💬

Dreamcatcher

A comprehensive zero-code game creation toolkit for Godot 4.6.1+. Build a wide range of genres without writing a single line of code.

v0.9.0 Godot 4.6.1+ Zero-Code No Lock-In
291
Logic Nodes
154
Scene Templates
112
Custom Nodes
36
DNA Presets
28
Autoloads
22
Editor Tools
10
Platforms

First public release. Dreamcatcher is actively evolving throughout the v0.9.x cycle, so some workflows and systems may continue to improve.

Need help, want to report a bug, request a feature, or share your work? Join the Discord community: discord.gg/BjxMKHCyuG

Overview

Dreamcatcher transforms Godot 4.6.1+ into a large, beginner-friendly game creation toolkit. Using visual scripting, drag-and-drop tools, and integrated editors, you can build a wide range of games from concept to export — without writing a single line of code.

Created by Journey Beyond Horizons Productions (JBH PRODS)jbhprods.com

Community & Support
Need help, want to report a bug, request a feature, or share what you built with Dreamcatcher? Join the official Discord community: discord.gg/BjxMKHCyuG

Who Is Dreamcatcher For?

🎓 Complete Beginners
No coding required. Visual logic and templates let you build games visually. The Welcome Wizard guides your first steps.
🎲 Hobbyist Developers
Skip boilerplate and focus on game design. Pre-built systems handle combat, inventory, save/load, and more.
💻 Advanced Developers
Architect Mode gives full GDScript access. Replace systems via the Service Locator and bake to native Godot when needed.
📚 Educators
Visual logic graphs teach game design concepts without syntax barriers. Plain English mode reads like pseudocode.
🏃 Game Jam Participants
154 scene templates and 12 procedural generators let you prototype a full game in hours. From idea to playable build, fast.
🌟 Solo Indie Developers
Art tools, audio, combat, UI, save system, and export — all in one plugin. Ship a complete game without a team.

Design Principles

  • Zero lock-in — 7 user guarantees ensure your project always works, even without the plugin. See the Exit Ladder.
  • Genre-flexible — Genre DNA presets configure the workspace for your game type.
  • Convention over configuration — Sensible defaults that work out of the box. Customize only what you need.
  • Godot-native — Standard .tres, .tscn, and .res formats. No proprietary binary blobs.

At a Glance

CategoryDetails
Genre DNA36 Genre DNA presets (Action RPG, Platformer, Visual Novel, Fighting, Tower Defense, Roguelike, Racing, Rhythm, Sports, MOBA, Battle Royale, and more)
Scene Templates154 pre-built starter scenes across 43 categories
Custom Node Types112 drop-in gameplay nodes for every genre
Visual Logic Nodes291 node scripts with 177 curated library definitions across 36 Genre DNA presets and gameplay categories
Autoload Singletons28 core systems always available at runtime
Resource Types35 data types (Items, Actors, Skills, Weapons, Armor, Cards, Quests, Enemies, and more)
Editor Tools22 workspace tools across 5 ribbon categories + AI Advisor (9 providers)
Platforms10 export targets: Windows, Linux, macOS, Web, Android, iOS, Steam Deck, Xbox, PS5, Switch
Localization11 languages + CSV export/import + QA mode
ECS Traits15 composable traits (health, mana, shield, aggro, stats, stamina, inventory, etc.)

What's New in v0.9.0 — First Public Release

Dreamcatcher v0.9.0 is the inaugural public release — the culmination of a ground-up build inside Godot 4.6.1+. Everything listed in this documentation ships in this version.

Release Highlights

291 Visual Logic Nodes
Zero-code scripting across 36 Genre DNA presets and gameplay categories. Drag, drop, connect — no GDScript required.
154 Scene Templates
One-click starter scenes across 43 categories, each with auto-injected logic, collision, and lighting.
112 Custom Node Types
Full 3D/2D parity for actors, triggers, hitboxes, pickups, cameras, platforms, and more.
36 Genre DNA Presets
Action RPG to Educational Quiz. Each preset configures the entire workspace for your game type.
28 Autoload Singletons
Core, Audio, Director, Combat, Weather, Multiplayer, Accessibility, and 21 more — always available.
22 Editor Workspace Tools
Almanac, Visual Logic, Scene Composer, UI Builder, Narrative Weaver, plus integrated generators, converters, and management tools.

Key Capabilities at Launch

  • Zero-code game creation — Visual logic + Plain English mode for every system
  • 12 combat modes — Real-time, turn-based, ATB, grid tactical, card, fighting, and more
  • Full RPG suite — Quests, skill trees, crafting, inventory, shops, equipment
  • AI & entities — Director AI, behavior trees, NPC schedules, companions, 9 entity types
  • Save system — 20 slots, AES-256 encryption, 12 subsystem snapshots, thumbnail capture
  • 10-platform export — Windows, Linux, macOS, Web, Android, iOS, Steam Deck, Xbox, PS5, Switch
  • Accessibility — Screen reader, colorblind filters, motion reduction, input remapping
  • 11-language localization — CSV source, compiled translations, RTL support, QA mode
  • Multiplayer — Online (ENet/WebRTC) + local (1-4 players, split-screen)
  • Extensibility SDK — Replace any system via Service Locator, custom nodes, Dream Packs
  • 7 user guarantees — Zero lock-in, bake to native Godot, version freeze, full artifact ownership

Version Compatibility

ComponentVersion
Dreamcatcherv0.9.0 (first public release)
Godot Engine4.6.1+ (standard or .NET build)
GDScript4.0+ syntax (static typing, lambdas, await)

Companion Documentation

These files ship alongside the plugin in addons/dreamcatcher/:

  • README.md — Quick-start guide and feature overview
  • CHANGELOG.md — Full version history and detailed change log
  • GUARANTEES.md — 7 user guarantees, Exit Ladder, artifact ownership
  • EXTENSIBILITY.md — SDK guide: Service Locator, custom modules, hooks, CI mode
  • AUDIT_REPORT.md — Code quality audit results and verification
Tip
This is v0.9.0, the first public release in an active Early Access phase. If you encounter issues, check Troubleshooting or consult the Dream Advisor (Dream Inspector → Advisor).

Installation

Requirements

RequirementDetails
Godot Version4.6.1 or later (standard or .NET build)
DependenciesNone — fully self-contained
Disk Space~6 MB download size for the plugin and bundled assets
OSWindows, macOS, Linux (wherever Godot runs)

Step-by-Step Setup

  1. Download the Dreamcatcher plugin folder from the official source.
  2. Copy the addons/dreamcatcher/ folder into your Godot project root:
    your_project/
    ├── addons/
    │   └── dreamcatcher/    ← Place here
    ├── project.godot
    └── ...
  3. Open your project in Godot 4.6.1+.
  4. Go to Project → Project Settings → Plugins.
  5. Find Dreamcatcher and click Enable.
  6. The Welcome Wizard appears automatically on first launch, guiding you through project naming, genre selection, and optional starter scene creation.
  7. The Dreamcatcher tab appears in the main editor toolbar alongside 2D, 3D, Script, and AssetLib.

