Update GEMINI documentation to reflect Godot 4.6 and expanded project structure
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@ -4,8 +4,8 @@ This project is a multi-layered application consisting of a Godot-based game and
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## Project Structure
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- `game/`: The Godot 4.5 game project.
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- `microservices/`: ASP.NET Core 8.0 microservices providing backend logic (Auth, Character, Inventory, Locations, etc.).
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- `game/`: The Godot 4.6 game project.
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- `microservices/`: ASP.NET Core 8.0 microservices providing backend logic (Auth, Character, Crafting, Inventory, Locations, Mail, and World).
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- `.gitea/workflows/`: CI/CD pipelines for deploying microservices to Kubernetes.
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## Core Mandates
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@ -17,7 +17,7 @@ This project is a multi-layered application consisting of a Godot-based game and
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## Getting Started
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- **Microservices**: Each microservice can be run individually or via the `micro-services.sln` solution file. They require a MongoDB instance (default: `mongodb://127.0.0.1:27017`).
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- **Game**: Open `game/project.godot` in Godot Engine 4.5+.
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- **Game**: Open `game/project.godot` in Godot Engine 4.6+.
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## Shared Conventions
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@ -1,10 +1,10 @@
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# Godot Game Development - GEMINI.md
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This directory contains the Godot 4.5 game project for "Promiscuity".
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This directory contains the Godot 4.6 game project for "Promiscuity".
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## Core Mandates
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- **Engine Version**: Godot 4.5 (Forward Plus).
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- **Engine Version**: Godot 4.6 (Forward Plus).
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- **Language**: GDScript is the primary scripting language. C# is enabled but used only when performance or specific library needs arise.
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- **Naming Conventions**:
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- Files/Folders: `snake_case.gd`, `snake_case.tscn`.
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@ -14,8 +14,12 @@ This directory contains the Godot 4.5 game project for "Promiscuity".
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- **Autoloads**: Use the established singletons for global state and services:
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- `AuthState`: JWT authentication and session.
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- `CharacterService`: API calls for character management.
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- `SelectedCharacter`: Tracking the currently active character.
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- `QuestManager`: Game quest progression.
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- `DialogSystem`: UI dialog and interaction.
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- `TeleportState`: Handling transitions between levels.
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- `MenuMusic` / `MenuSfx`: Audio management.
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- `SimpleGrass`: Singleton for grass rendering.
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- **Node Paths**: Prefer `unique names` (%NodeName) or `@onready` variables for node references. Avoid fragile string paths.
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## Asset Pipeline
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@ -30,8 +34,13 @@ This directory contains the Godot 4.5 game project for "Promiscuity".
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- `Characters/`: Player and NPC scenes.
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- `Levels/`: Game world/environments.
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- `UI/`: Menus, HUDs, and UI components.
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- `Interaction/`: Interactive objects and systems (e.g., RadialCommandMenu).
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- `Projectiles/`: Projectiles like fireballs.
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- `Quests/`: Quest-related scenes and logic.
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- `Vehicles/`: Controllable vehicles.
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- `CardGame/`: Minigame components.
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- `assets/`: Raw assets (textures, models, audio).
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- `addons/`: Third-party plugins (e.g., `simplegrasstextured`).
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- `addons/`: Third-party plugins (e.g., `simplegrasstextured`, `godot_mcp`).
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## Best Practices
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@ -39,4 +39,4 @@ Each microservice follows a standard layout:
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- Update `DOCUMENTS.md` whenever you change a database schema or API request/response shape.
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- Ensure `Dockerfile` and `k8s/` manifests are kept in sync with code changes.
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- All microservices are unified under the `micro-services.sln` solution file.
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- All microservices are unified under the `micro-services.sln` solution file. Use this for global refactoring or cross-service debugging.
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