rimlike/CLAUDE.md
megaproxy 8c159812a0 Initial scaffold
Promoted from ~/claude/ideas/rimlike after a single multi-hour brainstorm
session. memory.md distilled from plan.md; companion design / architecture /
ui / art docs preserved under docs/.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:19:19 +01:00

2.5 KiB
Raw Blame History

Project: rimlike

A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile / handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Touch-first UI, sandbox + light storyteller, Rimworld-fidelity depth (5-priority work matrix, 16-chip stockpiles, mood + soft breaks, lighting, room beauty, Quality, dirtiness, production chains, combat, burial). Built on Godot 4 with the ElvGames "Ultimate Farming RPG" Humble bundle as primary art and Ventilatore Fantasy Tileset as medieval accent.

Working title rimlike — rename TBD.

Working agreement

  • This is a git repo with origin on Forgejo at https://git.rdx4.com/megaproxy/rimlike.git (private). HTTPS auth uses the token in ~/.git-credentials — pushes are non-interactive.
  • Commit after each logical change with a one-line imperative message; git push after each commit (or at minimum before ending the session).
  • Read memory.md at session start. Update it before ending the session.
  • Read the relevant docs/ companion (design / architecture / ui / art) for any task in that area — memory.md is the index, the companions are the depth.
  • Never commit secrets — see .gitignore and the rules in ~/claude/CLAUDE.md.

Project-specific notes

  • Engine: Godot 4 (GDScript). 2D-first. Mobile and Steam-Deck export targets; iOS export needs Mac/Xcode, Android from Linux is fine.
  • Tile size: 16×16 pixel art (locked).
  • Art: ElvGames "Ultimate Farming RPG" Humble bundle is the primary visual layer; local path /mnt/d/godot/assets/humble set new/. Ventilatore Fantasy Tileset Bundle is owned and used as medieval accent. License attribution is required — maintain a credits string for every pack used (see docs/art.md).
  • Tick rate: sim 20 Hz, render 60 Hz decoupled. Default speed Fast (5×) — 1 in-game day ≈ 5 min real time. Auto-pause on threats / pawn-down / dialog events.
  • Save format: Mid-tick suspend safe; we save between sim ticks. JobRunner state must round-trip from day one.
  • i18n from day one: all player-visible strings live in a string table; English-only ship plan but no hardcoded copy in code.
  • Conventions: GDScript with Godot's standard idioms. Class-per-file. Snake_case for files and variables. Tilesets imported from the bundle's Tilesets/*.png directly (skip the .unitypackage / .yymps / RPG Maker variants).
  • Open scope: the Vertical slice in memory.md is the MVP target — realistic timeline 36 months solo. Do not silently expand scope; fork choices live in memory.md Open questions.