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GAT — Godot Agent Team

GAT — Godot Agent Team

A full-cycle game-development agent for Godot: from a one-line idea to a running, verified build — style-consistent, self-evolving, and runnable under both Claude Code and Codex.

Godot 4.x Python 3.10+ Claude Code Codex

style-locked self-evolving License: PolyForm Noncommercial v0.1.0

English · 中文


English

GAT is not a single prompt. It is a small team of role agents running a 13-skill pipeline, backed by a game-architecture knowledge base and a self-evolving memory, that carries a game all the way from design to implementation inside Godot.

It unifies four projects into one workflow:

  • a document-driven design pipeline (concept → GDD → art direction → milestones),
  • the game-architect knowledge base (30+ references on paradigms and per-system design),
  • the game-skill-vfx pipeline (AI skill-effect VFX → Godot sprite sheets),
  • and live Godot editor control (build scenes/nodes in a running editor).
idea ─► DESIGN ─► STYLE-LOCK ─► ASSETS ─► IMPLEMENT ─► VERIFY ─► game
         (docs)   (contract)   (art/vfx)  (Godot)     (gate)
                          ▲ read / write ▼
                 KNOWLEDGE · architecture refs · self-evolving wiki

Two ideas that make it more than a script

⭐ Style-lock — one style, enforced forever. Generate one hero in a "papercut wuxia" look, and every icon, VFX, and tileset for the next six months must match it — or the game reads as an asset-flip. GAT freezes your art direction into an enforceable Style Contract (design/art/style-contract.yaml). Every asset skill (1) refuses to run without it, (2) composes its prompt as frozen-prefix + your-subject + frozen-suffix with a locked negative/seed, and (3) passes an audit gate (tools/art_audit.py) that rejects off-palette, wrong-resolution, or off-family output. Changing the style is a deliberate --relock, never an accident. → docs/style-lock.md

How style-lock works: subject + frozen contract → audit gate → on-style family; off-style is regenerated

⭐ Self-evolving — the toolkit compounds. Every skill reads a shared knowledge base before work and writes lessons back after. Pitfalls, recipes, patterns, and balance bands accumulate in knowledge/wiki/; game #10 starts far ahead of game #1. GAT can even propose improvements to its own skills — through review, never silently. → docs/self-evolving.md

The pipeline

Phase Skills Output
Design gat-brainstorm · gat-story · gat-design · gat-milestone design/ docs + production/milestone.md
Style-lock gat-style-lock frozen style-contract.yaml
Assets gat-asset · gat-vfx style-audited art + Godot VFX (.tres)
Implement gat-scaffold · gat-implement Godot project + GDScript + live scenes
Verify gat-verify evidence-backed smoke + balance sim + audit + coverage
Evolve gat-evolve · gat-learn-from-ref knowledge written back; reference lessons

/gat-workflow-start tells you the next step at any point. Full guide: docs/workflow.md · architecture: docs/architecture.md.

Install (Claude Code and/or Codex)

The toolkit is cloned once and shared by all your games. Point a game repo at it:

git clone https://github.com/chenhangcuisg-code/gat ~/gat
# wire a game project to run GAT under both runtimes:
bash ~/gat/install.sh --runtime both --target /path/to/my-game
#   Windows:  pwsh -File ~/gat/install.ps1 -Runtime both -Target C:\path\to\my-game
cd /path/to/my-game       # then run /gat-workflow-start
  • Claude Code → skills/agents linked into .claude/, rules in CLAUDE.md.
  • CodexAGENTS.md + ~/.codex/prompts/gat-*.md generated from the same source.

One set of SKILL.md files, both runtimes — no fork. → docs/dual-runtime.md

Requirements

  • Godot 4.x (tested 4.6.2 / 4.7); optional Hastur plugin for live editor control.
  • Python 3.10+ with pillow numpy pyyaml for the style tools.
  • For skill VFX: a CUDA GPU (open models, no paid APIs). → docs/deployment/vfx-gpu-server.md
  • Static art via gpt-image-2 (no GPU needed).

Worked example

examples/ember-and-ink/ — a papercut-wuxia idle-RPG taken through design → style-lock, including a real, runnable Style Contract.

License

Source-available, not permissive. Free for personal, learning, research, and non-commercial use under PolyForm Noncommercial 1.0.0. Commercial use requires prior approval — contact the author (see LICENSING.md). The reverse-engineering / reference- study module is learning-only: study games you have the right to inspect, never redistribute third-party content, and no DRM circumvention.

Credits

Built on and integrating: the Claude-Code-Game-Studios-derived design workflow, the game-architect knowledge base, game-skill-vfx (FLUX/AnimateDiff/SDXL VFX), the Hastur Operation Plugin (Godot editor control), and the game-unpack reference-study lessons. See LICENSING.md for full attributions.


