No description
The procedural 3/4-perspective bed (16×16 box of stacked draw_rect calls) gets replaced with a 16×32 single-column Sprite2D cropped from the ElvGames House Interior tileset. The sprite spans the bed's tile plus the tile immediately south — head with rounded pillow + frame in the bed tile, body and wood foot rail in the foot tile. The foot tile stays walkable in the pathfinder (Phase-4 simplification, matches small rocks). Three variants chosen deterministically by tile hash so the same bed renders the same colour across boots and saves: • (32, 22) brown wood frame • (35, 22) blue quilt • (38, 22) pink quilt Crops are LEFT-edge columns of the 2-/3-wide bundle beds — visually verified in /tmp/bed_candidates.png against MIDDLE/RIGHT alternatives. LEFT shows the clearest pillow shape + visible wood frame in a single column. Setup work (sprite, position, y-sort) now lives inside setup() not _ready() because _ready fires inside add_child() before the caller passes in the real tile — same lesson as BigRock. _build_sprite() is idempotent (drops the previous Sprite child) so the save-load flow (factory.setup → factory on_build_tick → from_dict.setup) re-creates the sprite without leaks. _draw() now renders only the medical-cross overlay when is_medical is true — sprite handles ghost alpha via modulate. _complete() solidifies the sprite from 0.4 to 1.0 alpha. The quality-tinted procedural sheets are dropped; quality still drives sleep mood, just not visual colour. 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).