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v3.13.0
How to install
Designed to work with any AI coding assistant that reads AGENTS.md. Built and tested on Claude Code; other assistants are untested.
Your game needs git (git init if it has none) and no uncommitted changes. You also need Godot 4.3 or newer, and bash (on Windows it comes with Git for Windows).
Option 1: the skill. In your game's folder, run:
npx skills add Freakling/Godot-Director
That installs the skill for the assistant you choose in the prompt. In Claude Code it becomes a /godot-director command. The skill fetches the latest Godot Director release outside your game and runs onboarding.
Option 2: the Claude Code plugin. In Claude Code:
/plugin marketplace add Freakling/Godot-Director
/plugin install godot-director@godot-director
The plugin installs the latest release. Then open a new Claude Code session in your game's folder (or run /reload-plugins), and run /godot-director:godot-director.
Option 3: manual install. Put the latest release in your game's root folder, next to project.godot, as a folder named Godot-Director. The release's tag is v followed by its version number, and the Releases page shows the latest one. Either run git clone --branch <tag> --depth 1 https://github.com/Freakling/Godot-Director.git Godot-Director there, replacing <tag> with it, or download that release's source zip from the Releases page and rename the extracted folder. Then ask your assistant:
Read Godot-Director/ONBOARDING.md and follow it to install Godot Director into this project.
Afterwards, restart Claude Code so the new commands load. Each new clone of the game later needs one command: bash tools/setup-clone.sh.
With another AI assistant: tell onboarding, and it installs the tool-neutral core only (--tools none). Your assistant then reads AGENTS.md, which points it to .godot-director/rules.md and the procedures.
How to upgrade
- Skill: run
npx skills add Freakling/Godot-Directoragain to get the skill of the latest release, then ask for it (/godot-directorin Claude Code). - Plugin: run
/plugin marketplace update godot-directorand then/plugin update godot-director@godot-director. Start a new session in the game, and run/godot-director:godot-directoragain. - Manual: put the new Godot Director folder in the game, and ask for ONBOARDING.md again.
Only Godot Director's own files are replaced, and your edits to them are kept. When a new version also changes a file you edited, the new version is written next to it as <file>.gdir-new for you to merge. Review the result with git diff.
What's changed
- New: a Game Design Document template for you to fill in, in your own words (
design/director-gdd.md). Every game gets it, for a new game or one already underway. Its sections are overview and concept, gameplay mechanics and controls, art and visual style, audio, levels and world, UI and UX, and the milestone roadmap. Onboarding offers it before the design interview, as an alternative to the interview or an addition to it, and says why it helps: a written document gives the agent your intent and its context, and sets the stage for the design sessions and builds that follow. Fill it before onboarding, during it or later.- It stays yours.
design/gdd.mdremains the design record the agent maintains. Your document is input: the agent reads it, never edits it, and writes the current design into the GDD's own sections, so each fact lives in one place. - Onboarding reads a filled one first. For a new game it takes the interview's answers from it and asks only what it leaves open. For an existing game it builds the initial assessment (Architecture, GDD sections, first items) from it, together with the code and the existing documents. It marks what it took
(from your document)and what it worked out itself(inferred, please confirm), records decisions withwhy: from your document, and turns what is undecided into open questions. Tell the agent when the document changes and it brings the GDD in line.
- It stays yours.
- Align checks the GDD against reality.
align.md's item 6 is "Brief against reality". It reads the whole GDD and checks every statement of state (a section marked later or planned, a count, a list of what exists, a line saying work waits on something, "once X exists") against the built game, the done items and the latest releases. It also checks every decision line since the lastdocs: aligncommit one by one, not a sample. Mechanical drift gets fixed; design calls are reported with the stale statement named.
Upgrade steps
- Design document: the installer adds
design/director-gdd.mdwhen the game doesn't have it (project seeds are copied once and never overwritten). After the upgrade, the agent tells you it exists, where it is, and why writing it helps. If you fill it in, the agent reads it as ONBOARDING.md describes and bringsdesign/gdd.mdin line, marking what it inferred. Nothing else in the game changes. - Align: none. The procedure is framework-owned and arrives on upgrade.