Replaces three procedural _draw() entities with bundle sprites:
- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
rises into the cell above; y_sort_enabled so canopies tuck behind
pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
coords (2 gray boulders, 1 brown rock pile). Variant deterministic
per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
matching the procedural draw box exactly. Ghost state via modulate.a.
Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
need crop+rescale).
Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
from earlier passes; this commit just consumes them from new sites.
Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.
License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>