Single-player procedural pirate RPG — Godot 4.4.1 port of the design in That_Is_A_Pirate_Life_DevPack_v0_2/.
./tools/launch-godot.sh| Doc | Purpose |
|---|---|
| GODOT_MASTER_PLAN.md | North star — phases, architecture, DevPack mapping |
| ARCHITECTURE.md | System diagrams, autoloads, scene flow, signals |
| PHASE_CHECKLIST.md | Trackable ✅/⏳ task list per phase |
| PHASE_1_5_HUD.md | HUD design + nautical theme (addons/nautical_hud/) |
| PHASE_2_PLAN.md | Companion recruitment — step-by-step |
| DEVPACK_AUDIT_STEPS_0_2.md | DevPack steps 0–2 vs codebase (~88%) |
| UI_SCALING.md | Resolution-independent HUD (720p–ultrawide) |
| SEA_SYSTEM.md | Ocean, swim/dive, oxygen |
| SCALE_REFERENCE.md | Player/prop/shipyard meter standards |
| WORLD_GENERATION.md | Windrose/Valheim-style seed map + zones |
| PROJECT_ASSESSMENT.md | Full status audit (~91% Phases 0–2) |
| NEXT_ACTION.md | Recommended next session tasks |
| GODOT_IMPLEMENTATION_PLAN.md | Short summary + quick reference |
| DevPack v0.3 | Original game design (Unreal-oriented) |
GDAI MCP v0.3.2 is configured in .cursor/mcp.json (gdaimcp.com).
GDAI uses two separate processes — both must be running for tools to work:
| Layer | Where it runs | How to see status |
|---|---|---|
| Godot HTTP server | Inside the Godot editor (port 3571) |
Bottom panel → GDAI MCP tab |
| Cursor MCP bridge | Python via uv (stdio to Cursor) |
Cursor Settings → MCP → gdai-godot |
There is no top-right “MCP Connected” badge (that belongs to a different plugin, godot-mcp, which is not installed in this project). GDAI status lives in the bottom panel.
On Linux (and macOS), use gdai_mcp_server.py directly in .cursor/mcp.json — this is already configured. Do not switch to antigravity_windows_fix.py: that file is a Windows-only stdio proxy for the Antigravity IDE (CRLF line-ending workaround). It does not improve performance on Linux and only applies msvcrt binary-mode fixes when sys.platform == "win32".
On Windows + Antigravity IDE, point MCP at antigravity_windows_fix.py instead; see GDAI installation docs.
- Launch:
./tools/launch-godot.sh - Confirm plugin enabled: Project → Project Settings → Plugins → GDAI MCP (already on in
project.godot). - Open the bottom panel (Output / Debugger area). Click the GDAI MCP tab.
- In that tab you should see:
- MCP Server Status: ACTIVE on port 3571 (green) — HTTP server is running
- MCP Server Status: STOPPED (gray) — click Start Server
- A Stop Server / Start Server button to toggle the HTTP server
- The recommended
.cursor/mcp.jsonsnippet (copy from here if needed)
- When Cursor connects, Godot logs Connected to client: … in the same tab.
If you do not see the GDAI MCP tab: widen the bottom panel, or right-click bottom tabs to ensure it is not hidden.
- Restart Cursor after changing
.cursor/mcp.json. - Open Cursor Settings → MCP (or Features → MCP).
- Find server
gdai-godot— a green dot means the Python bridge process started. - Expand it to see available tools (
get_open_script,get_scene_tree, etc.).
A green Cursor dot does not guarantee Godot is reachable. If Godot is closed or the HTTP server is stopped, tools will fail until you start Godot and click Start Server.
bash tools/check-gdai-mcp.shReturns UP when Godot’s HTTP server responds on port 3571. Run this with the editor open and the server started.
uv --version(install from astral.sh/uv if missing)- Restart Cursor
./tools/launch-godot.sh- Bottom panel → GDAI MCP → Start Server if status is STOPPED
bash tools/check-gdai-mcp.sh→ should report UP- Chat in Cursor — agent can use GDAI tools
Reinstall from zip: bash tools/setup/install_gdai_mcp_from_zip.sh "/path/to/gdai-mcp-plugin-godot_v0.3.2.zip"