Three gdscript-refactor agents in parallel + Opus integration.
Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
RPG-style perspective art; pivoting the renderer is cheaper than authoring
or commissioning top-down 47-tile autotile sets.
Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks
EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)
BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
on ground plane)
Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots
World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
construction. ConstructionProvider iterates by .priority desc; Phase 6+
prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
used by JobRunner._tick_deposit to route Crate deposits
JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
dest.register_item(item) so the crate's _contents tracks the stack
World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
* World.wall_layer / floor_layer / designation_layer
* designation.bind(designation_layer, selection)
* Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
* EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
5×4 cabin outline at (45, 25) so pawns visibly construct walls without
player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
(17-18, 60) for hauling routing.
Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
rendering, wood items scattered east of the cabin awaiting haul.
Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
it). Renamed to wall_material / floor_material via quick-edit agent.
Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
earlier phases). Workflow stays: agent writes class_name file → MCP
reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
walls; is_buildable() filters them out but the queue keeps growing.
Phase 16+ should add an unregister_build_site call from _complete or
a periodic queue compaction.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
+ ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
World scene integration (DesignationCtl + ConstructionProvider + new
scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
+ the material-shadow + class-cache-lag debugging.
Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
186 lines
22 KiB
Markdown
186 lines
22 KiB
Markdown
# memory — rimlike
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Durable memory for this project. Read at session start, update before session end. Date format: `YYYY-MM-DD`.
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A 2D, tile-based **cute-farming-RPG-meets-colony-sim** — Rimworld DNA, Going Medieval × Stardew lodestars — shaped for mobile and handheld. Promoted from `~/claude/ideas/rimlike` on 2026-05-10 after a single deep brainstorm session. Realistic MVP timeline: **3–6 months solo**.
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## How to read this project
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`memory.md` is the index of decisions and open questions. The deep specs live alongside in `docs/`:
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| File | Contents |
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|---|---|
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| [`docs/design.md`](./docs/design.md) | Game design — core loop, simplifications, skills, statuses, mood, weather, stockpiles, production, combat, death/burial, storyteller corpus |
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| [`docs/architecture.md`](./docs/architecture.md) | Tech — pawn AI / job system, time/tick model, Godot 4 engine layout, TileMap split, all subsystems (mood, lighting, rooms, hauling, production, combat, storyteller) |
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| [`docs/ui.md`](./docs/ui.md) | Touch UX — work-priority matrix, stockpile/container screens, mood/lighting/rooms cues, combat banners, storyteller event UI, screens still to design |
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| [`docs/art.md`](./docs/art.md) | Owned assets (ElvGames bundle primary, Ventilatore secondary), license, autotile gotcha, audit list, candidates kept for record |
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| [`docs/implementation.md`](./docs/implementation.md) | **Phased build plan** — 21 phases (audit → P0 scaffold → … → P20 export). Checklists, acceptance demos, scope-cut levers, de-risking spikes. Track progress here. |
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When working on a feature, read `memory.md` first, then the relevant `docs/` file(s). For "what do I build next?" check the **Status** row at the top of `docs/implementation.md`.
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## Decisions & rationale
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Distilled from the brainstorm. Each lock has a "why" — change with deliberate intent.