中文

GAT(Godot 智能体团队)不是一句 prompt,而是一个由角色智能体组成的小团队运行一条 13 个技能的流水线,背后有游戏架构知识库自进化记忆支撑,把一款游戏从设计 一路推进到 Godot 里的实现

它把四个项目整合进一条工作流:

  • 文档驱动的设计流水线(概念 → GDD → 美术方向 → 里程碑);
  • game-architect 知识库(30+ 篇范式与分系统设计参考);
  • game-skill-vfx 流水线(AI 技能特效 → Godot 精灵表);
  • 以及实时 Godot 编辑器操控(在运行中的编辑器里搭场景/节点)。
灵感 ─► 设计 ─► 锁风格 ─► 出素材 ─► 实现 ─► 验证 ─► 游戏
        (文档)  (契约)   (美术/特效) (Godot) (门禁)
                     ▲ 读 / 写 ▼
              知识库 · 架构参考 · 自进化 wiki

两个让它超越脚本的核心设计

⭐ 锁风格(Style-lock)——一次定风格,永久强约束。 你用「水墨剪纸武侠」画了一个主角, 之后半年里每一张图标、每一个特效、每一块 tileset 都必须是同一个「画师」的手笔,否则游戏就像 素材拼凑。GAT 把美术方向冻结成可执行的风格契约 design/art/style-contract.yaml:所有出图 技能都会(1)没契约就拒绝生成,(2)把 prompt 组成 冻结前缀 + 你的主体 + 冻结后缀(附带锁定 的负面词/种子),(3)过一道审计门禁 tools/art_audit.py,调色板不符、分辨率不对、跟母版 不像的一律打回重生成。改风格必须显式 --relock,绝不「顺手」漂移。 → docs/style-lock.md

风格锁工作原理:主体 + 冻结契约 → 审计门禁 → 同风格素材族;跑偏的自动打回重生成

⭐ 自进化(Self-evolving)——工具越用越强。 每个技能干活先读共享知识库,干完把 教训写回去。踩坑、方法、模式、数值区间不断沉淀进 knowledge/wiki/,做到第 10 个游戏时的起点 远高于第 1 个。GAT 甚至能提出对自身技能的改进——但走评审、绝不悄悄改。 → docs/self-evolving.md

流水线

阶段 技能 产出
设计 gat-brainstorm · gat-story · gat-design · gat-milestone design/ 文档 + production/milestone.md
锁风格 gat-style-lock 冻结的 style-contract.yaml
出素材 gat-asset · gat-vfx 过审的美术 + Godot 特效(.tres
实现 gat-scaffold · gat-implement Godot 工程 + GDScript + 实时场景
验证 gat-verify 有证据的冒烟 + 数值仿真 + 审计 + 覆盖度
进化 gat-evolve · gat-learn-from-ref 教训写回;参考游戏学习

随时用 /gat-workflow-start 看下一步。完整指南见 docs/workflow.md, 架构见 docs/architecture.md

安装(支持 Claude Code 和 Codex)

工具包只克隆一次,供你所有游戏共用。把某个游戏仓库指向它即可:

git clone https://github.com/chenhangcuisg-code/gat ~/gat
bash ~/gat/install.sh --runtime both --target /path/to/my-game
#   Windows:  pwsh -File ~/gat/install.ps1 -Runtime both -Target C:\path\to\my-game
cd /path/to/my-game       # 然后运行 /gat-workflow-start
  • Claude Code → 技能/智能体链接进 .claude/,规则写入 CLAUDE.md
  • Codex → 由同一份源生成 AGENTS.md~/.codex/prompts/gat-*.md

同一套 SKILL.md,双运行时,不分叉。→ docs/dual-runtime.md

环境要求

  • Godot 4.x(已测 4.6.2 / 4.7);实时编辑器操控需可选的 Hastur 插件。
  • Python 3.10+,风格工具依赖 pillow numpy pyyaml
  • 技能特效需要 CUDA GPU(开源模型,无需付费 API)。→ docs/deployment/vfx-gpu-server.md
  • 静态美术走 gpt-image-2,无需 GPU。

示例

examples/ember-and-ink/——「烬与墨」水墨剪纸放置 RPG,走通了 设计 → 锁风格,含一份真实可运行的风格契约。

许可

源码可见,但非宽松许可。 个人、学习、研究与非商业用途依 PolyForm Noncommercial 1.0.0 免费使用;商业使用需事先批准协商——请联系作者(见 LICENSING.md)。逆向 / 参考学习模块仅供学习:只研究你有权查看的游戏,绝不二次分发第三方内容,且不含任何破解 DRM 的能力。

致谢

整合并基于:源自 Claude-Code-Game-Studios 的设计工作流、game-architect 知识库、 game-skill-vfx(FLUX/AnimateDiff/SDXL 特效)、 Hastur Operation Plugin(Godot 编辑器操控)与 game-unpack 的参考学习经验。完整署名见 LICENSING.md


Keywords — Godot agent · game agent · Godot AI agent · game-making agent · AI game development · autonomous game developer · game-dev automation · multi-agent game studio · GDScript agent · Godot game generator · Claude Code agent · Codex agent · style-locked asset generation · self-evolving agent · text-to-game

关键词 — 游戏制作智能体 · 游戏开发智能体 · Godot 智能体 · Godot 游戏开发 agent · AI 做游戏 · 自动做游戏 · 一句话生成游戏 · 游戏 AI agent · 多智能体游戏工作室 · GDScript 智能体 · 风格锁定出图 · 自进化 agent

About

GAT — Godot Agent Team: a full-cycle (design→implementation) Godot game-development agent / 游戏制作智能体. Multi-agent, style-locked asset generation, self-evolving knowledge base; runs under both Claude Code and Codex.

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