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.
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
Who Is Dreamcatcher For?
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.resformats. No proprietary binary blobs.
At a Glance
| Category | Details |
|---|---|
| Genre DNA | 36 Genre DNA presets (Action RPG, Platformer, Visual Novel, Fighting, Tower Defense, Roguelike, Racing, Rhythm, Sports, MOBA, Battle Royale, and more) |
| Scene Templates | 154 pre-built starter scenes across 43 categories |
| Custom Node Types | 112 drop-in gameplay nodes for every genre |
| Visual Logic Nodes | 291 node scripts with 177 curated library definitions across 36 Genre DNA presets and gameplay categories |
| Autoload Singletons | 28 core systems always available at runtime |
| Resource Types | 35 data types (Items, Actors, Skills, Weapons, Armor, Cards, Quests, Enemies, and more) |
| Editor Tools | 22 workspace tools across 5 ribbon categories + AI Advisor (9 providers) |
| Platforms | 10 export targets: Windows, Linux, macOS, Web, Android, iOS, Steam Deck, Xbox, PS5, Switch |
| Localization | 11 languages + CSV export/import + QA mode |
| ECS Traits | 15 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
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
| Component | Version |
|---|---|
| Dreamcatcher | v0.9.0 (first public release) |
| Godot Engine | 4.6.1+ (standard or .NET build) |
| GDScript | 4.0+ 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
Installation
Requirements
| Requirement | Details |
|---|---|
| Godot Version | 4.6.1 or later (standard or .NET build) |
| Dependencies | None — fully self-contained |
| Disk Space | ~6 MB download size for the plugin and bundled assets |
| OS | Windows, macOS, Linux (wherever Godot runs) |
Step-by-Step Setup
- Download the Dreamcatcher plugin folder from the official source.
- Copy the
addons/dreamcatcher/folder into your Godot project root:your_project/ ├── addons/ │ └── dreamcatcher/ ← Place here ├── project.godot └── ... - Open your project in Godot 4.6.1+.
- Go to Project → Project Settings → Plugins.
- Find Dreamcatcher and click Enable.
- The Welcome Wizard appears automatically on first launch, guiding you through project naming, genre selection, and optional starter scene creation.
- 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
[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 neededQuick 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
Step 4: Add Custom Logic
- Select any node (e.g., a DreamTrigger)
- In the Inspector, assign a new DreamSequence resource
- Double-click the sequence to open the Almanac visual logic editor
- Drag nodes from the palette:
Show Dialogue → Branch → Teleport → Play Sound - 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
- Set DNA to Action RPG in the Dream DNA dock.
- Create a scene from the RPG Town (2D) template in Scene Composer.
- 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).
- 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". - Add a DreamActor2D for the player. Attach the health, stats, and inventory traits in the Inspector.
- Add enemy spawners: place DreamActor2D nodes with the enemy trait preset and a DreamBehavior with "AI Wander + Attack Player" logic.
- Drop a DreamHealthBar and DreamMinimap into the scene for UI.
- Test with Quick Play. Export when ready.
Tutorial: Building a Visual Novel
- Set DNA to Visual Novel.
- Create a scene from VN Dialogue Scene template.
- Open Narrative Weaver (Author → Narrative). Create character nodes with portraits and emotions.
- Build branching dialogue:
HERO (Happy): "Welcome!" → [Choice] "Accept" / "Decline" → different paths. - Use Plain English mode to type dialogue as text, then click Apply to Graph to auto-create nodes.
- Add background images with
DreamVNBackgroundand character sprites withDreamVNCharacterDisplay. - Save the chapter as a
DreamChapterresource. 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 sceneService 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 audioDirectory 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, brandingThe Almanac Workspace
The Almanac is Dreamcatcher's main workspace — a full-screen editor with a 5-category ribbon:
| Ribbon | Tools |
|---|---|
| Author | Visual Logic, Database, Narrative Weaver, Dialogue UI, Ideation |
| Design | Scene Composer, Scene Flow, Map Editor, UI Builder, Animation Studio, Cinematic Editor, Sound Studio, Sketch Enhancer |
| Generate | 12 generators: Map, World, Sprite, Icon, SFX, Music, 3D Shape, Name, Loot, Palette, Particle, Isometric, Gameplay Director |
| Convert | Image, Audio, 2D-to-3D, 3D-to-2D |
| Manage | Validator, 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
| Concept | Description |
|---|---|
DreamBehavior | Node attached to game objects containing a visual logic graph |
DreamSequence | .tres resource storing graph data (nodes + connections) |
DreamDirector | Autoload that executes visual logic graphs at runtime |
DreamEvent | Base class for 40 event types triggered by logic nodes |
| Flow Wires | White wires defining execution order |
| Data Wires | Colored wires passing values (string, number, bool) |
291 Logic Nodes across 36 Genre DNA Presets
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.