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### Pillars
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| Decision | Choice | Why |
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|---|---|---|
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| **View** | Top-down grid for gameplay (pathfinding, designation, floor) **+ 3/4-perspective rendering for vertical structures** (walls, doors, furniture). | Re-decided 2026-05-10 after exhausting the asset library: every wall pack we own is RPG-style perspective (Stardew / Going Medieval style), not Rimworld-style top-down. Pivoting the renderer (Y-sorted entity sprites for walls) makes the entire library usable as-is and replaces the "we need to author or commission" bottleneck. Gameplay grid + pathfinding stay identical; only the rendering of vertical structures shifts. |
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| **Wall layer rendering** | Walls are **entity sprites** (Sprite2D / Y-sorted Node2D), not TileMap cells. `Wall` TileMap layer (Layer 2) becomes data-only — used for pathfinding-impassable + room-detection BFS, but doesn't render. | Same source as the view-style pivot above. Consequence: doors, crates, furniture all live as entities with Y-sort; floor and designation-paint still tile-based. Architecture.md TileMap-layer section needs an annotation. |
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| **Primary platforms** | iOS + Android touch, then Steam Deck / ROG Ally gamepad. Desktop falls out for free. | Mobile is the hard constraint; Deck inherits. |
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| **Ambition** | itch.io + TestFlight release. Real artifact, small audience. | Drives engine choice; no app-store polish-tax. |
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| **Engine** | Godot 4 (GDScript) | 2D-first, free, exports everywhere we need, fast iteration. |
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| **Tile size / style** | 16×16 pixel art, **cute-farming-RPG primary** (ElvGames bundle), Ventilatore as medieval accent | ElvGames "Ultimate Farming RPG" Humble bundle owned (~2.8 GB, 70+ packs). Tone: Stardew × Going Medieval × Rimworld. |
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| **Setting** | Medieval fantasy with cute palette | Owned-art alignment + clearer scope (no electricity / hydroponics / energy weapons) + underexplored on mobile. |
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| **Run shape** | Open-ended sandbox, autosave, persistent world | Player picks up where they left off. |
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| **Session length** | 5–15 min target | Drives every UI and pacing choice. |
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| **Default speed** | Fast (5×), with auto-pause on event | 1 in-game day ≈ 5 min real time. Solves the "watch a pawn walk for 60s" problem; 1× exists for combat / fine work. |
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| **Goal scaffolding** | Light storyteller prompts | Soft, dismissible nudges give each short session shape without forcing scenarios. |
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| **Combat** | Realtime with auto-pause on threat | Rimworld-feel; touch-friendly. |
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| **Health** | Single HP per pawn + status effects (Bleeding/Sick/Tired/Hungry/Wet/Cold/Downed/...) | ~80% of the drama for ~5% of Rimworld's health-system code. |
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| **Scale** | 3–6 pawns, **80×80** MVP map (architecture sized to ~120² ceiling) | Roughly Stardew-farm size; readable when zoomed in, doesn't fit a phone screen — forces the world-view camera (pinch / pan / jump-to-alert) rather than strategic-overview-on-phone. |
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| **Priority levels** | 5 (Critical / High / Normal / When idle / Off) | Matches Rimworld + Going Medieval contract. |
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| **Failure state** | Ghost colony — no game over; storyteller drops wanderer in 3–5 days | Mobile-friendly; preserves player investment. |
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| **Engine version** | Godot **4.6.2 stable** (Win64 binary at `D:\godot\Godot_v4.6.2-stable_win64.exe`) | Locked for reproducibility; pinned in `project.godot` features. |
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| **Renderer** | GL Compatibility (mobile + desktop), **not** Forward+ | Max device reach; Forward+ would lock out older phones. |
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| **Repo location** | Physical: `/mnt/d/godot/rimlike/` (D: drive, fast for Windows-side editor). Symlink: `~/claude/projects/rimlike` → physical. | Mirrors tavernkeep's pattern. Both WSL and Windows access without crossing the WSL net bridge. |
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| **Player walls** | **Wood + stone via Pixel Crawler `Walls.png`** (entity sprites, Y-sorted; no autotile in Phase 5). Single-sprite-per-material is the Phase 5 ship; per-direction variants are a polish item. | After the rendering pivot to 3/4 perspective, the Pixel Crawler Walls.png pack becomes directly usable. It has 4 wood materials + a sandstone variant with clear corner/edge pieces. Phase 5 ships with one sprite per material (uniform-looking walls); Phase 17 can add per-direction variants if playtest reveals the visuals feel flat. Stardew-cabin warmth restored without authoring or commission. |
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### Architecture (tech)
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- **Sim tick 20 Hz, render 60 Hz, decoupled.** Pawn positions lerp between sim ticks. (`docs/architecture.md` Time / tick model)
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- **Pawn AI: 5-layer pipeline** (Decision → WorkProvider → Job + JobRunner → Status interrupts → Player overrides). Slimmer than Rimworld's ThinkTree. ~800–1500 LOC GDScript for full MVP.
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- **TileMap layers**: 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog. Furniture / Pawn / Item / EffectFX as scene-instanced entities (not TileMap).
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- **Pathfinding**: `AStarGrid2D` (built-in), updated on wall/door/furniture changes.
