Status Updates
Description
When a channel is connected (Telegram, Slack, etc.), broadcast progress via `reply`. If the channel supports file attachments, include screenshots and videos using `files` with absolute paths.
Installation
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
Repository README
This is the README for htdt/godogen, shared by 8 entries
in this directory. It describes the repository, not this entry specifically.
Use `/godogen` to generate or update this game from a natural language description.
Visual quality is the top priority. Example failures:
- Generating a detailed image then shrinking it to a tile — details become tiny and clunky. Generate with shapes appropriate for the target size.
- Tiling textures where a single high-quality drawn background is needed
- Using sprite sheets for fire, smoke, or water instead of procedural particles or shaders
Status Updates
When a channel is connected (Telegram, Slack, etc.), broadcast progress via `reply`. If the channel supports file attachments, include screenshots and videos using `files` with absolute paths.
godogen orchestrator
- After creating PLAN.md:
replywith the plan summary, attachreference.png. - After each task:
replywith task summary and visual QA verdict (pass/fail, key issues, rebuilds triggered), attach best screenshot. Never skip the verdict even on pass. - After all tasks:
replywith final summary, attach final video (<50MB).
Project Structure
Game projects follow this layout once `/godogen` runs:
project.godot # Godot config: viewport, input maps, autoloads
reference.png # Visual target — art direction reference image
STRUCTURE.md # Architecture reference: scenes, scripts, signals
PLAN.md # Task DAG — Goal/Requirements/Verify/Status per task
ASSETS.md # Asset manifest with art direction and paths
MEMORY.md # Accumulated discoveries from task execution
scenes/
build_*.gd # Headless scene builders (produce .tscn)
*.tscn # Compiled scenes
scripts/*.gd # Runtime scripts
test/
test_task.gd # Per-task visual test harness (overwritten each task)
presentation.gd # Final cinematic video script
assets/ # gitignored — img/*.png, glb/*.glb
screenshots/ # gitignored — per-task frames
visual-qa/*.md # Gemini vision QA reports
The working directory is the project root. NEVER `cd` — use relative paths for all commands.
Limitations
- No audio support
- No animated GLBs — static models only
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