# Walking-skeleton map: the first piece of content the engine will load. # Tile ids are strings; the render adapter maps them to visuals (tileset data # schema is a Tier-1 concern; here the render side keeps a minimal palette). id: farm width: 12 height: 12 tilesetRef: "farm-tiles" spawn: { x: 2, y: 2 } layers: - name: ground data: - [water, water, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [water, water, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, tilled, tilled, tilled, tilled, grass, grass, grass, grass] - [grass, grass, grass, grass, tilled, tilled, tilled, tilled, grass, grass, grass, grass] - [grass, grass, grass, grass, tilled, tilled, tilled, tilled, grass, grass, grass, grass] - [grass, grass, grass, grass, tilled, tilled, tilled, tilled, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass] - [grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass, grass]