Verifying Installation

After enabling, you should see:

  • Dreamcatcher tab in the main editor toolbar
  • Dream Board, Dream DNA, and Dream Console panels in the right dock
  • Dream Studio and Dream Inspector tabs in the bottom panel
  • Quick Play button in the top toolbar
Tip
The console output should show: [Dreamcatcher] Engine v0.9.0 Initialized. If warnings or errors appear, check Troubleshooting.

Project Structure

DreamCore automatically scans these folders at runtime to build its database. Create them as needed:

your_project/
├── addons/dreamcatcher/       ← Plugin (do not modify)
├── scenes/                    ← Your game scenes (.tscn)
├── actors/                    ← DreamActorData resources (.tres)
├── items/                     ← DreamItem resources (.tres)
├── skills/                    ← DreamSkill resources (.tres)
├── enemies/                   ← DreamEnemy resources (.tres)
├── quests/                    ← DreamQuest resources (.tres)
├── cards/                     ← DreamCard resources (.tres)
├── chapters/                  ← DreamChapter dialogue resources (.tres)
├── dialogues/                 ← DreamDialogue resources (.tres)
├── shops/                     ← DreamShop resources (.tres)
└── ...                        ← Other resource folders as needed

Quick Start — Your First Game in 10 Minutes

This walkthrough creates a simple platformer. The same principles apply to every genre.

Step 1: Choose Your Genre

Click the Dream DNA panel in the right dock. Select Platformer. This configures the node palette, scene templates, and AI Advisor tips for platformer development.

Step 2: Create a Scene

Open Dream Studio → Scene Composer. Filter by "Platformer". Click Platformer Level (2D) and press Create. A complete scene with player, platforms, camera, and background is added to your project.

Step 3: Auto-Injected Logic

Every scene template comes with auto-injected starter logic:

  • A GameManager DreamBehavior initializes HP, score, and lives
  • NPCs auto-receive greeting dialogue
  • Enemies get AI wander behavior
  • Triggers get scene transitions
  • Pickups get collection sequences
  • Hazards deal damage automatically
How It Works
Each template uses DreamBehavior nodes with pre-built DreamSequence resources. These are visual logic graphs executed by DreamDirector at runtime. Select any node and double-click its sequence in the Inspector to view and edit.

Step 4: Add Custom Logic

  1. Select any node (e.g., a DreamTrigger)
  2. In the Inspector, assign a new DreamSequence resource
  3. Double-click the sequence to open the Almanac visual logic editor
  4. Drag nodes from the palette: Show Dialogue → Branch → Teleport → Play Sound
  5. Connect them with wires. Press Quick Play to test.

Step 5: Create Game Data

Use the Database tab in the Almanac to create items, actors, enemies, skills, and quests. Place .tres files in the corresponding project folders. DreamCore auto-scans them at runtime.

Step 6: Build UI

Use the UI Builder for custom interfaces, or drop pre-built nodes (DreamTitleScreen, DreamPauseMenu, DreamInventoryMenu) directly into your scene tree.

Step 7: Test & Export

Press Quick Play (Ctrl+Shift+F5) to run instantly. When ready, open Export Manager, choose your platform, click Generate Presets, then BUILD GAME.

Tutorial: Building an Action RPG

  1. Set DNA to Action RPG in the Dream DNA dock.
  2. Create a scene from the RPG Town (2D) template in Scene Composer.
  3. Open the Database and create: a DreamItem "Sword" (type: Weapon, damage: 10), a DreamEnemy "Slime" (hp: 30, xp: 15), and a DreamQuest "Kill 5 Slimes" (type: Hunt, target_count: 5).
  4. In the scene, select a DreamInteractable (the NPC). Assign a DreamSequence. In the Almanac editor, build: Show Dialogue "Defeat the slimes!" → Start Quest "kill_slimes".
  5. Add a DreamActor2D for the player. Attach the health, stats, and inventory traits in the Inspector.
  6. Add enemy spawners: place DreamActor2D nodes with the enemy trait preset and a DreamBehavior with "AI Wander + Attack Player" logic.
  7. Drop a DreamHealthBar and DreamMinimap into the scene for UI.
  8. Test with Quick Play. Export when ready.

Tutorial: Building a Visual Novel

  1. Set DNA to Visual Novel.
  2. Create a scene from VN Dialogue Scene template.
  3. Open Narrative Weaver (Author → Narrative). Create character nodes with portraits and emotions.
  4. Build branching dialogue: HERO (Happy): "Welcome!" → [Choice] "Accept" / "Decline" → different paths.
  5. Use Plain English mode to type dialogue as text, then click Apply to Graph to auto-create nodes.
  6. Add background images with DreamVNBackground and character sprites with DreamVNCharacterDisplay.
  7. Save the chapter as a DreamChapter resource. Assign it to the scene's DreamBehavior.

Architecture

Plugin Lifecycle

plugin.gd (_enter_tree)
├── Version gate (Godot 4.6.1+ required)
├── Custom format handlers (.dcs)
├── 28 autoload singletons (manifest-gated)
├── 112 custom node types (manifest-gated)
├── Editor tools (Almanac, WorldShaper, Inspector)
├── Side docks (Dream Board, Dream DNA, Dream Console)
├── Bottom panels (Dream Studio, Dream Inspector)
├── Toolbar (Quick Play)
├── Spatial linking (Ctrl+Click in 3D/2D)
└── Welcome Wizard (first run)

Signal Flow

User Action → DreamTrigger/Interactable → DreamSequence → DreamDirector
DreamDirector → DreamEvent(s) → Core Singletons (DreamCore, DreamAudio, etc.)
Core Singletons → Signals → UI Components (HUD, Dialogue, Inventory, etc.)

Save System Flow

DreamSave.save_game(slot) → Snapshot 12 subsystems → AES encrypt → .dream file
DreamSave.load_game(slot) → Decrypt → Restore 12 subsystems → Change scene

Service Locator Pattern

DreamServiceLocator provides safe access to all autoloads with graceful degradation. If a module is disabled or the plugin is removed, getters return null instead of crashing. You can also replace any system with your own implementation:

// Replace the default audio system with your own:
DreamServiceLocator.register_service("audio", my_custom_audio)

// Now all Dreamcatcher systems that call get_audio() use YOUR implementation
var audio = DreamServiceLocator.get_audio()  // Returns your custom audio

Directory Structure

addons/dreamcatcher/
├── core/           ← 420 files: autoloads, events (40), logic (291 nodes + 36 modules), traits (15), AI (7)
├── runtime/        ← 153 files: actors, triggers, genre managers (19), combat, UI (44), touch
├── editor/         ← 51 files: Almanac (236K), all workspace tools, theme
├── resources/      ← 35 resource type definitions
├── demo/           ← 15 demo scripts (one per genre)
├── tests/          ← 18 files (framework + 15 test suites)
├── ui/             ← 20 shared UI components
├── controls/       ← 3 touch controls
├── components/     ← DreamBehavior runner
├── i18n/           ← 12 translation files (CSV + 11 compiled)
├── icons/          ← 67 SVG editor icons
└── assets/         ← Shaders, README, branding

The Almanac Workspace

The Almanac is Dreamcatcher's main workspace — a full-screen editor with a 5-category ribbon:

RibbonTools
AuthorVisual Logic, Database, Narrative Weaver, Dialogue UI, Ideation
DesignScene Composer, Scene Flow, Map Editor, UI Builder, Animation Studio, Cinematic Editor, Sound Studio, Sketch Enhancer
Generate12 generators: Map, World, Sprite, Icon, SFX, Music, 3D Shape, Name, Loot, Palette, Particle, Isometric, Gameplay Director
ConvertImage, Audio, 2D-to-3D, 3D-to-2D
ManageValidator, Pipeline, Performance, Modules, Migration, Bake Manager, Project Cleaner, Export Manager

The dashboard displays: System Info, Key Features, Engine Capabilities, Quick Actions, Tool Launcher grid, and rotating Tips.

