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>
24 lines
2.5 KiB
Markdown
24 lines
2.5 KiB
Markdown
# Project: rimlike
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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.
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Working title `rimlike` — rename TBD.
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## Working agreement
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- 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.
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- Commit after each logical change with a one-line imperative message; `git push` after each commit (or at minimum before ending the session).
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- Read `memory.md` at session start. Update it before ending the session.
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- 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.
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- Never commit secrets — see `.gitignore` and the rules in `~/claude/CLAUDE.md`.
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## Project-specific notes
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- **Engine:** Godot 4 (GDScript). 2D-first. Mobile and Steam-Deck export targets; iOS export needs Mac/Xcode, Android from Linux is fine.
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- **Tile size:** 16×16 pixel art (locked).
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- **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`).
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- **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.
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- **Save format:** Mid-tick suspend safe; we save **between** sim ticks. JobRunner state must round-trip from day one.
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- **i18n from day one:** all player-visible strings live in a string table; English-only ship plan but no hardcoded copy in code.
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- **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).
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- **Open scope:** the `Vertical slice` in `memory.md` is the MVP target — realistic timeline 3–6 months solo. Do not silently expand scope; fork choices live in `memory.md` Open questions.
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