Prepare your tools
Install the matching Godot .NET editor and .NET SDK, then open the project.
This section is for contributors learning how GDCraft is organized and how to make changes that fit its existing design.
Prepare your tools
Install the matching Godot .NET editor and .NET SDK, then open the project.
Find the right owner
Follow a feature from its scene or input to the type that owns its behavior.
Build and validate
Use the project validation script and narrow the run to the relevant suite.
Add a block
Follow block identity, state, registration, visuals, and gameplay behavior end to end.
Add an entity
Choose the right entity base, connect scenes and spawning, and account for saved data.
Build mob AI
Compose goals, control flags, and movement requests without mixing responsibilities.
Add JSON game content
Define supported tags, recipes, and loot tables in the data directory.
Validate physics
Start with deterministic geometry checks, then cover level-integrated movement.
For common first contributions, follow adding a block or adding an entity.
For the two systems’ lower-level patterns, see block state in practice and projectile lifecycle.
For behavior and simulation work, see mob AI goals and physics validation.
For data-driven additions, see adding JSON game content.
Keep the change in the type that owns the behavior. Blocks own block rules, entities own entity behavior, and world services coordinate shared work such as storage, ticking, and lighting.