No description
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> |
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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).