promiscuity/game/GEMINI.md
2026-03-28 16:59:24 -05:00

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# Godot Game Development - GEMINI.md
This directory contains the Godot 4.5 game project for "Promiscuity".
## Core Mandates
- **Engine Version**: Godot 4.5 (Forward Plus).
- **Language**: GDScript is the primary scripting language. C# is enabled but used only when performance or specific library needs arise.
- **Naming Conventions**:
- Files/Folders: `snake_case.gd`, `snake_case.tscn`.
- Variables/Functions: `snake_case`.
- Constants: `SCREAMING_SNAKE_CASE`.
- Classes: `PascalCase`.
- **Autoloads**: Use the established singletons for global state and services:
- `AuthState`: JWT authentication and session.
- `CharacterService`: API calls for character management.
- `QuestManager`: Game quest progression.
- `DialogSystem`: UI dialog and interaction.
- **Node Paths**: Prefer `unique names` (%NodeName) or `@onready` variables for node references. Avoid fragile string paths.
## Asset Pipeline
- **Models**: Blender files (`.blend`) and GLB files are supported. Blender integration is preferred for easy editing.
- **Audio**: Use `.ogg` for music/loops and `.wav` for short sound effects.
- **UI**: Themes are stored in `themes/`. Adhere to established UI patterns.
## Project Organization
- `scenes/`: Scene files and associated scripts.
- `Characters/`: Player and NPC scenes.
- `Levels/`: Game world/environments.
- `UI/`: Menus, HUDs, and UI components.
- `assets/`: Raw assets (textures, models, audio).
- `addons/`: Third-party plugins (e.g., `simplegrasstextured`).
## Best Practices
- **Signals**: Use signals for decoupled communication between nodes.
- **Resources**: Encapsulate data in custom `Resource` scripts for modularity.
- **Tool Scripts**: Use `@tool` carefully for editor-side logic.
- **Physics**: Use `_physics_process` for movement and interaction logic.