Visual Logic System

The heart of zero-code game creation. A node-based graph editor where you drag, drop, and connect logic nodes.

Key Concepts

ConceptDescription
DreamBehaviorNode attached to game objects containing a visual logic graph
DreamSequence.tres resource storing graph data (nodes + connections)
DreamDirectorAutoload that executes visual logic graphs at runtime
DreamEventBase class for 40 event types triggered by logic nodes
Flow WiresWhite wires defining execution order
Data WiresColored wires passing values (string, number, bool)

291 Logic Nodes across 36 Genre DNA Presets

Game Manager
HP, score, lives, game over, respawn, checkpoints
Godot Bridge (30)
Render, Physics, Camera, Material, Tween, Input
Juice / Game Feel
Squash/stretch, hit stop, flash, vibration, shake
Combat & Battle
Attack, defend, damage, heal, status, combo
Movement & AI
Walk, jump, patrol, follow, flee, wander, BT
Dialogue & Story
Show dialogue, branch, choice, expressions
Variables & Logic
Set/get vars, switches, math, compare, loop
World & Scene
Teleport, scene change, spawn, weather, FX
36 Genre DNA Presets
Specialized logic support for a wide range of supported genres

40 Script Templates + Plain English View

Pre-built graph templates for instant game loops. Every graph has a Plain English toggle showing readable pseudocode:

WHEN player enters trigger:
  IF variable "has_key" equals true:
    Show Dialogue "The door opens!"
    Play Sound "door_open.wav"
    Teleport to "castle_interior"
  ELSE:
    Show Dialogue "You need a key."

Scene Composer

154 templates across 43 categories. Each produces a fully-populated .tscn with collision, lighting, nodes, and auto-injected logic.

Platformer
Levels, boss arenas, hub worlds (2D & 3D)
RPG
Towns, dungeons, battle arenas, world maps
Visual Novel
Dialogue scenes, CG galleries, choice branches
Fighting
Arenas, character select, training mode
Racing
Tracks, garage, leaderboard, time trial
Horror
Corridors, jump scares, safe rooms
Tower Defense
Lanes, tower grids, wave manager
Puzzle
Grid, match-3, sokoban, slider puzzles
Roguelike
Procedural rooms, permadeath, loot drops, run modifiers

Scene Flow visualizes scene connections as a graph, managed by DreamSceneManager.

UI Builder

WYSIWYG drag-and-drop UI designer for menus, HUDs, and overlays.

  • 100+ components — Bars, menus, slots, dialogue boxes, buttons, panels
  • 8-handle resizing + rich property inspector
  • 20 theme presets + 17 device previews
  • Export as standard Godot CanvasLayer .tscn

Pre-Built UI Nodes (44 total)

NodeDescription
DreamTitleScreenMain menu: New Game, Continue, Settings, Quit
DreamPauseMenuPause overlay with Resume, Settings, Quit
DreamInventoryMenuGrid inventory with categories, tooltips, sorting
DreamSaveSlotUISave/Load grid with thumbnails
DreamHealthBarAnimated HP/MP bar with damage flash
DreamMinimapReal-time minimap with markers
DreamBattleHUDHP/MP bars, party status, turn indicator
DreamDialogueBoxTypewriter text with portraits
DreamLoadingScreenProgress bar loading screen
DreamCreditsScreenScrolling credits with sections
DreamGameOverGame over with retry/quit
DreamCharacterSheetStats, equipment, portrait
DreamSkillBarAction bar with cooldowns
DreamQuestLogActive/completed quest list

Narrative Weaver

Visual dialogue/story editor with 59 node types across 10 categories: Narrative, Logic, Gameplay, Scene/Quest, Character, Camera, Audio, Party, Flow, Game State.

Supports bidirectional Plain English: type text like HERO (Happy): "Welcome!", click Apply to Graph to auto-create nodes, or convert nodes back to text.

Map Editor

Tile painting with 11 layers (Terrain, Walls, Furniture, Decorations, Shadows, Lighting, Collisions), 21 tile categories, 5 paint tools (Pencil, Rect, Fill, Eraser, Picker), Smart Borders for auto-tiling, layer visibility, and minimap preview.

Animation Studio

Import sprite sheets, configure grid/rows, choose from 90+ animation presets. Includes live preview, onion skin, State Machine editor, and exports as Godot SpriteFrames.

Sound Studio

Audio Bus Mixer, Music Playlist Editor, and SFX Browser with 70+ categorized effects. All integrates with DreamAudio.

Cinematic Editor

Timeline sequencer with 16 track types: Camera, Actor, Audio, Particle, Animation, UI, Lighting, Weather, Shake, Subtitle, Color Grade, Path Motion, Fog, and more. Saves as .tres.

Sketch Enhancer

Built-in pixel art editor with 9 tools (Pencil, Soft Brush, Eraser, Fill, Line, Rect, Ellipse, Eyedropper, Selection), layers with opacity, frame animation with onion skinning, pixel grid, mirror mode, brush sizes 1-64px, and PNG spritesheet export.

Procedural Generators (12)

GeneratorDescription
MapProcedural 2D dungeon/overworld maps with rooms, corridors, biomes
World3D terrain with heightmaps, erosion, biome placement
SpriteProcedural sprite generation with configurable styles and parameters
IconGame icon creation with shape, color, badge options
SFX60+ procedural sound presets (explosions, lasers, coins)
MusicMIDI-style piano roll with note editing, multi-track
3D ShapePrimitive mesh generation with material presets
NameRandom names (fantasy/sci-fi/modern)
LootLoot tables with rarity distributions
PaletteColor palettes with harmony rules
ParticleVisual particle builder (fire, smoke, sparkle, rain)
IsometricIsometric tiles/buildings for 2.5D

Converters (4)

ConverterDescription
ImagePNG/JPG/WebP with quality/compression
AudioWAV to Godot AudioStream .tres
2D-to-3DExtrude sprites into meshes with UV, 3 depth modes, normal maps
3D-to-2DRender meshes to sprites with shadows, AA, lighting, spritesheet export

Management Tools

Content Validator
Broken refs, missing deps, logic integrity, localization. CRITICAL/WARNING/INFO severity.
Content Pipeline
Auto-collision, sprite slicer, theme applier — batch processing.
Performance Monitor
FPS, memory, draw calls, node count, orphans. Auto-refresh.
Module Manager
Toggle modules ON/OFF, dependency checking, shipping manifests.
Migration Assistant
Deprecated patterns, old APIs, auto-fix suggestions.
Bake Manager
Convert to native Godot. 4 profiles: Balanced/Performance/Portability/Minimal.
Export Manager
Streamlined export setup for 10 platforms with template detection.
AI Dream Advisor
9 AI providers (ChatGPT, Gemini, Claude, Copilot, DeepSeek, Mistral, Ollama, LM Studio, Custom).
Asset Cleaner
Unused file scanner. Cross-references all .tscn, .tres, .gd to find unreferenced assets. Quarantine or delete to shrink builds.