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)
| Node | Description |
|---|---|
DreamTitleScreen | Main menu: New Game, Continue, Settings, Quit |
DreamPauseMenu | Pause overlay with Resume, Settings, Quit |
DreamInventoryMenu | Grid inventory with categories, tooltips, sorting |
DreamSaveSlotUI | Save/Load grid with thumbnails |
DreamHealthBar | Animated HP/MP bar with damage flash |
DreamMinimap | Real-time minimap with markers |
DreamBattleHUD | HP/MP bars, party status, turn indicator |
DreamDialogueBox | Typewriter text with portraits |
DreamLoadingScreen | Progress bar loading screen |
DreamCreditsScreen | Scrolling credits with sections |
DreamGameOver | Game over with retry/quit |
DreamCharacterSheet | Stats, equipment, portrait |
DreamSkillBar | Action bar with cooldowns |
DreamQuestLog | Active/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)
| Generator | Description |
|---|---|
| Map | Procedural 2D dungeon/overworld maps with rooms, corridors, biomes |
| World | 3D terrain with heightmaps, erosion, biome placement |
| Sprite | Procedural sprite generation with configurable styles and parameters |
| Icon | Game icon creation with shape, color, badge options |
| SFX | 60+ procedural sound presets (explosions, lasers, coins) |
| Music | MIDI-style piano roll with note editing, multi-track |
| 3D Shape | Primitive mesh generation with material presets |
| Name | Random names (fantasy/sci-fi/modern) |
| Loot | Loot tables with rarity distributions |
| Palette | Color palettes with harmony rules |
| Particle | Visual particle builder (fire, smoke, sparkle, rain) |
| Isometric | Isometric tiles/buildings for 2.5D |
Converters (4)
| Converter | Description |
|---|---|
| Image | PNG/JPG/WebP with quality/compression |
| Audio | WAV to Godot AudioStream .tres |
| 2D-to-3D | Extrude sprites into meshes with UV, 3 depth modes, normal maps |
| 3D-to-2D | Render meshes to sprites with shadows, AA, lighting, spritesheet export |
Management Tools
User Guarantees
- Your project is designed to remain recoverable and accessible even without the plugin
- Your content is always exportable (standard formats)
- Bake to native Godot at any time
- Freeze versions for shipping
- Migration tools for every breaking change
- No hidden project setting hijacks
- Unused modules do nothing
| Exit Level | Action | Reversible? |
|---|---|---|
| Soft | Stop using features; project continues | Yes |
| Freeze | Lock plugin version via manifest | Yes |
| Bake | Convert to native Godot | Partial |
| Hard | Remove plugin; stubs replace nodes | No |
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
| Generator | What It Creates | Output |
|---|---|---|
| Quest Chain | Multi-step quests with objectives, rewards, prerequisites, and branching | DreamQuest.tres |
| Shop Inventory | Shops with items, pricing, stock limits, and restock timers | DreamShop.tres |
| Enemy Pack | Enemies with stats, AI types, loot tables, and boss phases | DreamEnemy.tres |
| Loot Table | Weighted drop tables with rarity tiers (Common to Legendary) | DreamLootTable.tres |
| NPC Roster | NPCs with dialogue, schedules, gift preferences, and faction | DreamActorData.tres |
| Skill Tree | Skill trees with prerequisites, costs, passive/active skills | DreamSkill.tres |
| Dungeon Plan | Room-based dungeon layouts with enemy placement and treasure | Scene layout data |
| Name Generator | Random names (Fantasy, Sci-Fi, Modern, Place names) | String lists |
| World Region | World map regions with biomes, settlements, and connections | Region data |
How to Use
- Open the Almanac and click Gameplay Director in the ribbon (Author category).
- Select a generator category from the dropdown (e.g., "Quest Chain").
- Fill in the parameters: name, difficulty, genre, count, etc.