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- **No background simulation** — app backgrounded = sim paused. Avoids "lost colony to a raid while at work."
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- **Save format**: between sim ticks only; JobRunner mid-toil state round-trips from day one.
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### Game design
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- **5 skills** (Manual Labor / Crafting / Cooking / Medicine / Combat), 0–10 each, level by use, multiplicative speed/quality bonus. Skills modify duration and quality, never permission.
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- **9 work categories** (Construction / Mining / Hauling / Cleaning / Crafting / Cooking / Plant / Doctor / Combat). 5-level priority matrix per pawn.
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- **Storage**: floor zones AND independent crate furniture (4 stacks each), unified by `StorageDestination` interface. **16 filter chips** (Wd/St/Ir/Cu/Ag/Au/Cl/Veg/Mt/Gr/Ck/Md/Tl/Wp/Ar/Co), 5 priorities with Rimworld flow semantics. One stack per tile, one type per tile.
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- **Production**: 2-step where medieval-sense (Iron→Ingot→Weapon, Grain→Flour→Bread); 1-step otherwise. 5 workbenches (Carpenter, Smelter, Smithy, Cooking hearth, Millstone), ~22 recipes. Full Rimworld bill semantics (one-shot count / forever / until-N + ingredient-quality filter + skill threshold).
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- **Quality system** (Shoddy/Normal/Excellent/Masterwork/Legendary) on every crafted item; multiplicative stat bonus. Quality from crafter skill + RNG only (inputs are just resources).
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- **Mood**: ~13 thoughts (data-driven registry, mix persistent + event-driven). Soft breaks at sustained mood < 25 for 30 in-game min — Sulking or Wandering, recover at mood ≥ 35.
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- **Lighting** (real shader at night), **auto-detected rooms** (named by furniture, scored for beauty + dirtiness), **dirtiness + Cleaning** (8th work category), **beauty score** with Quality multiplier.
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- **Roofing**: indoor = Layer-4 Roof flag, sim-data only (no rendering, just an indoor tint on floors). Auto-roof when walls enclose ≤8 cells (BFS); No-Roof designation for courtyards. Plants don't grow indoors.
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- **Weather**: 4 types (Clear / Rain / Storm / Cold snap), daily roll, season-weighted. Wet status accumulates outside in rain, decays indoors. 4 seasons × 12 days = 48-day year.
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- **Combat**: 3 weapons (sword/axe/bow), 3 armor slots (helm/cuirass/boots). Walls + trees provide cover. Two-roll resolution (hit, then damage with armor reduction). Downed-then-rescue death model; doctors auto-prioritize. Combat=Off "defends if cornered, won't volunteer." Friendly fire ON.
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- **Death / corpses**: Both burial AND cremation. Graveyard = special stockpile (Corpses-only); pawns dig graves, place permanent grave markers (tap → deceased pawn-detail). Cremation pyre = furniture with single recipe (1 corpse + 5 wood). Corpses decay 0–50 fresh / 50–100 rotting (no butcher) / 100 rotted.
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- **Storyteller**: 25 prompts written in `docs/design.md`. Daily 6am roll, weighted pool, per-category cooldowns, tension model alternates quiet/threat per Tynan Sylvester pacing. Ambient banner for low-stakes, modal auto-pause for choice events.
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### Touch UX
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- **Bottom-sheet menus** instead of right-side panels. **Long-press** = inspect/context. **Tap world** = select. Speed/pause buttons fixed top.
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- **Work-priority matrix**: 9 columns × N pawns, sticky pawn-name column, horizontal scroll on phone. Tap-to-cycle priority, long-press for 5-chip picker, swipe column for bulk-set. Per-pawn and per-job views layered on top.
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- **Stockpile/container UI**: 4×4 chip grid for the 16 filter categories; same UI for floor zones and crates.
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- **Storyteller events**: ambient banners for nudges/seasonal/lore; modal auto-pause for wanderer/threat/disease/milestone. Events log + "while you were away" digest at resume.
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- **Indoor tint** marks "this is inside" without needing roof rendering — matches Stardew/Rimworld convention.
