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Developer onboarding

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.

  1. Follow setup and launch to open the game locally.
  2. Read the repository map and runtime map to learn where code lives.
  3. Use finding feature ownership before editing.
  4. Make a small change and follow build and validation.

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.