Gamewright

AI-directable game engine · built on Godot

You describe the game. The engine proves it plays.

Gamewright is a game engine you direct by talking. The AI never writes engine code. It writes your game as small documents you can read and edit. One Godot player runs them on desktop and the web. Nothing is called done until it has been played.

Early days. Foundations (M0) and the first game, Tideline (M1), are being built now. There is nothing to play yet.

A coast generated from a height table, drawn the way Tideline’s world is built.

How a game gets made

The AI writes data, not code, so every game can be checked before anyone plays it and kept honest after every change.

  1. 01

    Describe

    Tell the Game Director what you want, in plain words. “A night-coast survival game where broken machines hunt you.”

  2. 02

    Write

    The Director answers with a Game Pack: a genre template plus small JSON documents for entities, rules, worlds, models and sounds. Every document is checked against a schema. Every change is a proposal you approve, tweak or undo.

  3. 03

    Run

    One Godot player runs every pack, on desktop and in the browser. It loads documents and media, never scripts, so a game is safe to host and cheap to ship.

  4. 04

    Prove

    Bots play it in a headless simulation. Frames are rendered and checked. The web build boots in a real browser. Then you play it.

Every change goes round the loop again. What passed before has to keep passing.

A game is data

The Director doesn’t write a Godot project. It writes a Game Pack. Deterministic builders turn the pack into a world, models and sound. New mechanics grow the engine as kits, so the engine stays one program that every game shares.

my-game/
  game.json        template, seed
  theme/ styles/   fiction, look
  archetypes/      entities
  brains/ rules/   behavior
  worlds/ biomes/  generators
  models/ sounds/  recipes
  ui/ input/ camera/
  playtests/       what "done" means
The shape of a Game Pack. Each folder holds JSON documents.

The first game: Tideline

Before the Director writes a game, the engine has to be able to run one. Tideline is a small night-coast slice written by hand as a Game Pack.

Gather driftwood and stone. Build a campfire. Carry a lamp into a night that is really dark, where a sentry notices light and sound. Its lens brightens before it bites: dodge, then strike the working part on its back.

There is no AI in this step, on purpose. If the engine can make Tideline from data alone, the Director can make it from a conversation, and that is the next milestone.

What it has to prove, automatically

  • The same seed makes the same world, on desktop and in the browser.
  • Editing a generator changes the world stamp, and an old save is refused by name.
  • A proof tour plays from the title with no cheats: gather, build the fire, survive the night, win the fight, save and load.
  • Tactics beat stats: a bot that dodges wins at least 80% of 20 seeded fights; one that trades blows loses.
  • A lamp at night gets you noticed from further away than crouching in cover.
  • The web build boots in headless Chromium, has sound after the first key, and keeps its save.

Where it is

Each milestone ends with something you can play or watch, and a check anyone can rerun.

  1. M0FoundationsNowCore, engine skeleton, tooling and this page.
  2. M1The player and TidelineNowA hand-written Game Pack run by the generic player.
  3. M2The Director, from Claude CodeNextA conversation becomes a Game Pack, one approved proposal at a time.
  4. M3Verification depthLaterSmarter bots, trace metrics and a judge for readability.
  5. M4Two more templatesLaterA grid puzzle and a platformer, to test “any game”.
  6. M5Gallery and playLaterTideline and the other samples, playable here.
  7. M6+Depth and the web studioLaterMusic, restyles, optional hosted generators, the Director in the browser, then accounts.