A procedurally generated 3D world with crafting and interaction systems, built entirely through code in Godot 4.x.
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
- 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
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)
- 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
- Explore: Move around procedurally generated terrain
- Gather: Press F near trees/rocks to harvest materials (Wood, Stone)
- Inventory: Press I to view collected materials
- Craft: Press C to access crafting recipes (Sticks, Wooden Pickaxe)
- Repeat: Complete gameplay cycle with resource respawning
- Godot 4.x
- Git
- GitHub CLI (gh) [optional]
git clone [repository-url]
cd godot-world-builder
godot project.godot- 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)
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
- Context: Read
.cline/project-context.mdfor current priorities - Implementation: Code-only development with signal-driven architecture
- Testing: Verify functionality in Godot editor with interactive controls
- Documentation: Update
.cline/knowledge base with patterns and learnings - Commit: Detailed commit messages for AI-assisted development
- Review: Update milestone progress and troubleshooting guides
- Loose coupling between all major systems
- Event-based communication for UI updates
- Extensible architecture for future features
- Godot Resource classes for item definitions
- Type-safe crafting with validation
- Extensible item system with rarity and properties
- Independent managers for crafting, inventory, interaction, UI
- Group-based automatic system discovery
- Clear separation of concerns
The .cline/ directory contains comprehensive documentation:
project-context.md: Current project status and priorities (START HERE)milestone-reviews.md: Detailed progress tracking and lessons learneddevelopment-patterns.md: Reusable GDScript and Godot patternsgodot-learnings.md: Godot-specific implementation knowledgetroubleshooting.md: Known issues and solutionsworkflow-guide.md: AI interaction patterns and commands
Phase 2 Continuation:
- Expand crafting recipes and item variety
- Create crafting stations for advanced recipes
- Add visual feedback for crafting operations
- Add sound effects and audio management
Future Phases:
- Building and construction systems
- Advanced procedural generation
- Multiplayer capabilities
- Save/load system
This project follows AI-assisted development patterns:
- Read
project-context.mdfor current priorities - Use GitHub issue templates for new tasks
- Update knowledge base with new patterns
- Include comprehensive testing scenarios
- Document architectural decisions
MIT License - See LICENSE file for details