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>
29 lines
1.2 KiB
Markdown
29 lines
1.2 KiB
Markdown
# rimlike
|
||
|
||
A 2D, tile-based **cute-farming-RPG-meets-colony-sim** for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.
|
||
|
||
Working title `rimlike` — rename TBD.
|
||
|
||
## Working in this repo
|
||
|
||
- **Project rules:** [`CLAUDE.md`](./CLAUDE.md)
|
||
- **Decisions index + open questions:** [`memory.md`](./memory.md)
|
||
- **Phased build plan (the checklist):** [`docs/implementation.md`](./docs/implementation.md)
|
||
- **Game design:** [`docs/design.md`](./docs/design.md)
|
||
- **Tech / engine layout:** [`docs/architecture.md`](./docs/architecture.md)
|
||
- **Touch UX:** [`docs/ui.md`](./docs/ui.md)
|
||
- **Art / tilesets / license:** [`docs/art.md`](./docs/art.md)
|
||
|
||
## On a fresh clone
|
||
|
||
The proprietary **Godot MCP Pro** addon is gitignored. Re-copy from the local install before opening the project:
|
||
|
||
```bash
|
||
cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/
|
||
```
|
||
|
||
Then open `project.godot` in Godot 4.6+. Project → Project Settings → Plugins → enable **Godot MCP Pro**. Look for the green dot in the "MCP Pro" bottom panel.
|
||
|
||
## Engine
|
||
|
||
Godot **4.6.2 stable**, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).
|