User Guarantees

  1. Your project is designed to remain recoverable and accessible even without the plugin
  2. Your content is always exportable (standard formats)
  3. Bake to native Godot at any time
  4. Freeze versions for shipping
  5. Migration tools for every breaking change
  6. No hidden project setting hijacks
  7. Unused modules do nothing
Exit LevelActionReversible?
SoftStop using features; project continuesYes
FreezeLock plugin version via manifestYes
BakeConvert to native GodotPartial
HardRemove plugin; stubs replace nodesNo

Gameplay Director

The Gameplay Director is a beginner-friendly content creation wizard that generates game data as real .tres resources directly into your project. No coding required — fill in the blanks and click Generate.

9 Content Generators

GeneratorWhat It CreatesOutput
Quest ChainMulti-step quests with objectives, rewards, prerequisites, and branchingDreamQuest.tres
Shop InventoryShops with items, pricing, stock limits, and restock timersDreamShop.tres
Enemy PackEnemies with stats, AI types, loot tables, and boss phasesDreamEnemy.tres
Loot TableWeighted drop tables with rarity tiers (Common to Legendary)DreamLootTable.tres
NPC RosterNPCs with dialogue, schedules, gift preferences, and factionDreamActorData.tres
Skill TreeSkill trees with prerequisites, costs, passive/active skillsDreamSkill.tres
Dungeon PlanRoom-based dungeon layouts with enemy placement and treasureScene layout data
Name GeneratorRandom names (Fantasy, Sci-Fi, Modern, Place names)String lists
World RegionWorld map regions with biomes, settlements, and connectionsRegion data

How to Use

  1. Open the Almanac and click Gameplay Director in the ribbon (Author category).
  2. Select a generator category from the dropdown (e.g., "Quest Chain").
  3. Fill in the parameters: name, difficulty, genre, count, etc.
  4. Click Generate. Resources are saved directly to your project folders.
  5. Use the generated .tres files in your scenes via DreamCore's auto-scan database.
Tip
Combine the Gameplay Director with Scene Composer templates. Generate a quest chain, then create an RPG Town scene — the NPC can reference the quest directly via its DreamBehavior sequence.

Ideation Board

The Ideation Board is a block-based idea management tool built into the Almanac. Capture game design ideas, track progress, and link ideas to actual game systems — all without leaving the editor.

Features

  • Idea Blocks — Create categorized blocks: Feature, Bug, Art, Audio, Design, Story, Code, Polish
  • Priority Levels — Low / Medium / High / Critical with color coding
  • Checklists — Per-block task checklists with completion tracking
  • Drag & Reorder — Rearrange blocks by priority or custom order
  • System Linking — Link blocks to scenes, resources, or logic graphs
  • Focus Mode — Filter by category or priority to focus on specific tasks
  • Auto-Save — Board state persists in dreamcatcher_ideation.json
  • Import / Export — Share boards as JSON between team members

How to Use

  1. Open the Almanac and click Ideation in the ribbon (Author category).
  2. Click the + button to create a new idea block. Choose a category.
  3. Type your idea, set priority, add checklist items.
  4. Drag blocks to reorder. Use the filter bar to focus on specific categories.
  5. Link blocks to scenes using the link icon — the Scene Flow view will show connections.
Migration Note
If you used an earlier version with "Forge" naming, your data is automatically migrated from dreamcatcher_forge.json to dreamcatcher_ideation.json on first load.

Procedural Toolkit

The Procedural Toolkit is Dreamcatcher's advanced asset creation powerhouse. It combines 18 procedural tools into one tabbed interface inside the Almanac.

Tabs Overview

TabPurpose
Map GeneratorProcedural 2D dungeons and overworld maps with rooms, corridors, biomes, and auto-tiling
World Generator3D terrain with heightmaps, thermal/hydraulic erosion, biome placement, and mesh export
Sprite GeneratorProcedural sprite creation with style presets and configurable parameters
Icon GeneratorGame icons with shape templates, color palettes, badges, and export
SFX Generator60+ procedural sound presets: explosions, lasers, coins, UI clicks, footsteps, impacts
Music Piano RollVisual MIDI-style piano roll with note editing, velocity, duration cycling, per-track coloring, and WAV export
3D Shape GeneratorPrimitive meshes (box, sphere, cylinder, cone, torus) with material presets and .tres export
Name GeneratorRandom names: Fantasy, Sci-Fi, Modern, Place, Shop, Tavern with seed control
Loot GeneratorLoot tables with configurable rarity distributions and drop simulations
Palette GeneratorColor palettes with harmony rules (complementary, triadic, analogous, split)
Particle GeneratorVisual particle builder: fire, smoke, sparkle, rain, snow, magic, blood, and custom
Isometric GeneratorIsometric tiles and buildings for 2.5D games with auto-depth sorting
2D-to-3D ConverterExtrude sprites to 3D meshes with UV textures, 3 depth modes (flat/bevel/depth-map), and normal map generation
3D-to-2D RendererRender 3D models to 2D sprites with configurable lighting, shadows, AA, tone mapping, and spritesheet export. Supports multiple isometric angles.
Sketch EnhancerBuilt-in pixel art editor with 9 tools, layers, animation frames, onion skinning, and export
Image ConverterBatch convert between PNG, JPG, and WebP with quality settings
Audio ConverterWAV to Godot AudioStream .tres resources
Auto-RigPlace bone markers on 2D sprites, generate Skeleton3D with per-vertex bone weighting, and export rigged meshes

Music Piano Roll — Detail

A full visual MIDI-style music editor:

  • Note editing — Click to place, right-click to delete, drag to move
  • Velocity control — Scroll on notes to adjust volume (0-127)
  • Duration cycling — Double-click to cycle: whole, half, quarter, eighth, sixteenth
  • Multi-track — Up to 8 tracks with per-track instrument, color, and mute/solo
  • Playback — Real-time preview with BPM control and loop region
  • Export — Save as WAV audio or Godot AudioStream resource

3D-to-2D Renderer — Detail

Render any 3D model (GLB, GLTF, OBJ) or scene node to a 2D sprite:

  • Source options — Selected scene node, primitive shapes, or file browser (GLB/TSCN)
  • Camera angles — Front, side, top-down, 7 isometric/trimetric presets, custom spherical
  • Post-processing — Outline, pixelization, 7 render styles (flat toon, cel-shaded, silhouette, depth, normal, pixelized, outline ink)
  • Sprite sheets — Multi-frame rendering with configurable grid layout
  • Auto-fit camera — Automatically frames the model regardless of scale
  • Material preservation — GLB/GLTF models retain all surface materials and textures

Auto-Rig Tool — Detail

Rig 2D sprites for skeletal animation:

  1. Load a sprite into the Sketch Enhancer or import a PNG.
  2. Switch to the Auto-Rig tab. Choose a rig type (Humanoid, Quadruped, Custom).
  3. Place bone markers on the sprite by clicking key joints (head, shoulders, hips, knees, feet).
  4. Click Apply Rig. The tool generates a Skeleton3D with bones at marker positions.
  5. Per-vertex bone weights are calculated using inverse-distance weighting (up to 4 bones per vertex).
  6. Export the rigged mesh for use in Animation Studio or directly in your scene.

