Validate the tool workflow needed to create, load, edit, inspect, and save a simple King of the Iceberg platform layout.
This PR is workflow validation only. Do not implement King of the Iceberg gameplay.
Use the existing stabilized tools to validate the layout pipeline:
- Vector Map Editor
- Vector Asset Studio
- Sprite Editor
- State Inspector
The main focus is the Vector Map Editor workflow.
Confirm the tools can support a basic screen layout workflow for King of the Iceberg:
- Create or load a simple layout
- Represent fragmented ice platforms
- Verify explicit selection behavior
- Verify object/property visibility
- Save/export the layout state
- Inspect the saved/exported state
Create a simple non-gameplay test layout representing the first King of the Iceberg arena concept.
- One main iceberg area
- 3 to 5 fragmented horizontal platforms
- Visible gaps between platforms
- Lowest platform reachable from water zone
- Top platform clearly marked as control/top area
- Background/midground placeholders may be represented as non-collision objects only
This PR does not implement pass-through or solid platform behavior.
It only validates that the layout can represent platforms and gaps clearly enough for later gameplay work.
- Launch the tool fresh.
- Confirm no hidden/default map loads.
- Create or load an explicit test layout.
- Add 3 to 5 platform objects.
- Ensure each platform is individually selectable.
- Verify no object is auto-selected unless the user selects it.
- Select each platform and confirm selected-state display updates.
- Clear selection and confirm explicit no-selection state appears.
- Save/export the layout state.
- Load or paste the exported layout state.
- Confirm JSON formats correctly.
- Confirm platform objects are visible in the state.
- Confirm no silent fallback state appears.
- Open or create a simple ice platform/vector object if supported by existing workflow.
- Confirm fill/paint/stroke controls work on selected object.
- Confirm no-selection state disables controls with reason.
- Launch only as sanity check.
- Confirm no invalid fallback sprite loads.
- Confirm header behavior remains correct.
Use existing project conventions where available.
The exported layout should make it possible to identify:
- layout/map id
- object list
- platform objects
- position
- size/bounds
- collision intent if already supported
- render/layer role if already supported
Do not invent a new runtime schema in this PR unless the existing tool requires a local test-only shape.
- Vector Map Editor can create/load a baseline platform layout.
- 3 to 5 platform objects are visible and individually selectable.
- Explicit no-selection state is visible after clearing selection.
- Layout can be saved/exported.
- State Inspector can read/format the exported layout state.
- No silent fallback map, object, sprite, or state data appears.
- Vector Asset Studio paint/stroke behavior still works on a selected object.
- Sprite Editor launches without fallback/invalid-state regression.
- No gameplay code is added.
- King of the Iceberg gameplay
- Player movement
- Platform collision behavior
- Pass-through platform physics
- Solid platform physics
- Tile slicing
- Tileset breakout
- Parallax asset production
- Runtime engine refactors
- start_of_day changes
Create a short report under:
docs/dev/reports/PR_tool_layout_workflow_baseline_report.mdThe report must include:
- PASS/FAIL
- Changed files, if any
- Layout workflow notes
- Export/save result location
- Any blockers found
- Screenshots optional