint, carve, stamp, dig) with undo/redo.

Core concepts

1) Tiles are the truth

2) Seeded generation

3) Decoration ≠ terrain


How to use it (player controls)

Camera / navigation

Edit mode

Undo/Redo

Markers


The edit tools (what each one does)

These tools are meant to simulate real environmental interaction—building and destroying features directly on the map.

1) Paint tile

2) Stamp forest patch

3) Dig pond

4) Carve path (drag line)

5) Clear to grass


Environment action buttons (macro edits)

These apply around the camera center and write real tiles:

These are “world-affecting abilities” — the exact kind of interaction you’d later tie to items, spells, machines, or events.


Why this matters (what this POC proves)

1) Visual grid == gameplay grid
No mismatch. If movement later says “this tile is water,” the display already shows water.

2) Deterministic world + mutable world
You can regenerate a world from seed, then permanently alter it with edits. That’s the foundation for:

3) Undoable world edits
Edits are stored as compact tile diffs (before/after), enabling: