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skill CX Codex

tilemap-data-format — Claude Code skill: map format and setup

This skill guides the design of JSON tilemaps with layers and gameplay metadata. Use it when maps live in source code or need walkability data alongside visuals.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill tilemap-data-format -a claude-code
Open on GitHub

What tilemap-data-format does

The skill separates map data from rendering. It proposes a JSON grid with layers for ground, transitions, and objects, plus a distinct walkability layer. Tiles should refer to an atlas name or index rather than pixel coordinates.

Tile metadata can include type, walkability, and cost. The format uses a version field for migrations, while the loader checks map dimensions and whether tile indices fall within range. Those checks matter: invalid map data can otherwise pass through loading.

This is a design guide, not a ready-made loader. Its example uses version, w, h, layers, and meta; keeping the format as plain JSON makes it suitable for Git diffs and loading in different environments.

What it helps with

  • move tilemaps from source code into data files
  • split maps into ground, transition, and object layers
  • store walkability apart from visual tile data
  • add a format version for migrations
  • validate map dimensions and tile indices on load

Example prompts for the agent

  • Design a JSON tilemap format with separate ground, transition, and object layers.
  • Suggest a way to store tile walkability separately from visuals.
  • Add format versioning and loader checks for map dimensions and tile indices.

How to install tilemap-data-format

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill tilemap-data-format -a claude-code

2Manually: put the files in place

~/.claude/skills/tilemap-data-format/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/tilemap-data-format/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about tilemap-data-format

How do I install tilemap-data-format in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill tilemap-data-format -a claude-code. The skill file is at ~/.claude/skills/tilemap-data-format/SKILL.md.

What does tilemap-data-format do?

It guides the design of a JSON tilemap format with separate layers and per-tile metadata. It also recommends format versioning and validation when maps load.

How does the skill handle tile walkability?

It recommends a separate walkability layer, with gameplay metadata kept apart from visuals. The listed metadata examples include type, walkability, and cost.

Source text

SKILL.md · MIT
---
name: tilemap-data-format
description: Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
license: MIT
---

# Tilemap Data Format

## Overview

A good map format separates data from rendering. This skill defines a JSON tilemap with layers (ground, transitions, objects) and per-tile metadata (walkable, type) so designers and the engine share one source of truth.

## When to Use

- You are deciding how maps are stored.
- Maps are hard-coded in source instead of data files.
- You need walkability/metadata alongside visuals.

## Process

1. Separate layers: ground, transitions, objects, and a collision/walkable layer.
2. Store the grid as width/height + arrays of tile indices per layer.
3. Reference tiles by atlas name or index, never by raw pixel coords.
4. Attach per-tile metadata (type, walkable, cost) for gameplay systems.
5. Keep it pure JSON so it diffs cleanly in git and loads anywhere.
6. Version the format with a `version` field for migrations.
7. Validate maps on load (dimensions, indices in range).

```json
{ "version": 1, "w": 32, "h": 32,
  "layers": { "ground": [/*...*/], "objects": [/*...*/] },
  "meta": { "walkable": [/*...*/] } }
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "I will hard-code the map in code" | Then designers cannot touch it and diffs are unreadable. Use data files. |
| "One flat array is enough" | Gameplay needs a separate walkable layer. Separate concerns. |

## Red Flags - STOP if you catch yourself:

- Maps embedded in source instead of data files.
- No walkable/collision layer.
- Tiles referenced by pixel coordinates.

## Verification

You are NOT done until every box is checked:

- [ ] Map is pure JSON with separated layers.
- [ ] Per-tile gameplay metadata exists (walkable, type).
- [ ] Loader validates dimensions and tile indices.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

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