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- **World-view camera**: pinch-zoom + drag-pan + double-tap-to-center; selected pawn does **not** force-follow. Storyteller alerts/banners include a *Go there* tap that pans the camera to the event tile. **No minimap in MVP** — revisit if playtest shows people getting lost on the 80² map.
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### Art strategy
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- **ElvGames "Ultimate Farming RPG" Humble bundle** is the primary art (`/mnt/d/godot/assets/humble set new/`, ~2.8 GB, 70+ packs, all 16×16, ElvGames license: commercial OK with credit).
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- **Ventilatore Fantasy Tileset Complete Bundle** stays as medieval accent for biome variety / decorative props / animated water.
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- Mana Seed series considered but **dropped** from buy plan (the bundle covers what we'd planned).
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- **Authoring still required**: designation overlays (~2 hrs custom), possibly autotile bits on bundle wall sheets, possibly wolf sprite, possibly grave marker.
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## Open questions / TODOs
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### Audit / unblock-the-prototype action items
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Total ~75 min. **3 of 5 closed on 2026-05-10**; see session log + `docs/art.md` for findings. Two open.
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- [ ] **Aesthetic harmony test** — needs your eye. ElvGames Forest tile vs Ventilatore tile, side-by-side. Decides whether Ventilatore stays as accent or gets shelved. ~15 min.
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- [x] **ElvGames autotile audit** — done. **`FG_Fortress.png` IS autotile-solvable** (tan stone, ~20–30 modular pieces); **`FG_Houses.png` is NOT** (pre-built decorative house compositions, not modular wall variants). Iconic Homestead $19.99 fallback **not needed**. New decision required — see Open questions below.
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- [x] **Wolf sprite source** — done. **No wolf in the bundle anywhere.** Need a custom commission, a CC0 sprite, or a Ventilatore find. New decision required — see Open questions below.
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- [x] **Grave marker source** — done. `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3, full graveyard suite. Direct use, no custom work.
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- [ ] **License compilation** — maintain credits string for every pack used (ElvGames + Ventilatore + Kingdom Explorer + any others). Display in game's credits screen. Confirm specific terms per pack before any commercial release.
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### Design topics still open
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<!-- WALL MATERIAL — LOCKED 2026-05-10. Moved into Decisions table (above). Kept here as a back-reference. -->
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**Resolved: wall material strategy.** Lock = **custom-author wood + stone walls** (option b). Player builds wood-cabin walls from day one (corner/T/cap variants authored on top of `FG_Houses.png` wood-and-blue-roof material, ~½ day work) then upgrades to stone fortress walls later (`FG_Fortress.png` autotile-solvable as-is, ~few hours). Phase 5 slips ~3 days but the Stardew-cabin-warmth aesthetic survives, which was the original anchor. See `docs/art.md` Wall-material decision.
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- [ ] **Wolf sprite acquisition** (NEW from 2026-05-10 audit): bundle has nothing canine-predator; **Ventilatore checked 2026-05-10, also nothing** (Ventilatore is character + terrain + decoration; no animal/creature sprites at all besides player + slimes). Remaining options: (a) commission a 16×16 wolf (idle + 2–4-frame walk × 4 directions; ~$30–60 paid commission); (b) source a CC0 wolf from OpenGameArt; (c) reskin a bundle animal placeholder for MVP (e.g. recolor a dog from `Animal Sprites Pixelart`) and replace later. Phase 10 blocker — can defer until then; placeholder from option (c) unblocks the combat/AI work meanwhile.
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- [ ] **Auto-roof big-room UX**: the ≤8-cell BFS cap silently fails on rooms larger than 8×8. Decide whether to (a) keep the cap and surface "this area is too large to roof — split with an interior wall" hint when the player encloses one, (b) bump the cap to ~16 with the same hint at the new threshold, or (c) detect any enclosed area regardless of size. Affects `EnclosureDetector` + a new room-feedback UI.
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- [ ] **Onboarding / first 60 seconds**: mobile-specific. Don't copy Rimworld's tutorial.
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- [ ] **Touch UI for non-priority screens**: world view, build drawer, alerts, day-summary, pawn detail. See `docs/ui.md` "Screens still to design."
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- [ ] **Background time / "while you were away" mechanic** — locked to no background simulation in MVP; revisit if it feels bad in playtest.
