Phase 0 scaffold + asset audit findings
Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
co-located with scenes/ (not the scripts/autoloads/ mirror originally
sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
Mobile gestures (pinch/drag/long-press) handled at script level via
Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/
Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.
Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
compositions, 4 distinct roof palettes, no modular wall family.
~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
pieces. Wang-style Godot 4 terrain works with minimal extra art.
Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
full graveyard suite — direct use in Phase 14.
New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)
Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
/mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
false-positive on git diff.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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## Audit list (action items before any release build)
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- [ ] Autotile coverage of `Houses Tileset 2 Seasons/FG_Houses.png` — count corner/T-junction/cap pieces for player-built walls.
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- [ ] Autotile coverage of `Fortress Tileset 2 Seasons/FG_Fortress.png` (alt material).
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- [ ] Aesthetic harmony test: open one tile from ElvGames Forest 4 Seasons + one from Ventilatore + render in same scene. Is the palette cohesive enough to mix? Decides whether Ventilatore stays as accent or gets shelved.
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- [ ] Wolf sprite source — confirm what's available from EvoMonster / Turn-Based Monster packs; if none, plan a custom.
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- [ ] Confirm Retro Graveyard 16×16 has grave-marker tile we can use.
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- [ ] License attribution credits document — list every pack we use, credit string for game credits screen.
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**Audit results, 2026-05-10** — three of five closed via visual inspection (researcher Haiku subagent + verification).
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- [x] **`FG_Houses.png` autotile coverage** — **NOT autotile-solvable.** Pieces are pre-built decorative house compositions across 4 distinct roof palettes (blue-roof timber, red-brick, dark-slate, plus accent details). No corner / T-junction / cap modular family. Estimated cost to author terrain bits on top: ~½–1 day per material.
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- [x] **`FG_Fortress.png` autotile coverage** — **autotile-solvable.** ~20–30 modular tan-stone pieces (straight, corners, battlement caps) with dark-grid mortar lines. Wang-style Godot 4 terrain works with minimal extra art. Iconic Homestead fallback not needed.
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- [ ] **Aesthetic harmony test** — still open. Needs your eye on a Forest tile + a Ventilatore tile side-by-side. ~15 min.
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- [x] **Wolf sprite source** — **none in the bundle.** Scanned EvoMonster Packs 03/04/06/09/10 (cute fantasy creatures, no canines), broader Tier 1–3 sweep (farm animals + humanoid monsters only). Action items in `memory.md` Open questions: commission, find CC0, or check Ventilatore.
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- [x] **Grave marker** — **`Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3.** Path: `Ultimate Farming RPG Tier 3/Retro Graveyard 16x16 Tileset [Kingdom Explorer]/Tilesets/KE_Graveyard.png`. Contents: tombstones (varied), wooden crosses, grave mounds, crypt entries, skeletal markers, ground-transition tiles. Direct use in Phase 14.
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- [ ] **License attribution credits document** — kick off the list now; add to it as packs come in. Include Kingdom Explorer (likely separate license from ElvGames — check `License.txt`).
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## Wall-material decision (consequence of the audit)
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The `FG_Houses` non-autotile finding is the biggest live blocker. `architecture.md` and `implementation.md` Phase 5 assume the player paints walls and they auto-junction. Options now under consideration (in `memory.md` Open questions):
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1. **Fortress-stone-only** — player walls use `FG_Fortress` exclusively. `FG_Houses` becomes static prebuilt-shelter art (no construction verb for cabins). Aesthetic shifts toward Going Medieval; loses some of the cute-cabin Stardew warmth.
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2. **Custom-author wood walls** on top of `FG_Houses` (~½–1 day per material). Preserves aesthetic; delays Phase 5 by ~3 days.
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3. **Mix**: `FG_Houses` static = starter shelter (drop-in, can't deconstruct), `FG_Fortress` autotile = player-built upgrade walls. Two materials, no custom art investment, but loses the "build your own first cabin" beat.
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Decision needed before Phase 1 wall-tileset import (Phase 1 needs at least one wall material to render).
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## Tileset prep (the gotcha)
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