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Gradientfall

Content + Godot CI Godot 4.7 Status: active vertical slice License: MIT

Gradientfall is an in-development 3D action-adventure that turns machine-learning concepts into geography, combat, quests, and exploration. The current build is an honest vertical slice: a playable Datasedge Meadows environment with a third-person controller, data-driven content, real-time combat foundations, the Bit companion, and a deliberately ambitious code-authored visual stack.

Gradientfall portfolio preview

Explore: documentation map · current roadmap · worldbook · runtime architecture · run locally

Visual proof from the current slice

Datasedge Meadows Gradient Peaks
Generated meadow terrain, vegetation, and distant settlement Layered mountain silhouettes beyond the meadow
One generated world, multiple systems. Terrain, grass, paths, vegetation, landmarks, and atmosphere are authored in code. Readable depth without downloaded scenery. Layering, color, and scale establish a destination beyond the playable meadow.
Day Dusk Night
Datasedge Meadows during the day Datasedge Meadows at dusk Datasedge Meadows at night

These are in-engine progress captures, not target renders. They document the current visual stack and make later regressions easier to recognize.

What is working today

  • Godot 4.7 project with a typed GDScript architecture and autoload-based state/event boundaries.
  • Third-person movement and camera controls in a generated 3D landscape.
  • Melee/ranged combat foundations, enemy spawning, health, damage shards, and combat HUD.
  • Bit companion behavior and landmark reactions.
  • Bootstrap town with 13 approved villagers, lit buildings, and proximity dialogue.
  • The Perceptron Vault's playable 2-3-1 neural-network dungeon and Gatekeeper encounter.
  • A 700-bloom Iris field whose specimen measurements feed an in-game classifier compendium.
  • Dynamic sky, celestial layers, clouds, water, terrain, grass, vegetation, particles, and painterly shaders.
  • Schema-validated JSON pipeline for quests, NPCs, items, monsters, quizzes, lore, and points of interest.
  • 111 approved content entries across all seven content types; the staging inbox currently validates empty.

This repository does not claim that the ten-region, 40–80 hour design is complete. The vision is documented in the GDD; the shipped scope and next gates live in the roadmap and devlog.

Project principles

  • Quality over speed. The single most important factor of this entire project. Milestones ship when they are verified, documented, and understandable by a stranger — never to keep pace. The full contract lives in CLAUDE.md.
  • Documentation is a first-class deliverable. Every script carries a doc header and member docs to the standard in docs/ARCHITECTURE.md; every session appends a dated entry to the devlog; roadmap checkboxes and content-budget ticks are updated in the same commit as the work.

Worldbuilding mood study

Locally generated sunset desert mood study for the future Tensor Desert region

This locally generated image is an art-direction mood study, not gameplay and not locked canon. It explores the patient scale, warm twilight, and open traversal language of the future Tensor Desert; the Worldbook remains the authority for the region's golden dunes, buried matrix ruins, grid-patterned sands, and MNIST rune architecture.

Architecture

content/       JSON schemas, inbox batches, and approved game content
docs/          GDD, worldbook, roadmap, devlog, and content workflow
game/          Godot project, scenes, typed scripts, and code-authored assets
tools/         content validation and authoring utilities

The runtime never hardcodes authored content. ContentDB loads validated entries from content/approved, while GameState owns durable state and EventBus handles cross-system signals. See docs/ARCHITECTURE.md and docs/CONTENT_PIPELINE.md.

Run locally

Requirements: Godot 4.7.1 and Python 3.11+.

python tools/validate_content.py --inbox
python tools/validate_content.py --all
godot --editor --path game

The local verification gate is:

godot --headless --editor --path game --quit

Godot can return zero even when its output contains a script parse error, so CI also rejects SCRIPT ERROR, Parse Error, and failed-script-load messages.

Provenance

Gradientfall was extracted from the danieltalbert profile repository with its path history intact, then updated from a verified source-only snapshot of active local work. Generated engine caches and agent-only metadata were deliberately excluded.

License

Original code, documentation, and code-authored assets are available under the MIT License. Dataset extracts will be added only with explicit source and license records before release.

About

Active Godot action-adventure vertical slice with procedural terrain, combat, companions, and a schema-validated content pipeline.

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