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megaproxy 314c7a70b4 Visual: sprinkle grass+flower decoration overlay (ElvGames bundle)
First visual pass: replaces nothing, adds a decoration TileMapLayer above
Terrain that paints ~8% of cells with random overlay sprites pulled from
FG_Grasslands_Spring.png. Mix of 3 grass-sprout variants, 3 white-with-
colored-center flowers, and 2 scattered-grass-dot patches. ~540 cells
populated on the 80x80 map; deterministic seed so layout is stable.

The bundle's design assumes flat-color terrain + overlay sprites for
visual richness — so this is the cheapest possible win that uses the
art we own. Terrain base, walls, trees, pawns, UI all unchanged.

Implementation lives in world.gd as _build_decoration_tileset() +
_paint_decorations(); the Decoration TileMapLayer is added to
world.tscn at z_index=0 (siblings render in tree order so it draws
between Terrain and Floor). Tileset is built at runtime pointing at
res://art/tiles/FG_Grasslands_Spring.png, mirroring the existing
_build_placeholder_tileset pattern.

Verified MCP runtime: world feels like a meadow now, no perf hit.
Headless boot logs '[world] decoration: painted 541 overlay cells'.

License: ElvGames Humble bundle — commercial use OK with credit (see
docs/art.md). Credit string compilation is still an open audit item.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:07:36 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Visual: sprinkle grass+flower decoration overlay (ElvGames bundle) 2026-05-12 14:07:36 +01:00
audio Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
autoload Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked 2026-05-12 13:16:25 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
scenes Visual: sprinkle grass+flower decoration overlay (ElvGames bundle) 2026-05-12 14:07:36 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md memory.md: log PC controls patch + latent backdrop-bug fix 2026-05-12 12:07:09 +01:00
project.godot PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

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

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).