Autoload Singletons (28)

28 autoloads always available at runtime, managed by Module Manager:

SingletonPurpose
DreamCoreCentral data: 25 databases, 17 signals, variables/switches/inventory/party/gold
DreamDirectorVisual script VM: event traversal, compiler, flow control, macros
DreamAudioBGM/SFX/Voice buses, crossfade, ducking
DreamInputUnified input for keyboard, gamepad, touch
DreamSceneManagerScene transitions, loading screens, spawn points
DreamGameLoopDay/night cycle, in-game clock
DreamHUDHUD overlay management
DreamEquipmentPer-actor equipment with stat bonuses
DreamCutsceneCutscene player with letterboxing
DreamAchievementsAchievement tracking with persistence
DreamWeatherDynamic weather with particles
DreamEntityServerRuntime entity registry
DreamLocalization11-language i18n
DreamMapRevealFog-of-war and discovery
DreamFSMControllerFinite state machines
DreamTweenSimplified tweening with presets
DreamScreenFXShake, flash, fade, vignette
DreamNetSyncMultiplayer sync (ENet/WebRTC)
DreamAccessibilityScreen reader, color filters, remapping
DreamPoolObject pooling for performance
DreamPhysicsLayersNamed collision layers
DreamEventBusGlobal event bus (shout/listen)
DreamDialogueManagerDialogue with branching, portraits, voice
DreamRuntimeThemeRuntime UI theming
DreamConditionalAssetsState-based asset swapping
DreamCharacterRegistryCharacter DB (portraits, emotions, voice)
DreamTransitionScene transition effects
DreamSceneFlowRuntimeGraph-based scene routing
Note
DreamSave is a static utility class accessed via class_name, not an autoload. Call DreamSave.save_game(slot) directly.

DreamCore — Central Data Hub

Runtime Database (Auto-Scan)

// Place .tres in these folders — DreamCore scans automatically:
res://items/    → db_items      res://actors/   → db_actors
res://enemies/  → db_enemies    res://skills/   → db_skills
res://quests/   → db_quests     res://cards/    → db_cards
res://shops/    → db_shops      res://chapters/ → db_chapters
// ... 25 database categories total

API

# Inventory
DreamCore.inventory["potion"] = 5

# Gold
DreamCore.gold += 100

# Variables & Switches
DreamCore.variables["player_level"] = 5
DreamCore.switches["BOSS_DEFEATED"] = true

# Party
DreamCore.party_members.append("hero")

# Quests (0=New, 1=Active, 2=Done)
DreamCore.active_quests["rescue"] = 1

# Signals
DreamCore.inventory_changed.connect(callback)
DreamCore.gold_changed.connect(update_ui)
DreamCore.variable_changed.connect(on_change)
DreamCore.quest_updated.connect(on_quest)
DreamCore.game_over_triggered.connect(show_gameover)
DreamCore.level_up.connect(on_levelup)

Streaming Database: Use DreamCore.get_resource(db, id) for on-demand loading in large games.

DreamSave — Save/Load System

Important
DreamSave is a static class (not autoload). Use DreamSave.method() directly.
  • 20 save slots with AES-256 encryption
  • 12 subsystem snapshots: Core, Audio, Equipment, Weather, Map, Achievements, GameLoop, FSM, Accessibility, Input, ScreenFX, CharacterRegistry
  • Thumbnail capture, version migration, corruption guard (temp+rename+backup)
DreamSave.save_game(0)              # Save to slot 0
DreamSave.load_game(0)              # Load from slot 0
DreamSave.delete_save(0)            # Delete slot 0
DreamSave.list_saves()              # All save info
DreamSave.export_save_to_json(0)    # Debug export

DreamAudio — Audio System

# BGM
DreamAudio.play_bgm("res://music/battle.ogg")
DreamAudio.stop_bgm()

# SFX (pooled, up to 12 simultaneous)
DreamAudio.play_sfx("res://sfx/hit.wav")

# Volume control
DreamAudio.set_music_volume(0.8)
DreamAudio.set_sfx_volume(0.6)
DreamAudio.set_voice_volume(1.0)

Auto-creates Music/SFX/Voice audio buses. Supports crossfade, ducking, and save/load state.

DreamDirector — Visual Script VM

Executes DreamSequence graphs at runtime. Features: OOP event traversal, optimized compiler, branches/loops/labels/jumps, macro system, yield guard, 291 built-in handlers.

# Register custom handler (Architect Mode)
DreamDirector.register_handler("my_action", func(data, ctx):
    var target = ctx.get_input("target")
    ctx.set_output("result", true)
)

Combat System

Combat Bridge (12 Modes)

DreamCombatBridge unifies 12 combat styles:

Real-Time ActionTurn-BasedATBGrid Tactical
Card BattleAuto-BattleFighting GameHack & Slash
Bullet HellRhythm CombatQTEStealth Takedown

Subsystems

  • Weapon System — 5 types (Melee, Ranged, Magic, Thrown, Beam), ammo, fire modes
  • Aim System — 6 modes (Free, Lock-On, Auto, Cursor, Twin-Stick, Touch)
  • Grid Combat — XCOM/FFT-style: movement/attack ranges, cover, flanking, height advantage
  • Damage Formula — Elements, resistances, crits, armor reduction
  • Damage Numbers — 10 popup types (damage, heal, crit, miss, block, poison, XP, gold, levelup, custom)

RPG Systems

Quest Manager
Multi-step quests, auto-tracking, chains, branching, repeatable, journal integration.
Skill Tree
Multi-tree, prerequisites, point costs, respec, passive/active categories.
Crafting
Workstation-based, recipe discovery, ingredients, quality tiers, batch crafting.
Inventory
Weight limits, categories, favorites, stacking, auto-sort, grid/list display.
Shop
Buy/sell, price modifiers, reputation discounts, limited stock, restock timers.
Equipment
Per-actor slots (Weapon, Armor, Helmet, Accessory), stat bonuses, unequip logic.

RPG Comfort Suite

DreamRPGComfort: Element/resistance system, 12 status states, 5 battle profiles, encounter zones, AI patterns, XP curves.

AI & Entity Systems

  • AI Director — Dynamic difficulty, mercy rule, group commands, threat assessment, pacing
  • Entity Types — 9 classifications with stat scaling, boss phases, minion spawning, aggro tables
  • NPC System — Schedules, gift preferences, relationship levels, conversation memory, faction rep
  • Companion System — Pet/companion AI, loyalty, skills, follow/wait, bond levels
  • Behavior Trees — 7 BT nodes: BTNode, BTSequence, BTSelector, BTParallel, BTInvert, BTRepeat, BTComposite

World Systems

Weather
Dynamic weather: rain, snow, fog, storm with particles and save/load.
Loot Manager
Rarity tiers, drop tables, magnet, auto-loot, weighted random.
Minimap Markers
Waypoints, POI, enemy indicators, quest markers, fog-of-war.
Vehicle System
8 vehicle types, fuel, mounted combat, mount/dismount.
Tutorial System
Step-by-step, input-gated, contextual tips, skip, completion tracking.
Day/Night
In-game clock, seasons, time events via DreamGameLoop.

