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megaproxy 57d7d626cf Lock wall-material decision: wood + stone, custom-authored
Wood walls (early game) custom-authored on top of FG_Houses warm-brown
timber palette to preserve the Stardew-cabin warmth that's the project's
aesthetic anchor. ~½ day of pixel art for corner/T/cap/cross variants.

Stone walls (upgrade material) imported from FG_Fortress autotile-solvable
as-is. Both materials plug into the same WallMaterial enum / construction
pipeline. Phase 5 estimate bumped from 2-3 wks to 2.5-3.5 wks.

Phase 1 wall-rendering test now specified: use FG_Fortress as the
drop-in test material; wood walls land in Phase 5 alongside the
authoring task.

Iconic Homestead $19.99 fallback formally not needed.

memory.md decisions table now includes the wall locks; the original
3-option open question collapsed to a back-reference. art.md got a
new 'Wall-material decision' section replacing the options block.

Wolf-sprite question still open; Ventilatore search dispatched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:13:22 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
audio Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
autoload Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Lock wall-material decision: wood + stone, custom-authored 2026-05-10 20:13:22 +01:00
scenes Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +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
memory.md Lock wall-material decision: wood + stone, custom-authored 2026-05-10 20:13:22 +01:00
project.godot Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +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).