- Click Generate. Resources are saved directly to your project folders.
- Use the generated
.tresfiles in your scenes via DreamCore's auto-scan database.
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
- Open the Almanac and click Ideation in the ribbon (Author category).
- Click the + button to create a new idea block. Choose a category.
- Type your idea, set priority, add checklist items.
- Drag blocks to reorder. Use the filter bar to focus on specific categories.
- Link blocks to scenes using the link icon — the Scene Flow view will show connections.
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
| Tab | Purpose |
|---|---|
| Map Generator | Procedural 2D dungeons and overworld maps with rooms, corridors, biomes, and auto-tiling |
| World Generator | 3D terrain with heightmaps, thermal/hydraulic erosion, biome placement, and mesh export |
| Sprite Generator | Procedural sprite creation with style presets and configurable parameters |
| Icon Generator | Game icons with shape templates, color palettes, badges, and export |
| SFX Generator | 60+ procedural sound presets: explosions, lasers, coins, UI clicks, footsteps, impacts |
| Music Piano Roll | Visual MIDI-style piano roll with note editing, velocity, duration cycling, per-track coloring, and WAV export |
| 3D Shape Generator | Primitive meshes (box, sphere, cylinder, cone, torus) with material presets and .tres export |
| Name Generator | Random names: Fantasy, Sci-Fi, Modern, Place, Shop, Tavern with seed control |
| Loot Generator | Loot tables with configurable rarity distributions and drop simulations |
| Palette Generator | Color palettes with harmony rules (complementary, triadic, analogous, split) |
| Particle Generator | Visual particle builder: fire, smoke, sparkle, rain, snow, magic, blood, and custom |
| Isometric Generator | Isometric tiles and buildings for 2.5D games with auto-depth sorting |
| 2D-to-3D Converter | Extrude sprites to 3D meshes with UV textures, 3 depth modes (flat/bevel/depth-map), and normal map generation |
| 3D-to-2D Renderer | Render 3D models to 2D sprites with configurable lighting, shadows, AA, tone mapping, and spritesheet export. Supports multiple isometric angles. |
| Sketch Enhancer | Built-in pixel art editor with 9 tools, layers, animation frames, onion skinning, and export |
| Image Converter | Batch convert between PNG, JPG, and WebP with quality settings |
| Audio Converter | WAV to Godot AudioStream .tres resources |
| Auto-Rig | Place 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:
- Load a sprite into the Sketch Enhancer or import a PNG.
- Switch to the Auto-Rig tab. Choose a rig type (Humanoid, Quadruped, Custom).
- Place bone markers on the sprite by clicking key joints (head, shoulders, hips, knees, feet).
- Click Apply Rig. The tool generates a
Skeleton3Dwith bones at marker positions. - Per-vertex bone weights are calculated using inverse-distance weighting (up to 4 bones per vertex).
- 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:
| Singleton | Purpose |
|---|---|
DreamCore | Central data: 25 databases, 17 signals, variables/switches/inventory/party/gold |
DreamDirector | Visual script VM: event traversal, compiler, flow control, macros |
DreamAudio | BGM/SFX/Voice buses, crossfade, ducking |
DreamInput | Unified input for keyboard, gamepad, touch |
DreamSceneManager | Scene transitions, loading screens, spawn points |
DreamGameLoop | Day/night cycle, in-game clock |
DreamHUD | HUD overlay management |
DreamEquipment | Per-actor equipment with stat bonuses |
DreamCutscene | Cutscene player with letterboxing |
DreamAchievements | Achievement tracking with persistence |
DreamWeather | Dynamic weather with particles |
DreamEntityServer | Runtime entity registry |
DreamLocalization | 11-language i18n |
DreamMapReveal | Fog-of-war and discovery |
DreamFSMController | Finite state machines |
DreamTween | Simplified tweening with presets |
DreamScreenFX | Shake, flash, fade, vignette |
DreamNetSync | Multiplayer sync (ENet/WebRTC) |
DreamAccessibility | Screen reader, color filters, remapping |
DreamPool | Object pooling for performance |
DreamPhysicsLayers | Named collision layers |
DreamEventBus | Global event bus (shout/listen) |
DreamDialogueManager | Dialogue with branching, portraits, voice |
DreamRuntimeTheme | Runtime UI theming |
DreamConditionalAssets | State-based asset swapping |
DreamCharacterRegistry | Character DB (portraits, emotions, voice) |
DreamTransition | Scene transition effects |
DreamSceneFlowRuntime | Graph-based scene routing |
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 totalAPI
# 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
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 exportDreamAudio — 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 Action | Turn-Based | ATB | Grid Tactical |
| Card Battle | Auto-Battle | Fighting Game | Hack & Slash |
| Bullet Hell | Rhythm Combat | QTE | Stealth 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
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
Genre DNA System (36 Genres)
DNA presets configure the workspace for your game type. Change anytime via Dream DNA dock.
