Future Implementations
Planned v0.9.5 through v1.0.0 public roadmap boundaries.
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 version | What users can expect | Current boundary |
|---|---|---|
v0.9.5 | Planned 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. |
v0.9.6 | Playable 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. |
v0.9.7 | Database, relationship graph, and logic integration. | Connects generated/editable database content across maps, UI, Visual Logic, formulas, quests, loot, actors, enemies, shops, dialogue, and validation. |
v0.9.8 | Hardening, 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. |
v0.9.9 | Beta-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 path | Beta, 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.
| Layer | Plain meaning | Where you meet it | Why it matters |
|---|---|---|---|
| Tool | An 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. |
| Node | A 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. |
| Resource | A 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 asset | A 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. |
| Module | A 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 service | A 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. |
| Validator | A 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 Play | A 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.
