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>
This commit is contained in:
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33 changed files with 389 additions and 35 deletions
20
scenes/main/main.gd
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20
scenes/main/main.gd
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extends Node
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## Phase 0 smoke-test scene root.
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##
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## Verifies the autoload graph is alive and the i18n table resolves a key.
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## Once Phase 1 lands the world view, this becomes the bootstrap that loads
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## the right scene based on game state (new game / continue / settings).
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@onready var hello_label: Label = $HelloLabel
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func _ready() -> void:
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Audit.log("main", "Phase 0 smoke test online.")
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# Verify autoloads are alive.
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assert(World != null, "World autoload missing")
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assert(Sim != null, "Sim autoload missing")
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assert(GameState != null, "GameState autoload missing")
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assert(EventBus != null, "EventBus autoload missing")
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assert(Strings != null, "Strings autoload missing")
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assert(SaveSystem != null, "SaveSystem autoload missing")
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hello_label.text = Strings.t(&"smoke.hello")
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15
scenes/main/main.tscn
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15
scenes/main/main.tscn
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[gd_scene load_steps=2 format=3 uid="uid://rimlike_main"]
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[ext_resource type="Script" path="res://scenes/main/main.gd" id="1_main"]
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[node name="Main" type="Node"]
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script = ExtResource("1_main")
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="HelloLabel" type="Label" parent="."]
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offset_left = 32.0
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offset_top = 32.0
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offset_right = 800.0
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offset_bottom = 96.0
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text = "(boot)"
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