| # | Genre | # | Genre | # | Genre |
|---|---|---|---|---|---|
| 0 | Universal | 12 | Multiplayer | 24 | Sandbox |
| 1 | Platformer | 13 | Turn-Based RPG | 25 | Metroidvania |
| 2 | Action RPG | 14 | Puzzle | 26 | Bullet Hell/Shmup |
| 3 | Visual Novel | 15 | Rhythm | 27 | Point & Click |
| 4 | Card Battler | 16 | Roguelike | 28 | Endless Runner |
| 5 | Cozy Farm | 17 | Tower Defense | 29 | Card Game (Classic) |
| 6 | Stealth Tactics | 18 | Fighting (2D) | 30 | Hack & Slash |
| 7 | Survival | 19 | Fighting (3D) | 31 | Idle/Clicker |
| 8 | Racing | 20 | Sports (Soccer) | 32 | Auto-Battler |
| 9 | Horror | 21 | Sports (Basketball) | 33 | Battle Royale |
| 10 | Party Game | 22 | Sports (Tennis) | 34 | MOBA/Arena |
| 11 | Board Game | 23 | Simulation/Tycoon | 35 | Educational/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:
| Resource | Key Properties |
|---|---|
DreamItem | id, name, type, description, icon, price, stackable, damage, effects |
DreamActorData | id, name, hp, mp, attack, defense, speed, portrait, equipment_slots |
DreamEnemy | id, name, hp, attack, xp_reward, gold_reward, loot_table, ai_type, boss_phases |
DreamSkill | id, name, type, mp_cost, damage, element, target, cooldown |
DreamQuest | id, name, type, objectives, rewards, prerequisites, repeatable |
DreamCard | id, name, type, cost, attack, health, effects, rarity |
DreamChapter | id, title, nodes (dialogue graph data) |
DreamDialogue | id, character_id, text, emotion, voice_clip, choices |
DreamShop | id, name, inventory_items, price_modifier |
DreamClass | id, name, base_stats, growth_rates, skills_learned |
DreamState | id, name, type (buff/debuff), duration, stat_modifiers |
DreamRecipe | id, result_item, ingredients, workstation |
DreamLootTable | id, entries (item_id, weight, min/max qty) |
DreamPuzzle | id, type, grid_size, solution, difficulty |
DreamEnvironment | id, ambient_color, fog, sky, lighting |
DreamDeck | id, name, cards, card_limit |
DreamGrid | id, width, height, cell_size, terrain_data |
DreamBoardPath | id, waypoints, loop, speed |
DreamFighterData | id, name, health, moves, combos, hitboxes |
DreamSportConfig | id, sport_type, team_size, field_size, rules |
DreamTowerData | id, name, damage, range, fire_rate, cost, upgrades |
DreamRhythmChart | id, bpm, notes, difficulty, audio_path |
DreamWaveData | id, enemies, spawn_interval, path, boss_wave |
DreamPerkData | id, name, stat_modifiers, prerequisites |
DreamRaceConfig | id, laps, checkpoints, ai_difficulty |
DreamRunnerConfig | id, speed, obstacles, powerups, lanes |
DreamHorrorConfig | id, scare_type, intensity, ambient_sound |
DreamTilesetData | id, tiles, auto_tile_rules |
DreamAnimationData | id, frames, fps, loop |
DreamWeapon | id, name, type, attack, element, range, animation, notetags |
DreamArmor | id, name, type, defense, evasion, resistances, notetags |
DreamTroop | id, name, enemies, positions, battle_bg, conditions |
DreamSystemConfig | id, game_title, currency, start_party, menu_access, notetags |
DreamSequence | id, compiled_graph, local_memory, commands (visual logic script) |
DreamEvent | id, event_type, parameters, conditions (event command resource) |
Custom Node Types (112)
Core Nodes (3D / 2D Parity)
| 3D | 2D | Purpose |
|---|---|---|
DreamActor | DreamActor2D | Player/NPC controllers with movement, stats, traits |
DreamTrigger | DreamTrigger2D | Area-based event triggers |
DreamHitbox | DreamHitbox2D | Damage-dealing collision areas |
DreamHurtbox | DreamHurtbox2D | Damage-receiving collision areas |
DreamInteractable | DreamInteractable2D | Interactive objects (NPCs, chests, signs) |
