No description
Items without an atlas entry were rendering as a hue-hashed coloured square — bread/grain/vegetable hashed to pink-magenta, indistinguish- able from a missing-texture placeholder. Added _draw_item_shape() dispatcher with category-appropriate silhouettes for: bread (brown loaf), grain (wheat stalks), vegetable (root with leaves), flour (cream sack), meal (wooden bowl with steam), meat (red steak with marbling), cloth (blue pleated bolt), medicine (white phial with red cross), tool (hammer), weapon (sword), armor (helmet), stone_block (pale brick), copper_ore (copper chunks), silver (silver nuggets), ash (grey pile with smoke). Hue-hashed fallback retained for safety but should be unreachable now that every ALL_TYPES entry is handled by either _ITEM_SPRITES or _draw_item_shape. |
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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).