diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index a16d2d9..972b962 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -24,7 +24,7 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho Tile layers without `reskit-layer` set are ignored by the `level` tool. ## Collision Map -The collision map is a tile layer with boolean property `reskit-collision` set to `true`. Any non-zero item placed indicates an item which the user is not permitted to pass through. How you implement this is up to your game engine - reskit will simply save the collision map in a `.bin` file as an artifact. +The boolean property `reskit-collision` set on a Tile Layer to `true` indicates which layer should be used for building the tile collision map. Any non-zero item placed indicates a tile which the player is not permitted to pass through. How you implement this is up to your game engine - reskit will simply save the collision map in a `.bin` file as an artifact. ## Entity-Component System Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities. By adding a property `reskit-component[x]` to each object, where x is the index of the component in an array, you can attach various components to the target object/entity. Each component may have various properties you choose to define, which can be formatted as Tiled property `reskit-component[x].y`, where x is the index of the component and y is the property name for that component. If multiple object layers are defined, reskit will collapse all of them into a single layer.