DreamPickup | DreamPickup2D | Collectible items |
DreamCheckpoint | DreamCheckpoint2D | Save/respawn points |
DreamPlatform | DreamPlatform2D | Moving/one-way platforms |
DreamProjectile | DreamProjectile2D | Bullets, arrows, magic bolts |
DreamNavPath | DreamNavPath2D | AI navigation paths |
DreamCamera3D | DreamCamera2D | Pre-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, None | Platformer, Top-Down, Twin-Stick, Isometric, None |
ECS Traits (15)
Composable components attached to DreamActor nodes via Inspector:
| Trait | Provides |
|---|---|
| Health | HP pool, damage/heal, death, regen |
| Mana | MP pool, cost checking, regen |
| Shield | Absorbable damage buffer, recharge |
| Aggro | Threat table for AI targeting |
| Stats | STR, DEX, INT, VIT with scaling |
| Stamina | Action cost, exhaustion, recovery |
| Inventory | Per-actor item storage |
| Equipment | Gear slots with stat modifiers |
| Movement | Speed, acceleration, friction |
| IFrames | Invincibility window after hit |
| Combo | Combo counter, timing windows |
| XP | Experience, level-up curves |
| Faction | Team/faction for AI |
| AI Perception | Detection range, sight, hearing |
| Status Effects | Buff/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
.translationfiles for runtime - QA mode highlights untranslated strings
- Pluralization and variable interpolation
- RTL support for Arabic
Export & Deploy (10 Platforms)
| Platform | Output | Platform | Output |
|---|---|---|---|
| Windows | .exe | Android | .apk |
| Linux | .x86_64 | iOS | .ipa |
| macOS | .dmg | Steam Deck | .x86_64 |
| Web/HTML5 | .html | Xbox | GDK |
| PS5 | DevKit | Switch | DevKit |
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 implementationCustom 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 Mode —
dreamcatcher/advanced/no_autoload_mode = true. No singletons; use ServiceLocator manually. - Headless/CI —
godot --headless --export-release "Windows" game.exe. Editor UI skipped; autoloads registered. - Dream Packs — Install/uninstall extensions via
DreamPackManagerwith manifest + dependency system.
Testing (15 Suites)
Built-in test framework. Run from Almanac → Tools → Run Tests, or instantiate DreamTestRunner.
| Suite | Covers |
|---|---|
| test_dream_core | Variables, inventory, gold, party, database |
| test_dream_audio | BGM, SFX, volume, bus creation |
| test_dream_save | Save/load, slots, encryption |
| test_dream_pool | Object pooling, acquire/release |
| test_dream_game_loop | Day/night, clock, time events |
| test_dream_net_sync | State sync, player management |
| test_dream_physics_layers | Named layers, collision matrix |
| test_dream_accessibility | Filters, font scale, motion |
| test_dream_editor_ui | Panel creation, theme, widgets |
| test_dream_battle | Combat bridge, damage, turns |
| test_dream_director | Visual logic execution, flow |
| test_dream_templates | Scene template creation |
| test_dream_ui_components | UI rendering, interaction |
| test_dream_resources | Resource loading, validation |
| test_dream_asset_pipeline | Asset 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
DreamPoolfor frequent spawning - Call
DreamCore.flush_memory_cache()during transitions - Check Performance Monitor for heavy subsystems
Keyboard Shortcuts
| Shortcut | Action |
|---|---|
Ctrl+Shift+F5 | Quick Play |
Ctrl+S | Save resource in Almanac |
Ctrl+Z / Y | Undo / Redo |
Ctrl+Click | Spatial link (viewport) |
Escape | Cancel 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)
- Set DNA — Open the Dream DNA dock, select Platformer. This loads platformer-specific nodes and logic palette.