Genre DNA System (36 Genres)

DNA presets configure the workspace for your game type. Change anytime via Dream DNA dock.

#Genre#Genre#Genre
0Universal12Multiplayer24Sandbox
1Platformer13Turn-Based RPG25Metroidvania
2Action RPG14Puzzle26Bullet Hell/Shmup
3Visual Novel15Rhythm27Point & Click
4Card Battler16Roguelike28Endless Runner
5Cozy Farm17Tower Defense29Card Game (Classic)
6Stealth Tactics18Fighting (2D)30Hack & Slash
7Survival19Fighting (3D)31Idle/Clicker
8Racing20Sports (Soccer)32Auto-Battler
9Horror21Sports (Basketball)33Battle Royale
10Party Game22Sports (Tennis)34MOBA/Arena
11Board Game23Simulation/Tycoon35Educational/Quiz

Each genre has a dedicated logic module with specialized visual nodes, plus a runtime manager for genre-specific gameplay.

Resource Types (35)

All are standard Godot .tres files with class_name annotations:

ResourceKey Properties
DreamItemid, name, type, description, icon, price, stackable, damage, effects
DreamActorDataid, name, hp, mp, attack, defense, speed, portrait, equipment_slots
DreamEnemyid, name, hp, attack, xp_reward, gold_reward, loot_table, ai_type, boss_phases
DreamSkillid, name, type, mp_cost, damage, element, target, cooldown
DreamQuestid, name, type, objectives, rewards, prerequisites, repeatable
DreamCardid, name, type, cost, attack, health, effects, rarity
DreamChapterid, title, nodes (dialogue graph data)
DreamDialogueid, character_id, text, emotion, voice_clip, choices
DreamShopid, name, inventory_items, price_modifier
DreamClassid, name, base_stats, growth_rates, skills_learned
DreamStateid, name, type (buff/debuff), duration, stat_modifiers
DreamRecipeid, result_item, ingredients, workstation
DreamLootTableid, entries (item_id, weight, min/max qty)
DreamPuzzleid, type, grid_size, solution, difficulty
DreamEnvironmentid, ambient_color, fog, sky, lighting
DreamDeckid, name, cards, card_limit
DreamGridid, width, height, cell_size, terrain_data
DreamBoardPathid, waypoints, loop, speed
DreamFighterDataid, name, health, moves, combos, hitboxes
DreamSportConfigid, sport_type, team_size, field_size, rules
DreamTowerDataid, name, damage, range, fire_rate, cost, upgrades
DreamRhythmChartid, bpm, notes, difficulty, audio_path
DreamWaveDataid, enemies, spawn_interval, path, boss_wave
DreamPerkDataid, name, stat_modifiers, prerequisites
DreamRaceConfigid, laps, checkpoints, ai_difficulty
DreamRunnerConfigid, speed, obstacles, powerups, lanes
DreamHorrorConfigid, scare_type, intensity, ambient_sound
DreamTilesetDataid, tiles, auto_tile_rules
DreamAnimationDataid, frames, fps, loop
DreamWeaponid, name, type, attack, element, range, animation, notetags
DreamArmorid, name, type, defense, evasion, resistances, notetags
DreamTroopid, name, enemies, positions, battle_bg, conditions
DreamSystemConfigid, game_title, currency, start_party, menu_access, notetags
DreamSequenceid, compiled_graph, local_memory, commands (visual logic script)
DreamEventid, event_type, parameters, conditions (event command resource)

Custom Node Types (112)

Core Nodes (3D / 2D Parity)

3D2DPurpose
DreamActorDreamActor2DPlayer/NPC controllers with movement, stats, traits
DreamTriggerDreamTrigger2DArea-based event triggers
DreamHitboxDreamHitbox2DDamage-dealing collision areas
DreamHurtboxDreamHurtbox2DDamage-receiving collision areas
DreamInteractableDreamInteractable2DInteractive objects (NPCs, chests, signs)
DreamPickupDreamPickup2DCollectible items
DreamCheckpointDreamCheckpoint2DSave/respawn points
DreamPlatformDreamPlatform2DMoving/one-way platforms
DreamProjectileDreamProjectile2DBullets, arrows, magic bolts
DreamNavPathDreamNavPath2DAI navigation paths
DreamCamera3DDreamCamera2DPre-configured cameras (8 presets each)

Additional Systems

DreamBehavior, DreamCombatBridge, DreamGridCombat, DreamDamageFormula, DreamDamageNumbers, DreamWeaponSystem, DreamAimSystem, DreamQuestManager, DreamSkillTree, DreamCraftingManager, DreamInventoryManager, DreamShopManager, DreamLootManager, DreamNPCSystem, DreamEntityTypes, DreamPartyFormation, DreamCompanionSystem, DreamVehicleSystem, DreamTutorialSystem, plus 33 UI nodes, 19 genre managers, and 4 touch controls.

Touch Controls

DreamVirtualJoystick, DreamTouchButton, DreamTouchDPad, DreamGestureArea

Control Schemes

3D Schemes (6)2D Schemes (5)
Platformer, Top-Down, FPS, TPS, Twin-Stick, NonePlatformer, Top-Down, Twin-Stick, Isometric, None

ECS Traits (15)

Composable components attached to DreamActor nodes via Inspector:

TraitProvides
HealthHP pool, damage/heal, death, regen
ManaMP pool, cost checking, regen
ShieldAbsorbable damage buffer, recharge
AggroThreat table for AI targeting
StatsSTR, DEX, INT, VIT with scaling
StaminaAction cost, exhaustion, recovery
InventoryPer-actor item storage
EquipmentGear slots with stat modifiers
MovementSpeed, acceleration, friction
IFramesInvincibility window after hit
ComboCombo counter, timing windows
XPExperience, level-up curves
FactionTeam/faction for AI
AI PerceptionDetection range, sight, hearing
Status EffectsBuff/debuff application

Multiplayer

Online — DreamNetSync

State synchronization via ENet or WebRTC. Player join/leave, state replication, RPCs, authority management.

Local — DreamLocalMultiplayer

1-4 players with device binding, split-screen, join/leave system, per-player input mapping.

Accessibility

DreamAccessibility provides:

  • Screen reader support (TTS for UI elements)
  • Colorblind filters (Protanopia, Deuteranopia, Tritanopia)
  • High contrast mode + Font scaling
  • Motion reduction (reduced shake, no flash)
  • Input remapping with alternative schemes
  • Caption framework for audio content

Localization (11 Languages)

DreamLocalization: EN, ES, FR, DE, IT, PT, JA, KO, ZH, RU, AR

  • CSV source for easy translation management
  • Compiled .translation files for runtime
  • QA mode highlights untranslated strings
  • Pluralization and variable interpolation
  • RTL support for Arabic

Export & Deploy (10 Platforms)

PlatformOutputPlatformOutput
Windows.exeAndroid.apk
Linux.x86_64iOS.ipa
macOS.dmgSteam Deck.x86_64
Web/HTML5.htmlXboxGDK
PS5DevKitSwitchDevKit

Genre presets auto-generated. Click Generate Presets then BUILD GAME.

