Reference
Glossary
Plain-language definitions for first-time Godot and Dreamcatcher users.
v0.9.4Godot 4.7 stable4.6.3 supportedReference
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.
Reference page: this page is public-facing. It explains what the inventory means for users instead of expecting plugin-development knowledge.
Glossary
| Term | Meaning |
|---|---|
| Dreamcatcher | The Godot plugin that provides no-code/low-code game creation tools, generated asset workflows, templates, resources, and validation. |
| Early Access | A release stage where features are usable but still evolving. v0.9.4 is not a v1 stability promise. |
| Genre DNA | A profile that focuses Dreamcatcher around a game genre or workflow, such as Platformer, Action RPG, or Visual Novel. |
| Universal | The all-systems profile for custom, hybrid, or exploratory projects. |
| Scene Composer | Tool for creating and managing scenes from template entries. |
| Visual Logic | Node/graph-style no-code logic for gameplay behavior. |
| DreamSequence | A saved logic sequence/graph used by Dreamcatcher behavior systems. |
| Generated asset | A project-owned output tracked by Dreamcatcher with metadata, registry record, reports, and validation state. |
| Generated Asset Browser | Tool for browsing, inspecting, validating, assigning, deleting, duplicating, and regenerating supported generated assets. |
| Metadata | Information about an asset such as source tool, type, seed, output path, dependencies, status, and assignment target. |
| Validation | A check that reports missing references, broken paths, incomplete resources, unsafe paths, or readiness issues. |
| Quick Play | A fast test workflow for checking current playable content. |
| Resource | A Godot .tres/Resource-style data file used for items, actors, quests, skills, etc. |
| Map event | An object on a map that performs gameplay behavior, such as door, chest, NPC, trigger, spawn, or exit. |
| Region | A painted/map-defined area with gameplay meaning such as encounter, music, weather, safe zone, or navigation. |
| TileMapLayer | Godot 4.7 / 4.6.3 TileMapLayer workflow used for modern layered maps. |
| Classic 48x48 layout | A tilesheet layout workflow for user-owned/licensed 48x48 grid art; not an asset-rights grant. |
| Export Preflight | Checks that help prepare for Godot export without guaranteeing platform approval or console support. |
| Module Manager | Tool for checking and controlling module availability, which can affect visible tools/nodes. |
| No-autoload mode | Advanced setting that skips autoload registration; most users should leave it off. |
| Bake / Exit Ladder | Workflows for turning plugin-managed/generated content into project-owned files and reducing lock-in. |
