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World Builder 3D

A procedurally generated 3D world with crafting and interaction systems, built entirely through code in Godot 4.x.

Project Overview

This project demonstrates a comprehensive 3D game featuring:

  • Procedural terrain generation using noise-based heightmaps
  • 3rd person character with movement, camera, and interaction systems
  • Complete crafting system with items, recipes, and inventory management
  • Object interaction system for resource gathering
  • Full UI system for inventory and crafting management
  • Extensible AI development knowledge base
  • Complete code-only development workflow

Development Philosophy

  • Code-Only: No GUI editor usage for core development
  • AI-Reviewable: Every commit documented for AI review and learning
  • Iterative: Build in small, testable increments
  • Extensible: Design for future expansion and modification
  • Signal-Driven: Loose coupling for maintainable architecture

Current Status

Phase 2: Crafting & Interaction Systems (In Progress)

  • Phase 0: Environment Setup (Complete)
  • Phase 1: Core Systems Development (Complete)
  • 🟡 Phase 2: Crafting & Interaction Systems (In Progress)

Completed Features

  • Player System: 3D character with movement, jump, run mechanics
  • Camera System: 3rd person with mouse look and smooth following
  • Terrain System: Procedural generation with collision and materials
  • Scene Management: Async loading system for modular scenes
  • Crafting System: Items, recipes, and crafting manager with validation
  • Inventory System: Item storage with stack management and UI integration
  • Interaction System: Resource gathering with proximity detection and visual feedback
  • UI System: Inventory and crafting panels with real-time updates

Current Gameplay Loop

  1. Explore: Move around procedurally generated terrain
  2. Gather: Press F near trees/rocks to harvest materials (Wood, Stone)
  3. Inventory: Press I to view collected materials
  4. Craft: Press C to access crafting recipes (Sticks, Wooden Pickaxe)
  5. Repeat: Complete gameplay cycle with resource respawning

Getting Started

Prerequisites

  • Godot 4.x
  • Git
  • GitHub CLI (gh) [optional]

Running the Project

git clone [repository-url]
cd godot-world-builder
godot project.godot

Controls

  • WASD: Move player
  • Space: Jump
  • Shift: Run (hold while moving)
  • Mouse: Look around (camera control)
  • F: Interact with highlighted resources
  • I: Open/close inventory panel
  • C: Open/close crafting panel
  • Escape: Close all UI panels
  • Tab: Toggle debug information
  • Enter: Test crafting system (console)

Project Structure

godot-world-builder/
├── .cline/                    # AI Knowledge Base
│   ├── project-context.md     # Current status and priorities (READ FIRST)
│   ├── milestone-reviews.md   # Progress tracking and lessons learned
│   ├── development-patterns.md # Reusable GDScript patterns
│   └── [other docs]          # Specialized knowledge files
├── scenes/                    # Godot scene files
│   └── main.tscn             # Main game scene
├── scripts/                   # GDScript implementation files
│   ├── main.gd               # Scene coordination
│   ├── player.gd             # Player movement and mechanics
│   ├── camera_controller.gd  # 3rd person camera system
│   ├── terrain_generator.gd  # Procedural terrain
│   ├── crafting_manager.gd   # Crafting system coordination
│   ├── inventory.gd          # Player item storage
│   ├── interaction_manager.gd # Resource gathering system
│   ├── ui_manager.gd         # UI system coordination
│   └── [other scripts]      # Supporting classes
├── assets/                    # Game assets (materials, textures)
├── .github/                   # CI/CD workflows and issue templates
└── docs/                      # Additional documentation

Development Workflow

  1. Context: Read .cline/project-context.md for current priorities
  2. Implementation: Code-only development with signal-driven architecture
  3. Testing: Verify functionality in Godot editor with interactive controls
  4. Documentation: Update .cline/ knowledge base with patterns and learnings
  5. Commit: Detailed commit messages for AI-assisted development
  6. Review: Update milestone progress and troubleshooting guides

Architecture Highlights

Signal-Driven Design

  • Loose coupling between all major systems
  • Event-based communication for UI updates
  • Extensible architecture for future features

Resource-Based Items

  • Godot Resource classes for item definitions
  • Type-safe crafting with validation
  • Extensible item system with rarity and properties

Modular Systems

  • Independent managers for crafting, inventory, interaction, UI
  • Group-based automatic system discovery
  • Clear separation of concerns

AI Knowledge Base

The .cline/ directory contains comprehensive documentation:

  • project-context.md: Current project status and priorities (START HERE)
  • milestone-reviews.md: Detailed progress tracking and lessons learned
  • development-patterns.md: Reusable GDScript and Godot patterns
  • godot-learnings.md: Godot-specific implementation knowledge
  • troubleshooting.md: Known issues and solutions
  • workflow-guide.md: AI interaction patterns and commands

Next Steps

Phase 2 Continuation:

  1. Expand crafting recipes and item variety
  2. Create crafting stations for advanced recipes
  3. Add visual feedback for crafting operations
  4. Add sound effects and audio management

Future Phases:

  • Building and construction systems
  • Advanced procedural generation
  • Multiplayer capabilities
  • Save/load system

Contributing

This project follows AI-assisted development patterns:

  • Read project-context.md for current priorities
  • Use GitHub issue templates for new tasks
  • Update knowledge base with new patterns
  • Include comprehensive testing scenarios
  • Document architectural decisions

License

MIT License - See LICENSE file for details

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Procedurally generated 3D world with crafting systems - Code-only Godot development with AI knowledge base

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