Extensibility SDK

Replace Any System

DreamServiceLocator.register_service("audio", my_audio)
// All Dreamcatcher code now uses YOUR implementation

Custom Visual Logic Nodes

DreamLogicLibrary.register_node({
    "id": "my_action", "name": "My Action",
    "category": "My Plugin",
    "inputs": [{"name": "target", "type": "string"}],
    "outputs": [{"name": "result", "type": "bool"}],
})

Runtime Console Commands

var console = get_node_or_null("/root/DreamRuntimeConsole")
console.register_command("my_cmd", "Description", func(args):
    return "Done!"
)

Built-in: help, vars, getvar, setvar, scene, entities, services, tree, perf, timescale, pause, fps, nodes, clear.

Advanced Modes

  • No-Autoload Modedreamcatcher/advanced/no_autoload_mode = true. No singletons; use ServiceLocator manually.
  • Headless/CIgodot --headless --export-release "Windows" game.exe. Editor UI skipped; autoloads registered.
  • Dream Packs — Install/uninstall extensions via DreamPackManager with manifest + dependency system.

Testing (15 Suites)

Built-in test framework. Run from Almanac → Tools → Run Tests, or instantiate DreamTestRunner.

SuiteCovers
test_dream_coreVariables, inventory, gold, party, database
test_dream_audioBGM, SFX, volume, bus creation
test_dream_saveSave/load, slots, encryption
test_dream_poolObject pooling, acquire/release
test_dream_game_loopDay/night, clock, time events
test_dream_net_syncState sync, player management
test_dream_physics_layersNamed layers, collision matrix
test_dream_accessibilityFilters, font scale, motion
test_dream_editor_uiPanel creation, theme, widgets
test_dream_battleCombat bridge, damage, turns
test_dream_directorVisual logic execution, flow
test_dream_templatesScene template creation
test_dream_ui_componentsUI rendering, interaction
test_dream_resourcesResource loading, validation
test_dream_asset_pipelineAsset processing, batch operations

Troubleshooting

Plugin won't load

  • Requires Godot 4.6.1+. FATAL error on older versions.
  • Folder must be exactly addons/dreamcatcher/ (lowercase).

"Can't add Autoload" error

A script with class_name X cannot be autoloaded as X. Check project.godot for stale entries and remove them.

Export fails

Check Export Manager template status. If "NOT FOUND", download templates via Editor → Manage Export Templates.

Save/Load issues

Saves stored in user://saves/ as .dream. Debug with DreamSave.export_save_to_json(slot).

Performance tips

  • Use DreamPool for frequent spawning
  • Call DreamCore.flush_memory_cache() during transitions
  • Check Performance Monitor for heavy subsystems

Keyboard Shortcuts

ShortcutAction
Ctrl+Shift+F5Quick Play
Ctrl+SSave resource in Almanac
Ctrl+Z / YUndo / Redo
Ctrl+ClickSpatial link (viewport)
EscapeCancel linking
Backtick `Toggle debug console

Frequently Asked Questions

Do I need to know GDScript?

No. Dreamcatcher is designed for zero-code development. The Visual Logic system, Plain English mode, and scene templates let you build complete games without writing a single line of code. However, if you do know GDScript, Architect Mode gives you full access to extend any system.

Can I use Dreamcatcher with an existing Godot project?

Yes. Copy the addons/dreamcatcher/ folder into your project and enable the plugin. Dreamcatcher nodes and systems are opt-in — they won't interfere with your existing scenes or scripts. You can use as little or as much of the toolkit as you want.

What happens if I remove the plugin later?

Dreamcatcher's 7 User Guarantees ensure your project always opens, even without the plugin. Use the Bake Manager to convert Dreamcatcher assets to native Godot before removal. See the Exit Ladder for the full migration path.

Does Dreamcatcher work with C# / .NET?

Dreamcatcher is written in GDScript and works in both the standard and .NET builds of Godot 4.6.1+. You can call Dreamcatcher autoloads and nodes from C# via the standard Godot interop, though the visual logic editor is GDScript-native.

How is DreamSave different from other autoloads?

DreamSave is a static utility class accessed via its class_name, not an autoload singleton. Call DreamSave.save_game(slot) directly from anywhere — no /root/ path needed. This avoids Godot's class_name/autoload name collision rule.

Can I replace built-in systems with my own?

Yes. The Service Locator pattern lets you swap any of the 28 autoloads with your own implementation. Call DreamServiceLocator.register_service("audio", my_audio) and all Dreamcatcher code will use yours.

How do I add my own visual logic nodes?

Use DreamLogicLibrary.register_node({...}) with an id, name, category, inputs, and outputs. Then register a handler in DreamDirector. See Extensibility SDK for the full code example.

What genres can I make?

Any genre. The 36 DNA presets cover Action RPG, Platformer, Visual Novel, Fighting, Racing, Horror, Tower Defense, Roguelike, Rhythm, Sports, MOBA, Battle Royale, Card Games, Farming, and many more. You can also use Universal mode for custom genres.

Is multiplayer supported?

Yes. DreamNetSync provides online multiplayer via ENet or WebRTC (state sync, RPCs, authority). DreamLocalMultiplayer handles local 1-4 player with split-screen and per-player input binding. See Multiplayer.

Where are save files stored?

In user://saves/ as encrypted .dream files. Debug with DreamSave.export_save_to_json(slot). On Windows, user:// maps to %APPDATA%/Godot/app_userdata/YourProject/.

Genre Tutorials

Step-by-step guides for building complete games in the most popular genres. Each tutorial uses zero code — only Visual Logic, Scene Composer, and Gameplay Director.

Platformer (2D)

  1. Set DNA — Open the Dream DNA dock, select Platformer. This loads platformer-specific nodes and logic palette.
  2. Create Scene — Scene Composer → Platformer → "Classic Level". A .tscn with tilemap, player spawn, coins, and exit is generated.
  3. Add Player — In the scene, find the DreamActor2D node. In the Inspector, set Control Scheme to "Platformer". Attach Health, Movement, and IFrames traits.
  4. Add Logic — Select the player node, click Add DreamBehavior. In the Visual Logic editor, add a "Platformer Player" template. This wires up movement, jump, and coin collection.
  5. Add Enemies — Drag DreamActor2D into the scene, set it as Enemy. Add a "Patrol" behavior from templates. Attach DreamHurtbox2D and DreamHitbox2D.
  6. Add UI — Scene Composer → UI → "Platformer HUD". Adds coin counter, lives, and health bar.
  7. Test — Press Ctrl+Shift+F5 (Quick Play) to test the level instantly.

Action RPG

  1. Set DNA — Dream DNA → Action RPG.
  2. Generate Content — Gameplay Director → Enemy Pack (5 enemies) → Generate. Then Loot Table → Generate. Then Quest Chain ("Rescue the Village") → Generate.
  3. Create Town — Scene Composer → RPG → "Town". An NPC, shop, inn, and quest board are auto-populated.
  4. Create Dungeon — Scene Composer → RPG → "Dungeon". Rooms, corridors, enemy spawns, and a boss arena are generated.
  5. Wire Scenes — Open Scene Flow. Connect Town exit to Dungeon entrance. DreamSceneManager handles transitions.
  6. Add Combat — Select the player, add DreamCombatBridge. Set mode to "Real-Time Action". Add DreamWeaponSystem with Melee weapon.
  7. Add Inventory — Add DreamInventoryManager to the scene. The UI Builder → "Inventory Screen" template creates the full menu.
  8. Save System — Place DreamCheckpoint2D nodes at save points. DreamSave auto-captures all 12 subsystem snapshots.

