No description
Wheat + corn both produce TYPE_GRAIN; potato + strawberry both produce TYPE_VEGETABLE. Until now they rendered identically (yellow stalks for both grains, green-leafed root for both vegetables) since shape was driven by item_type alone. Added an Item.subtype field that carries the origin crop_kind through harvest. draw_item_shape dispatches on subtype FIRST then falls back to item_type — so storage filters (which match on item_type) still treat wheat+corn as one Grain category and potato+strawberry as one Vegetable category, but the visuals are now distinct. New procedural shapes: - wheat: 3 yellow stalks with grain-heads (same as existing grain) - corn: yellow cob with kernel dots wrapped in green husk leaves - potato: 2 brown overlapping lumps with sprout-eye dots - strawberry: red heart-shape body with green calyx + yellow seeds Crop.on_harvest_tick assigns subtype = crop_kind on spawn. SaveSystem._spawn_item now round-trips subtype through saves. Pawn carry indicator + Item._draw both pass subtype to draw_item_shape. |
||
|---|---|---|
| .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).