Future Implementations

Planned v0.9.5 through v1.0.0 public roadmap boundaries.

v0.9.4Godot 4.7 stable4.6.3 supportedPlanned
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.

Roadmap after v0.9.4

Roadmap note: the future roadmap describes planned improvements after v0.9.4. It does not mean those systems are current v0.9.4 runtime guarantees.

Future versionWhat users can expectCurrent boundary
v0.9.5Planned game-feel and workflow improvements that make scenes feel more connected through easier HUD, audio, VFX, animation-event, accessibility, and localization workflows.Current v0.9.4 stores assignment metadata and safe Apply/Assign workflows; full automatic runtime binding is planned for later 0.9.x work.
v0.9.6Playable project builders.Builds reliable first-playable starter projects from existing templates, maps, database resources, UI, logic, generated assets, and validators. Genres should not widen before a few builders are reliable.
v0.9.7Database, relationship graph, and logic integration.Connects generated/editable database content across maps, UI, Visual Logic, formulas, quests, loot, actors, enemies, shops, dialogue, and validation.
v0.9.8Hardening, export preflight, migration, bake, packs, performance, and networking status-label and reliability review.Focuses on lifecycle, packaging, migration, portability, preflight, performance budgets, and accurate networking status labels.
v0.9.9Beta-readiness freeze and public ID/data-format freeze.Stabilizes public IDs, data formats, paths, records, module manifests, template IDs, database IDs, visual logic IDs, migration IDs, and builder output formats before v1.0.0.
v1.0.0 pathBeta, release-candidate, and stable release-readiness.Focuses on stability, supportability, documentation, packaging, compatibility notes, and final distribution checks.

How Dreamcatcher connects to Godot

Dreamcatcher adds editor tools and runtime helpers on top of normal Godot projects. You still work with familiar Godot concepts: scenes, nodes, resources, signals, input actions, TileMapLayer, project settings, and exported builds. Dreamcatcher’s purpose is to connect those pieces into faster workflows for game creation.

ToolNodeResourceGenerated assetModuleAutoload serviceValidatorQuick Play
LayerPlain meaningWhere you meet itWhy it matters
ToolAn editor panel that helps you create or edit content.Map Editor, Scene Composer, UI Builder, Narrative Weaver, Visual Logic, Sound Studio, Generated Asset Browser.Tools speed up work, but the result still becomes Godot scenes, nodes, resources, files, or settings.
NodeA Godot object placed in a scene tree.Player, NPC, trigger area, hitbox, HUD, dialogue box, map helper, cinematic camera helper.Runtime behavior usually happens through nodes in a scene.
ResourceA saved data file used by scenes and tools.Actor data, item data, skill data, quest data, dialogue data, tileset data, generated asset metadata.Resources keep game data editable without hardcoding every value in scripts.
Generated assetA file or record created by a generator or converter.Sprites, icons, maps, SFX, music, VFX, palettes, loot tables, name tables, database resources.Generated content should be reviewed, assigned, validated, and tested like any other project content.
ModuleA feature group that controls related tools, custom nodes, services, and validation rules.Module Manager, custom node visibility, optional genre systems.If a tool or custom node is missing, the related module may be disabled.
Autoload serviceA runtime service Godot loads automatically when the project starts.Audio, input, dialogue, scene flow, transitions, event bus, weather, accessibility, screen effects.Services support runtime features behind the scenes. Most users configure features through tools, nodes, and resources instead of editing service scripts.
ValidatorA check that finds missing references, unsafe setup, or incomplete workflow steps.Content Validator, map validation, generated asset validation, export preflight.Validation helps catch problems before they become confusing runtime bugs.
Quick PlayA short test run of the current scene or workflow.After creating a scene, graph, event, generated asset, UI, or map.Small test runs confirm behavior before your project becomes large.

Safe beginner rule: start with tools, scenes, nodes, resources, Inspector fields, Validator, and Quick Play. Avoid editing files inside addons/dreamcatcher/ unless you are intentionally extending the plugin and have backed up your project.