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- [ ] **Audio direction** — who/where for SFX + ambient track? Bundle has 11 music + 8 SFX packs covering most needs.
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- [ ] **Steam Deck input parity** — gamepad-driven cursor, or full menu navigation by D-pad? Probably both.
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- [ ] **Localization stance** — English-only for MVP, but architect strings for i18n (already locked in CLAUDE.md).
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- [ ] **Pawn name/backstory generation** — hand-curated list vs simple generator.
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- [ ] **Naming the game** — "rimlike" is a working title.
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- [ ] **Monetization stance** — free? PWYW? Premium?
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- [ ] **Tech / research progression** — medieval tech tree shape.
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- [ ] **Map / world generation** — fixed seed for slice; procgen later.
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### Tunable in prototype (not real "open Qs", just numbers to playtest)
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- Sleep mood gradient values (`+5/+0/−2/−5/−8`)
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- Wet status thresholds (25 / 60) and accumulation rates
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- Season weather weights (Spring/Summer/Autumn/Winter distributions)
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- Hit-chance bonuses (skill ×5%, range ×5%, cover 40/20%)
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- Bleed-out timer (6 in-game hours)
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- Various mood thought magnitudes and decay times
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## Vertical slice (MVP target)
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Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3–6 months solo for an MVP this rich.
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- **1 biome** (temperate forest, ElvGames Forest Tileset 4 Seasons; Ventilatore foliage accents).
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- **1 map**, **80×80 tiles**, fixed seed for now.
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- **3 starting pawns** ("settlers" / "villagers"), each with name + portrait + one-sentence backstory.
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- **Verbs**: chop wood, mine stone & ore, build walls/floors/furniture/crates, plant/harvest crops (3–4 types), cook meals (recipes), haul, repair, clean.
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- **Needs**: hunger, sleep, mood (~13 distinct thoughts, soft breaks at sustained mood < 25).
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- **Status effects**: Hungry, Tired, Bleeding, Sick, Downed, Wet (Damp/Soaked), Cold.
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- **Storage**: floor zones AND containers, 16 filter chips, 5 priorities.
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- **Quality system** on all crafted items.
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- **Lighting** — torches + hearths emit light; visual darkness at night.
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- **Rooms** — auto-detected, named by contents, beauty + dirtiness scored.
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- **Cleaning** as 8th work category.
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- **Day/night cycle**, ~5 min per day at default speed. **Seasons** (Spring/Summer/Autumn/Winter, 12 days each).
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- **Weather**: Clear / Rain / Storm / Cold snap.
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- **One disaster type**: wolves at night (bandit raids deferred).
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- **One storyteller**: random quiet/threat alternation, 25 prompt corpus.
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- **Save/load**, autosave on suspend, single slot.
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- **Touch UI** end-to-end (no desktop-only gestures).
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- **Sound**: minimal — UI clicks, ambient day/night loop, alert sting.
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## Session log
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### 2026-05-10
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- Promoted from `~/claude/ideas/rimlike/` (single multi-hour brainstorm session).
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- Scaffolded `projects/rimlike/` from `_templates/project/`. Customized `CLAUDE.md`. Distilled `plan.md` into this `memory.md`. Moved companion files (design / architecture / ui / art) into `docs/`. `git init`, first commit "Initial scaffold". Created Forgejo repo `rimlike` (private), set HTTPS remote, pushed `main`. Archived idea folder to `~/claude/archive/ideas/rimlike/`.
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- Wired Godot MCP Pro: `.mcp.json`, `.claude/settings.local.json` allowlist, three project-local subagents (`quick-edit`, `researcher`, `gdscript-refactor`). Added the MCP-Pro and tiered-delegation sections to `CLAUDE.md`. Editor plugin / `addons/godot_mcp/` re-copy still pending Godot project scaffold.
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- Reviewed `docs/` against `memory.md` and `CLAUDE.md`. Decisions made:
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- **Map size bumped from 40² → 80²** for the MVP slice; architecture sized to ~120² ceiling. Pawn count stays at 3 start / 6 cap (frontier feel was rejected in favor of "split-the-difference" sizing — Stardew-farm scale, not Going-Medieval scale).