- Create Scene — Scene Composer → Platformer → "Classic Level". A
.tscnwith tilemap, player spawn, coins, and exit is generated. - Add Player — In the scene, find the
DreamActor2Dnode. In the Inspector, set Control Scheme to "Platformer". Attach Health, Movement, and IFrames traits. - 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.
- Add Enemies — Drag
DreamActor2Dinto the scene, set it as Enemy. Add a "Patrol" behavior from templates. Attach DreamHurtbox2D and DreamHitbox2D. - Add UI — Scene Composer → UI → "Platformer HUD". Adds coin counter, lives, and health bar.
- Test — Press
Ctrl+Shift+F5(Quick Play) to test the level instantly.
Action RPG
- Set DNA — Dream DNA → Action RPG.
- Generate Content — Gameplay Director → Enemy Pack (5 enemies) → Generate. Then Loot Table → Generate. Then Quest Chain ("Rescue the Village") → Generate.
- Create Town — Scene Composer → RPG → "Town". An NPC, shop, inn, and quest board are auto-populated.
- Create Dungeon — Scene Composer → RPG → "Dungeon". Rooms, corridors, enemy spawns, and a boss arena are generated.
- Wire Scenes — Open Scene Flow. Connect Town exit to Dungeon entrance. DreamSceneManager handles transitions.
- Add Combat — Select the player, add DreamCombatBridge. Set mode to "Real-Time Action". Add DreamWeaponSystem with Melee weapon.
- Add Inventory — Add DreamInventoryManager to the scene. The UI Builder → "Inventory Screen" template creates the full menu.
- Save System — Place
DreamCheckpoint2Dnodes at save points. DreamSave auto-captures all 12 subsystem snapshots.
Visual Novel
- Set DNA — Dream DNA → Visual Novel.
- Create Characters — In DreamCharacterRegistry, add characters with portraits, emotions (happy, sad, angry, surprised), and voice clips.
- Write Dialogue — Open Narrative Weaver. Use Plain English mode to type:
Click Apply to Graph to auto-create the node graph.HERO (Happy): "Welcome to the academy!" CHOICE: "Explore the library" -> library_branch CHOICE: "Talk to the teacher" -> teacher_branch - Create Scenes — Scene Composer → Visual Novel → "Dialogue Scene". Background, character positions, and dialogue box are auto-configured.
- Add Branching — In Scene Flow, create branches: Main → Library / Teacher. Each branch can lead to different endings.
- Add CG Gallery — Scene Composer → Visual Novel → "CG Gallery". Unlockable images displayed after viewing.
Horror
- Set DNA — Dream DNA → Horror.
- Create Environment — Scene Composer → Horror → "Corridor". Dark lighting, ambient fog, and flickering lights are auto-applied.
- Add Atmosphere — DreamWeather → set to "Fog". Sound Studio → add ambient heartbeat and distant screams to the Music Playlist.
- Add Jump Scare — Place a
DreamTrigger2D. In its DreamBehavior, add: Play Sound "scare.wav" → Screen Flash → Spawn Enemy. - Add Safe Room — Scene Composer → Horror → "Safe Room". Includes a save point, warm lighting, and calming BGM.
- Sanity System — Use DreamCore variables:
sanity = 100. Visual Logic nodes reduce sanity near enemies, trigger screen distortion effects via DreamScreenFX.
Tower Defense
- Set DNA — Dream DNA → Tower Defense.
- Create Map — Scene Composer → Tower Defense → "Lane Map". Enemy path, tower grid, and UI are generated.
- Define Towers — Gameplay Director → generate DreamTowerData resources: Arrow Tower (fast, low damage), Cannon Tower (slow, AOE), Ice Tower (slow effect).
- Define Waves — Create DreamWaveData resources: wave 1 (5 basic enemies), wave 2 (10 enemies + fast), wave 3 (15 + boss).
- Wire Logic — Visual Logic → TD templates handle spawning, pathing, tower targeting, and gold rewards automatically.
- Add Upgrades — DreamTowerData supports upgrade tiers. UI Builder → "Tower Upgrade Panel" for the in-game interface.
Racing
- Set DNA — Dream DNA → Racing.
- Create Track — Scene Composer → Racing → "Circuit Track". Road, checkpoints, starting grid, and finish line.
- Configure Vehicle — Add DreamVehicleSystem. Set type to "Car", tune speed, acceleration, drift parameters.
