No description
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> |
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| .claude | ||
| art | ||
| audio | ||
| autoload | ||
| data | ||
| docs | ||
| scenes | ||
| tests | ||
| tools | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| icon.svg | ||
| 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).