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Godot Game Development Director

Version: v0.1.0-alpha.1 · Status: public preview · License: Apache-2.0

Godot Game Development Director is a bilingual, evidence-driven package for coordinating playable game-content work. It combines one cross-domain director Skill, 8 modular Skills, 27 specialist roles, one orchestrator, structured contracts, deterministic validators, and Godot-oriented implementation examples.

It covers gameplay, levels, balance, procedural generation, replayability, narrative, quests, NPC AI, camera, rendering, sound, interactive music, UX, accessibility, localization, content data, saves, tools, and content QA.

This package does not replace human creative direction, real player testing, professional accessibility review, or verification inside the target Godot project.

中文说明 · Release notes · Release guide · Roadmap

Why this revision is stricter

Earlier guidance could route almost any Godot request through the whole team. This revision makes the boundaries executable:

  • the director activates for cross-domain ownership and shared-state problems, not every Godot task;
  • each module has its own UI metadata and positive, indirect, incomplete-evidence, and negative routing evaluations;
  • installed Skills are self-contained, so documented relative scripts and references still exist after installation;
  • installation presets have distinct scopes and a receipt that Doctor verifies;
  • project AGENTS.md is opt-in and is never silently overwritten;
  • the full Codex preset generates 28 project-scoped custom agents from the canonical role files;
  • all 9 shipped GDScript examples are compiled and smoke-tested with pinned Godot 4.6.3 in CI;
  • release Actions are commit-pinned, archives are attested, and existing tags/releases are immutable.

What is included

  • 27 specialist agent definitions with bounded responsibilities
  • 1 orchestrator for routing, synthesis, shared ownership, and acceptance
  • 1 cross-domain director + 8 modular Skills
  • Skill UI metadata and 36 balanced routing evaluation cases
  • JSON contracts and examples for gameplay, events, levels, balance, generation, quests, NPC AI, accessibility, content budgets, and saves
  • installation, diagnosis, routing, audit, analysis, validation, and deterministic release tools
  • 9 GDScript integration examples plus a live-engine headless fixture
  • checklists, templates, knowledge notes, pressure scenarios, and regression tests
  • Codex plugin metadata and an optional project policy template

Installation

Install validation dependencies first:

python -m pip install -r requirements-dev.txt

Recommended full Codex project installation:

python scripts/install.py \
  --target codex \
  --preset full \
  --destination /path/to/your/godot-project

python scripts/doctor.py /path/to/your/godot-project

The full preset installs 9 Skills under .agents/skills/ and 28 project-scoped Codex agents under .codex/agents/.

Preset Installed scope
director cross-domain director only
modules 8 independent domain Skills, without the director
full director + 8 modules; also installs project Codex agents when --target codex

Legacy aliases remain compatible: core → director, skills-only → modules, and godot-content-team → full.

To copy the optional routing policy when the project does not already have one, add --write-agents-md. Existing AGENTS.md files are preserved even with --force.

The repository is also shaped as a Codex plugin through .codex-plugin/plugin.json; its 9 discoverable Skills live under skills/.

How to use it

For a cross-domain request, name the director explicitly:

Use $directing-godot-game-feel to review the second phase of this boss.
The quest flag, guard AI, camera, music, and save state disagree after reload.
Route only the necessary domains and give me owners, implementation order,
automated checks, human acceptance thresholds, and rollback.

For a narrow task, invoke a module directly, for example:

Use $designing-npc-ai-simulation to diagnose why this guard knows the
player position through walls and freezes after an invalid path.

The director should select the smallest relevant team. Specialists that share quest state, save schema, events, seeds, topology, resources, or files must be sequenced rather than writing concurrently.

Validation

Repository and regression gates:

python scripts/validate_public_release.py
python tests/validate_package.py
python -m unittest discover -s tests -v

Live Godot validation:

python scripts/run_godot_validation.py --godot /path/to/godot4

CI downloads the official Godot_v4.6.3-stable_linux.x86_64.zip, verifies its pinned SHA-256, compiles every shipped .gd file, and runs deterministic smoke assertions. This proves syntax and the included smoke contracts in that engine build; it does not prove compatibility with every Godot 4.x release or every game architecture.

Main entry points

  • SKILL.md — source director contract
  • skills/ — plugin-ready director plus 8 self-contained modules
  • agents/orchestrator.md and agents/routing-table.md — canonical team roles and routing
  • scripts/install.py and scripts/doctor.py — scoped installation and integrity diagnosis
  • scripts/generate_codex_agents.py — project custom-agent adapter
  • scripts/validate_skill_references.py and scripts/validate_skill_evals.py — Skill integrity gates
  • tests/godot_fixture/ — real-engine compilation and smoke fixture
  • codex/AGENTS.md.example — optional project policy template

Build a release attachment

python scripts/build_release.py --version v0.1.0-alpha.1 --clean

Output:

dist/godot-game-development-director-v0.1.0-alpha.1.zip
dist/SHA256SUMS

The builder uses sorted paths and fixed ZIP timestamps. The release workflow requires an existing tag pointing to the validated commit, refuses to replace an existing GitHub Release, and attests the ZIP.

Scope and limitations

This preview focuses on game-content development. Store publishing, console certification, marketing, legal advice, privacy compliance, LiveOps, payments, and production online backends are out of scope.

The GDScript files are adaptation examples, not universal plugins. Real acceptance still requires the target project, its exact Godot version, representative saves, target devices, language/input/accessibility matrices, and human playtesting.

Contributing, security, and license

Read CONTRIBUTING.md before opening a pull request. Do not submit private project data, credentials, commercial-game copies, unlicensed assets, or substantial copyrighted source material. Review runtime permissions and retain human approval for publishing, pushing, deletion, visibility changes, and credential access; see SECURITY.md.

The repository is licensed under Apache-2.0. External sources remain the property of their owners; see THIRD_PARTY_NOTICES.md and SOURCES.md.

Godot is a trademark of the Godot Foundation. This independent community project is not affiliated with or endorsed by the Godot Foundation.

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