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User flagged the current walls as looking off. Investigation: coord (1, 1) in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture, no capstone, no depth — which is why a row of them read as pavement rather than a wall. Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in the autotile region. Used as a single non-autotile sprite, it shows a dark medieval brick wall with a visible top cap, brick coursing, and mortar shadow. The side-by-side simulation at /tmp/wall_rows.png makes the difference obvious — capped brick reads as a real wall, the floor tile reads as graph paper. Phase 5 wall rendering stays non-autotile (every wall uses the same sprite regardless of neighbours), so even at corners the cabin will read more clearly as a stone structure. Autotile pass is a separate future task. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .claude | ||
| art | ||
| audio | ||
| autoload | ||
| data | ||
| docs | ||
| scenes | ||
| tests | ||
| tools | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| icon.svg | ||
| icon.svg.import | ||
| memory.md | ||
| project.godot | ||
| README.md | ||
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 - Decisions index + open questions:
memory.md - Phased build plan (the checklist):
docs/implementation.md - Game design:
docs/design.md - Tech / engine layout:
docs/architecture.md - Touch UX:
docs/ui.md - Art / tilesets / license:
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:
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).