No description
The old FG_Interior atlas coords (32,22)/(35,22)/(38,22) were misidentified in the 2026-05-12 visual pass — they're actually side-on chairs with cushions, not beds. Player reported the sprite is confusing and they can't tell where the bed actually is. New 1×2 procedural draw at the bed entity's anchor (foot tile, anchor at bottom; sprite spans local Y -32..0): * Wood frame outline (dark + light pass for depth) * White pillow at the head with subtle underside shadow * Saturated coloured blanket — three variants (warm tan / cool blue / rose) picked by deterministic hash from tile, so the same bed stays the same colour across boots and saves. Saturation tuned to survive the cabin's torch-lit CanvasModulate warm tint. * Sheet fold + foot board accent at the foot tile for top-down depth cue * Medical cross overlay sits on the pillow region (preserved from the prior atlas-era position, retargeted to the procedural coords). Drops _BED_TEX / _BED_VARIANT_COORDS / _BED_TILE_W/H constants and _build_sprite() helper. setup() now just snaps position and queue_redraws — no Sprite2D child to manage. Existing saves load cleanly: any legacy "Sprite" child from a pre-procedural save is queue_free'd in setup(). Verified visually: three cabin beds render with distinct colours (tan / pink-medical / blue). Each silhouette clearly reads as "bed" at the default zoom. 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).