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>
This commit is contained in:
megaproxy 2026-05-10 20:13:22 +01:00
parent 128294c14f
commit 57d7d626cf
3 changed files with 27 additions and 15 deletions

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@ -44,6 +44,7 @@ Distilled from the brainstorm. Each lock has a "why" — change with deliberate
| **Engine version** | Godot **4.6.2 stable** (Win64 binary at `D:\godot\Godot_v4.6.2-stable_win64.exe`) | Locked for reproducibility; pinned in `project.godot` features. |
| **Renderer** | GL Compatibility (mobile + desktop), **not** Forward+ | Max device reach; Forward+ would lock out older phones. |
| **Repo location** | Physical: `/mnt/d/godot/rimlike/` (D: drive, fast for Windows-side editor). Symlink: `~/claude/projects/rimlike` → physical. | Mirrors tavernkeep's pattern. Both WSL and Windows access without crossing the WSL net bridge. |
| **Player walls** | **Wood (custom-authored on `FG_Houses.png`) + Stone (autotile from `FG_Fortress.png`)** | Wood preserves the Stardew-cabin warmth that's the project's aesthetic anchor; stone is the upgrade material. Audit (2026-05-10) found Houses *not* autotile-solvable as-is, so wood walls cost ~½ day to author corner/T/cap pieces. Phase 5 slips ~3 days; aesthetic survives. |
### Architecture (tech)
@ -99,11 +100,9 @@ Total ~75 min. **3 of 5 closed on 2026-05-10**; see session log + `docs/art.md`
### Design topics still open
- [ ] **Player-built wall material strategy** (NEW from 2026-05-10 audit): `FG_Houses.png` doesn't autotile — it's pre-built house compositions, not modular wall pieces. Options:
- (a) **Fortress-stone-only** for player walls (uses `FG_Fortress.png` autotile-solvable). Cabin starts as a pre-placed `FG_Houses` static prop; player upgrades to stone fortress walls. Aesthetic shifts toward Going Medieval, away from cute-cabin Stardew vibe.
- (b) **Custom-author wood + stone walls** on top of `FG_Houses.png` and `FG_Fortress.png` — ~½1 day per material. Preserves the cute-farming-RPG warmth but delays Phase 5 by ~3 days.
- (c) **Mix**: use `FG_Houses` static prebuilt as starter shelter (no construction verb for it) + `FG_Fortress` autotile for player-built upgrade walls. Two materials, no custom art investment, but loses the "build your own first cabin" beat.
- Decision before Phase 1 wall-tileset import (Phase 1 needs at least one wall material to render).
<!-- WALL MATERIAL — LOCKED 2026-05-10. Moved into Decisions table (above). Kept here as a back-reference. -->
**Resolved: wall material strategy.** Lock = **custom-author wood + stone walls** (option b). Player builds wood-cabin walls from day one (corner/T/cap variants authored on top of `FG_Houses.png` wood-and-blue-roof material, ~½ day work) then upgrades to stone fortress walls later (`FG_Fortress.png` autotile-solvable as-is, ~few hours). Phase 5 slips ~3 days but the Stardew-cabin-warmth aesthetic survives, which was the original anchor. See `docs/art.md` Wall-material decision.
- [ ] **Wolf sprite acquisition** (NEW from 2026-05-10 audit): bundle has nothing canine-predator. Options: (a) commission a 16×16 wolf (idle + 24-frame walk × 4 directions; ~few hours pixel art or paid commission ~$3060); (b) check Ventilatore bundle for a usable beast; (c) source a CC0 wolf from OpenGameArt; (d) reskin an existing animal placeholder (dark dog?) for MVP and replace later. Phase 10 blocker; can defer until then.
- [ ] **Auto-roof big-room UX**: the ≤8-cell BFS cap silently fails on rooms larger than 8×8. Decide whether to (a) keep the cap and surface "this area is too large to roof — split with an interior wall" hint when the player encloses one, (b) bump the cap to ~16 with the same hint at the new threshold, or (c) detect any enclosed area regardless of size. Affects `EnclosureDetector` + a new room-feedback UI.
- [ ] **Onboarding / first 60 seconds**: mobile-specific. Don't copy Rimworld's tutorial.