No description
Find a file
megaproxy c7f97e2c7a Carry indicator: draw the actual item shape, scaled down
Pawns hauling items previously showed a 7×7 hue-coloured square — no
hint of what they were actually carrying. Now the carry indicator
calls Item.draw_item_shape(self, type) at 0.55× scale (~7px effective),
positioned at the pawn's upper-right (chest-height).

Refactor: _draw_item_shape (instance method) → Item.draw_item_shape
(static, takes a CanvasItem target). Item._draw() and Pawn._draw()
both call it. Also added shapes for the 5 atlas-backed types (wood /
stone / plank / iron_ore / gold) so the carry indicator works for
mining + carpenter outputs too — the on-floor visual still uses the
bundle atlas via the Sprite2D child.
2026-05-16 15:46:13 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Pawn reskin Slice 1 — peasant sprites replace coloured disc 2026-05-16 15:23:18 +01:00
audio Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
autoload Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs docs: mark Phase 17 'Bill UI for workbenches' as shipped 2026-05-16 00:30:20 +01:00
scenes Carry indicator: draw the actual item shape, scaled down 2026-05-16 15:46:13 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md memory.md: pawn reskin Slice 1 session log + 2 patterns 2026-05-16 15:23:51 +01:00
project.godot Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

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

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).