Visual Novel

  1. Set DNA — Dream DNA → Visual Novel.
  2. Create Characters — In DreamCharacterRegistry, add characters with portraits, emotions (happy, sad, angry, surprised), and voice clips.
  3. Write Dialogue — Open Narrative Weaver. Use Plain English mode to type:
    HERO (Happy): "Welcome to the academy!"
    CHOICE: "Explore the library" -> library_branch
    CHOICE: "Talk to the teacher" -> teacher_branch
    Click Apply to Graph to auto-create the node graph.
  4. Create Scenes — Scene Composer → Visual Novel → "Dialogue Scene". Background, character positions, and dialogue box are auto-configured.
  5. Add Branching — In Scene Flow, create branches: Main → Library / Teacher. Each branch can lead to different endings.
  6. Add CG Gallery — Scene Composer → Visual Novel → "CG Gallery". Unlockable images displayed after viewing.

Horror

  1. Set DNA — Dream DNA → Horror.
  2. Create Environment — Scene Composer → Horror → "Corridor". Dark lighting, ambient fog, and flickering lights are auto-applied.
  3. Add Atmosphere — DreamWeather → set to "Fog". Sound Studio → add ambient heartbeat and distant screams to the Music Playlist.
  4. Add Jump Scare — Place a DreamTrigger2D. In its DreamBehavior, add: Play Sound "scare.wav" → Screen Flash → Spawn Enemy.
  5. Add Safe Room — Scene Composer → Horror → "Safe Room". Includes a save point, warm lighting, and calming BGM.
  6. Sanity System — Use DreamCore variables: sanity = 100. Visual Logic nodes reduce sanity near enemies, trigger screen distortion effects via DreamScreenFX.

Tower Defense

  1. Set DNA — Dream DNA → Tower Defense.
  2. Create Map — Scene Composer → Tower Defense → "Lane Map". Enemy path, tower grid, and UI are generated.
  3. Define Towers — Gameplay Director → generate DreamTowerData resources: Arrow Tower (fast, low damage), Cannon Tower (slow, AOE), Ice Tower (slow effect).
  4. Define Waves — Create DreamWaveData resources: wave 1 (5 basic enemies), wave 2 (10 enemies + fast), wave 3 (15 + boss).
  5. Wire Logic — Visual Logic → TD templates handle spawning, pathing, tower targeting, and gold rewards automatically.
  6. Add Upgrades — DreamTowerData supports upgrade tiers. UI Builder → "Tower Upgrade Panel" for the in-game interface.

Racing

  1. Set DNA — Dream DNA → Racing.
  2. Create Track — Scene Composer → Racing → "Circuit Track". Road, checkpoints, starting grid, and finish line.
  3. Configure Vehicle — Add DreamVehicleSystem. Set type to "Car", tune speed, acceleration, drift parameters.
  4. Add AI Opponents — Place DreamActor2D racers with "Racing AI" behavior template. They follow the track path with rubber-banding difficulty.
  5. Add HUD — UI Builder → "Racing HUD" with speedometer, position, lap counter, and minimap.
  6. Leaderboard — DreamCore variables store best times. UI Builder → "Leaderboard" template for display.

Card Battler

  1. Set DNA — Dream DNA → Card Battler.
  2. Create Cards — Use DreamCard resources: name, cost, attack, health, effects, rarity. Gameplay Director can batch-generate card sets.
  3. Build Deck — Create DreamDeck resources with card limits and starting decks.
  4. Create Battle Scene — Scene Composer → Card Battler → "Card Battle Arena". Hand, field, deck, and discard zones are pre-configured.
  5. Wire Combat — DreamCombatBridge set to "Card Battle" mode. Visual Logic handles draw, play, attack, and end-turn phases.
  6. Add Collection — UI Builder → "Card Collection" with filtering by rarity, type, and cost.

Fighting Game (2D)

  1. Set DNA — Dream DNA → Fighting (2D).
  2. Create Fighter — DreamFighterData resource: health, moves list (jab, kick, special, super), combo chains, hitbox data.
  3. Create Arena — Scene Composer → Fighting → "Arena". Stage bounds, camera, and health bars.
  4. Add Moves — Animation Studio → import sprite sheet → define frames for idle, walk, jab, kick, special. The state machine links animations to input commands.
  5. Wire Input — DreamInput recognizes fighting game motions (QCF, DP, charge). Visual Logic templates map motions to attacks.
  6. Character Select — Scene Composer → Fighting → "Character Select" with portraits, stats preview, and cursor controls.

Cozy Farm

  1. Set DNA — Dream DNA → Cozy Farm.
  2. Create Farm — Scene Composer → Cozy Farm → "Farm Map". Plots, barn, house, and town entrance.
  3. Add Crops — DreamCore database: add crop items (seeds, mature plants) with growth timers linked to DreamGameLoop day/night cycle.
  4. Add NPCs — Gameplay Director → NPC Roster with gift preferences, friendship levels, and dialogue.
  5. Add Shop — Gameplay Director → Shop Inventory. Sell crops, buy seeds and tools.
  6. Seasons — DreamGameLoop manages seasons. Different crops grow in different seasons. DreamWeather changes per season.
  7. Add Fishing — Visual Logic → "Fishing Minigame" template for a timing-based catch mechanic.

Rhythm Game

  1. Set DNA — Dream DNA → Rhythm.
  2. Create Chart — DreamRhythmChart resource: BPM, note positions, difficulty. Use the Music Piano Roll to compose original tracks.
  3. Create Scene — Scene Composer → Rhythm → "Note Highway". Falling notes, hit zone, combo counter, and score display.
  4. Configure Input — DreamInput maps keyboard/gamepad buttons to lane positions (4-key or 6-key).
  5. Add Scoring — Visual Logic → Rhythm templates handle Perfect/Great/Good/Miss timing windows, combo multipliers, and grade calculation.
  6. Song Select — UI Builder → "Song Select" with album art, difficulty stars, and high scores.

Glossary

TermDefinition
AlmanacThe main Dreamcatcher workspace replacing the standard Godot editor view.
DNA GenreOne of 36 game genre presets that configure the workspace and node palette.
DreamBehaviorA node containing a visual logic graph. Attach to any game object.
DreamSequenceA .tres resource storing the visual logic graph (nodes + connections).
DreamEventA single instruction in a visual logic graph (e.g., "Show Dialogue", "Play Sound").
DreamDirectorThe runtime VM that executes visual logic graphs.
Service LocatorPattern providing safe access to autoloads with graceful degradation.
TraitA composable ECS component (health, stats, inventory) attached to actors.
BakeConvert Dreamcatcher assets to native Godot equivalents for plugin-free shipping.
ManifestA dream_manifest.cfg file locking plugin version and enabled modules.
Dream PackAn extension pack with manifest + dependency system, installable via Pack Manager.
Plain EnglishA readable pseudocode view of visual logic graphs.
Quick PlayOne-click scene testing button in the editor toolbar.
Gated AutoloadAn autoload that only registers if its module is enabled in the manifest.
Streaming DBOn-demand resource loading to prevent memory bloat in large games.
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