- Add AI Opponents — Place DreamActor2D racers with "Racing AI" behavior template. They follow the track path with rubber-banding difficulty.
- Add HUD — UI Builder → "Racing HUD" with speedometer, position, lap counter, and minimap.
- Leaderboard — DreamCore variables store best times. UI Builder → "Leaderboard" template for display.
Card Battler
- Set DNA — Dream DNA → Card Battler.
- Create Cards — Use DreamCard resources: name, cost, attack, health, effects, rarity. Gameplay Director can batch-generate card sets.
- Build Deck — Create DreamDeck resources with card limits and starting decks.
- Create Battle Scene — Scene Composer → Card Battler → "Card Battle Arena". Hand, field, deck, and discard zones are pre-configured.
- Wire Combat — DreamCombatBridge set to "Card Battle" mode. Visual Logic handles draw, play, attack, and end-turn phases.
- Add Collection — UI Builder → "Card Collection" with filtering by rarity, type, and cost.
Fighting Game (2D)
- Set DNA — Dream DNA → Fighting (2D).
- Create Fighter — DreamFighterData resource: health, moves list (jab, kick, special, super), combo chains, hitbox data.
- Create Arena — Scene Composer → Fighting → "Arena". Stage bounds, camera, and health bars.
- Add Moves — Animation Studio → import sprite sheet → define frames for idle, walk, jab, kick, special. The state machine links animations to input commands.
- Wire Input — DreamInput recognizes fighting game motions (QCF, DP, charge). Visual Logic templates map motions to attacks.
- Character Select — Scene Composer → Fighting → "Character Select" with portraits, stats preview, and cursor controls.
Cozy Farm
- Set DNA — Dream DNA → Cozy Farm.
- Create Farm — Scene Composer → Cozy Farm → "Farm Map". Plots, barn, house, and town entrance.
- Add Crops — DreamCore database: add crop items (seeds, mature plants) with growth timers linked to DreamGameLoop day/night cycle.
- Add NPCs — Gameplay Director → NPC Roster with gift preferences, friendship levels, and dialogue.
- Add Shop — Gameplay Director → Shop Inventory. Sell crops, buy seeds and tools.
- Seasons — DreamGameLoop manages seasons. Different crops grow in different seasons. DreamWeather changes per season.
- Add Fishing — Visual Logic → "Fishing Minigame" template for a timing-based catch mechanic.
Rhythm Game
- Set DNA — Dream DNA → Rhythm.
- Create Chart — DreamRhythmChart resource: BPM, note positions, difficulty. Use the Music Piano Roll to compose original tracks.
- Create Scene — Scene Composer → Rhythm → "Note Highway". Falling notes, hit zone, combo counter, and score display.
- Configure Input — DreamInput maps keyboard/gamepad buttons to lane positions (4-key or 6-key).
- Add Scoring — Visual Logic → Rhythm templates handle Perfect/Great/Good/Miss timing windows, combo multipliers, and grade calculation.
- Song Select — UI Builder → "Song Select" with album art, difficulty stars, and high scores.
Glossary
| Term | Definition |
|---|---|
| Almanac | The main Dreamcatcher workspace replacing the standard Godot editor view. |
| DNA Genre | One of 36 game genre presets that configure the workspace and node palette. |
| DreamBehavior | A node containing a visual logic graph. Attach to any game object. |
| DreamSequence | A .tres resource storing the visual logic graph (nodes + connections). |
| DreamEvent | A single instruction in a visual logic graph (e.g., "Show Dialogue", "Play Sound"). |
| DreamDirector | The runtime VM that executes visual logic graphs. |
| Service Locator | Pattern providing safe access to autoloads with graceful degradation. |
| Trait | A composable ECS component (health, stats, inventory) attached to actors. |
| Bake | Convert Dreamcatcher assets to native Godot equivalents for plugin-free shipping. |
| Manifest | A dream_manifest.cfg file locking plugin version and enabled modules. |
| Dream Pack | An extension pack with manifest + dependency system, installable via Pack Manager. |
| Plain English | A readable pseudocode view of visual logic graphs. |
| Quick Play | One-click scene testing button in the editor toolbar. |
| Gated Autoload | An autoload that only registers if its module is enabled in the manifest. |
| Streaming DB | On-demand resource loading to prevent memory bloat in large games. |