No description
User feedback after first visual inspection: 'walls looked really thick and there was hardly any inside space'. Five targeted fixes: 1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the wall was a 16w×32h bottom-anchored rect that rose UP into the cell above (which encroached on the cabin interior whenever the wall faced south). New layout: 16×16 fitting strictly inside its own tile, with a lit-top 5px band + shaded-front 11px band + mortar lines + outline. Reads as 'a wall standing up' without overlapping adjacent cells. Same shape for stone and wood materials (different palettes). 2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells (closet) to 24 cells (actual room). 3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect that dominated at 3×+ zoom. Tile boundary still readable when looking carefully; doesn't dominate the visual. 4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived only on the Wall TileMap layer (set to visible=false in the Phase 5 rendering pivot) — so it was an invisible path obstacle. Cleaner to not seed it at all now that walls render at entity level. 5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30 tiles wide which is the 'comfortable inspection' level. MCP-verified visually: the cabin now reads as a proper 8×6 stone room with raised 3/4 walls and a real 24-cell interior. Subtle grass field. The 'commit to 3/4 perspective' rendering decision is now actually visible (was conceptual-only before). 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).