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- **World-view camera** = pinch-zoom + drag-pan + double-tap-to-center; storyteller alerts include a *Go there* tap. No minimap in MVP. No follow-cam (avoids fighting the player when issuing build orders across the map).
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||
- Storyteller cooldown semantics: **per-event AND per-category, both gates must pass** (resolves the design.md vs architecture.md disagreement).
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||
- `MAX_STACKS_PER_THOUGHT = 5` (was named-but-unset).
|
||
- Hauling-loop fallback: items that fail to find any valid destination after 3 retry passes drop on the floor and surface as a passive "No stockpile accepts X" alert.
|
||
- Cleaned up doc rot in `docs/design.md` and `docs/architecture.md` — both had stale "8 work categories" intermediate sections still next to the canonical "9" lists. Removed the (8) snapshots.
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||
- Updated `docs/architecture.md` perf assumptions (60² → 80² with 120² ceiling).
|
||
- `docs/ui.md` got a new **World view camera (locked)** section; removed the world-view bullet from "Screens still to design".
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||
- Open: auto-roof big-room UX (added to TODOs above) — the ≤8-cell BFS cap silently fails on bigger rooms; player feedback path needs a decision before EnclosureDetector lands.
|
||
- Wrote `docs/implementation.md` — 21-phase build plan with checkboxes, acceptance demos, scope-cut levers, and de-risking spikes. Status row at the top of that file is the canonical "where are we now" pointer.
|
||
- **Project location moved** from `/home/megaproxy/claude/projects/rimlike/` to `/mnt/d/godot/rimlike/` (D: drive). Symlink at the original WSL path preserves the home-CLAUDE.md layout convention. Set `git config core.filemode false` to silence DrvFs's everything-is-0777 false-positive. Mirrors tavernkeep's pattern; both WSL and Windows access without crossing the WSL net bridge.
|
||
- **Phase 0 scaffold landed.** `project.godot` + 7 autoloads + smoke-test scene + addons re-copy + folder layout. Used **GL Compatibility renderer** (not Forward+) for max mobile reach. Folder layout matches tavernkeep (`autoload/` at root, scripts co-located in `scenes/`) — *not* the `scripts/autoloads/` mirror layout originally sketched in `implementation.md`. Headless verification: `godot --headless --path . --quit` exits 0 with the smoke-test message. Editor-side green-dot check pending — needs you to open the editor once.
|
||
- **Asset audit ran via researcher subagent (Haiku).** 3 of 5 items closed. Findings:
|
||
- `FG_Fortress.png` autotile-solvable (tan stone). `FG_Houses.png` NOT autotile-solvable (pre-built decorative compositions). Iconic Homestead fallback not needed. **Opens a new wall-material decision** (see Open questions).
|
||
- No wolf sprite anywhere in the bundle. **Opens a wolf-acquisition decision** (see Open questions).
|
||
- `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3 — full graveyard suite, ready for direct use in Phase 14.
|
||
|
||
## External references
|
||
|
||
- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)
|
||
- **Owned art bundle (primary):** ElvGames "Ultimate Farming RPG" Humble bundle, local at `/mnt/d/godot/assets/humble set new/`. License: ElvGames terms (<https://elv-games.itch.io/terms>). Commercial OK with credit; no NFT/crypto/resale.
|
||
- **Owned art bundle (secondary):** Ventilatore Fantasy Tileset Complete Bundle — <https://itch.io/s/117124/the-fantasy-tileset-complete-bundle>
|
||
- **Mana Seed catalog (fallback if bundle gaps surface):** <https://seliel-the-shaper.itch.io/>
|
||
- **Iconic Homestead (autotile-ready wall fallback, $19.99):** <https://seliel-the-shaper.itch.io/iconic-homestead>
|
||
- **Lodestars:** Rimworld (Tynan Sylvester / Ludeon Studios), Going Medieval (Foxy Voxel), Stardew Valley (ConcernedApe).
|
||
- **Original brainstorm history:** archived to `~/claude/archive/ideas/rimlike/` after promotion. The session log there captures every decision's rationale.
|
||
- **Brainstorming-mode preference:** see `~/.claude/projects/-home-megaproxy-claude-ideas/memory/brainstorm-ask-dont-decide.md` (not directly applicable to projects but captures interaction style).
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