Lock wall-material decision: wood + stone, custom-authored
Wood walls (early game) custom-authored on top of FG_Houses warm-brown timber palette to preserve the Stardew-cabin warmth that's the project's aesthetic anchor. ~½ day of pixel art for corner/T/cap/cross variants. Stone walls (upgrade material) imported from FG_Fortress autotile-solvable as-is. Both materials plug into the same WallMaterial enum / construction pipeline. Phase 5 estimate bumped from 2-3 wks to 2.5-3.5 wks. Phase 1 wall-rendering test now specified: use FG_Fortress as the drop-in test material; wood walls land in Phase 5 alongside the authoring task. Iconic Homestead $19.99 fallback formally not needed. memory.md decisions table now includes the wall locks; the original 3-option open question collapsed to a back-reference. art.md got a new 'Wall-material decision' section replacing the options block. Wolf-sprite question still open; Ventilatore search dispatched. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -101,15 +101,20 @@ Even with the bundle, these need authoring or sourcing:
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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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## Wall-material decision (locked 2026-05-10)
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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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**Player builds in two materials: wood (early) → stone (upgrade).** Both visible in MVP.
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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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- **Wood walls** are the day-one player-buildable material. Source pack: `Houses Tileset 2 Seasons [Farming Game]/Tilesets/FG_Houses.png` (the warm-brown timber + blue-roof palette). The audit found this pack is **not autotile-solvable as-is** — pieces are pre-built house compositions, not modular variants. Authoring task: **extract or paint corner / T-junction / cap / cross variants** for a Godot 4 Wang-style terrain. Estimated cost ~½ day. Lands in **Phase 5** (implementation.md).
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- **Stone walls** are the upgrade material. Source pack: `Fortress Tileset 2 Seasons [Farming Game]/Tilesets/FG_Fortress.png` (tan stonework with dark-grid mortar). The audit found this pack is **autotile-solvable as-is** — ~20–30 modular pieces are present. Authoring task: import as TileSet, build the terrain definition, sample-test on a small map. Estimated cost ~few hours. Lands in **Phase 5** (alongside wood).
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- Choosing both materials matches the aesthetic anchor: Stardew-cabin warmth carries the early game; the stone upgrade gestures toward Going Medieval as the colony grows. Loses the Fortress-stone-only "pure Going Medieval" option but keeps the project's design DNA intact.
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- **Phase 5 wall sub-tasks** (record-keeping for implementation.md):
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1. Author wood-wall corner/T/cap variants on top of FG_Houses (~½ day, custom pixel art on existing tiles)
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2. Build Godot TileSet terrain for wood walls (~½ day, in editor)
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3. Build Godot TileSet terrain for stone walls (FG_Fortress, ~few hours, mostly assembly)
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4. Phase 5's existing wall/floor/door rendering logic stays unchanged — both materials plug in via the same WallMaterial enum / data path.
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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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Iconic Homestead $19.99 fallback **not needed** — the bundle covers both materials with ~½ day of art work.
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## Tileset prep (the gotcha)
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