No description
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> |
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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).