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Glossary

Definitions for terms you'll see across the GodotMaker docs and slash-command output.


Accept / Acceptance — The eighth role in the pipeline, triggered by /gm-accept. The AI presents the current tag's deliverable to you and asks whether you want to seal it (proceed to /gm-finalize), send it back for another round of fixes, or stop. Your decision is recorded as an accept event in .godotmaker/stage.jsonl. Acceptance is per-tag — accepting now does not mean the whole game is done, just that this tag is ready to ship. See also: Tag, Role.

Analyst — A sub-agent spawned by /gm-asset to inspect image files you provide. The main agent is blocked from reading images directly (to avoid burning context on raw pixel data), so it delegates image analysis to an analyst. The analyst reports back with an art-style summary and a list of usable assets. See also: Sub-agent.

Asset / ASSETS.md — "Asset" refers to art or audio files used by the game (sprites, backgrounds, sound effects). ASSETS.md is the planning document that lists every asset the game needs, who will generate it, and whether it has been produced. /gm-asset generates missing art and updates this file.

Component (ECS) — A small, plain data container attached to an entity. For example, a Health component might hold a single number (hp: 5). Components have no logic of their own. See also: ECS, Entity, System.

Current role / .godotmaker/current_role — A plain-text file written by each /gm-* skill as its very first action. It records which role is active right now (e.g., build). Hook scripts read this file to decide which file-write operations are allowed and which are blocked. When no /gm-* skill is running the file is absent (or stale from a previous session, which session_start.py clears). See also: Hook, Role.

ECS (Entity-Component-System) — The architecture that all generated game code follows. Instead of putting data and logic together in one big script, ECS splits them: entities are just IDs, components are data bags attached to entities, and systems are functions that run every frame over matching entities. This keeps AI-generated code modular and easier to extend. GodotMaker uses the gecs addon for ECS in Godot. See also: Entity, Component, System, gecs.

Entity (ECS) — A unique numeric ID that represents a "thing" in the game world (a player, an enemy, a bullet). An entity has no data or behaviour of its own; it only gains meaning through the components attached to it. See also: ECS, Component.

Evaluation / Evaluator — The sixth role in the pipeline, triggered by /gm-evaluate. Independently scores whether the current tag delivers what its PLAN.md promised: enforces the playable-closed-loop hard gate, runs the e2e/ suite, captures screenshots, and compares them against scene reference images. Writes its verdict to .godotmaker/evaluation.json; the result feeds /gm-fixgap. See also: Role, Tag, Visual QA.

Fixgap / GAP.md — The seventh role, triggered by /gm-fixgap. It reads the evaluation report, creates a GAP.md file listing every gap between what the GDD describes and what the game currently does, and dispatches workers to address each issue. After the fixes are done, GAP.md is archived to .godotmaker/gaps/<n>/. See also: Role, Worker.

GDD (Game Design Document) — A structured document (GDD.md) that describes everything about the game: what it is, how it plays, what the player does, what the win/lose conditions are. The GDD is the single source of truth that all later roles refer back to. Produced by /gm-gdd.

gecs — An open-source Godot addon that provides the Entity, Component, and System base classes GodotMaker builds on. Source: github.com/csprance/gecs. GodotMaker pins specific addon versions in config/addon_versions.json. See also: ECS.

Hook — A small Python script that Claude Code runs automatically on specific events (session start, before a file write, after a sub-agent finishes, etc.). Hooks enforce pipeline rules — for example, blocking the main agent from writing game code during the evaluate role, or refusing to let /gm-build end if it dispatched workers but never ran a verifier. Hooks live in .godotmaker/hooks/ inside the generated project. See docs/hooks.md for the full list.

Milestone — Older synonym for Tag, used in pre-v0.3.0 docs. The current canonical term is Tag; "milestone" only survives in archived release notes (e.g. docs/update/v0.2.x.md) — it is no longer used in active hooks, skills, templates, or wiki pages.

Rescue — Out-of-pipeline diagnostic role triggered by /gm-rescue. Invoked when the pipeline is stuck (typically after several /gm-fixgap rounds fail to converge). Inspects godotmaker's hooks, skills, config, and templates to determine whether the blockage is a framework defect; outputs to chat only (no file writes, no code changes). If a defect is found, drafts a GitHub issue text the user reviews and posts upstream. Privacy: the issue draft excludes project paths, project source code, and GDD content by default. See also: Tag.

ROADMAP.md — A live document at the project root (produced by the first /gm-gdd run, edited by subsequent runs) that lists every tag planned for the project in SemVer order. Each tag entry has a one-line theme + bullet list of features. The earliest entry that does not yet have a git tag is the current tag. Tags that already have a git tag are immutable in this file.

PLAN.md — The task list produced by /gm-gdd. It breaks the GDD down into discrete implementation tasks, each with a status field (pending / in_progress / completed / verified). /gm-build works through this list by dispatching a worker per task. The hook stage_reminder.py refuses to let /gm-build finish until every task is marked verified.

Reviewer — A sub-agent and a set of 8 specialist skills (physics, animation, ui, tilemap, navigation, shader, audio, particles). Once every task in PLAN.md reaches completed and the verifier has passed, a reviewer checks the code for Godot-specific pitfalls documented in each skill's gotchas.md and checklist.md. The main agent triages each finding into one of three options: ACCEPT (add as a new task to PLAN.md), REJECT (finding is wrong — record in MEMORY.md's Reviewer Triage Log), or SKIP (finding is real but not worth fixing now — same section). Citation is mandatory for critical/major REJECT/SKIP. All triage decisions are surfaced to the user in /gm-accept. See also: Sub-agent, Worker, Verifier.

Role — One of the nine focused steps in the GodotMaker pipeline. Each role maps to a /gm-* slash command and has a defined scope of what it may read and write. Roles replaced the older concept of "stages" (see Stage vs Role below). The nine roles in order: scaffold, gdd, asset, build, verify, evaluate, fixgap, accept, finalize.

SCENES.md — A planning document produced by /gm-gdd that lists every Godot scene the game needs, what it contains, and how scenes relate to each other. The build role uses this when implementing the scene tree layout.

Skill (coding-agent skill) — A markdown file (SKILL.md) that gives the selected coding agent a set of instructions for a specific job. GodotMaker ships 9 role skills (the /gm-* commands for Claude Code, $gm-* for Codex), 12 supporting skills (reference docs and helpers), and 8 reviewer skills. Skills are deployed into the selected agent's project-local skill directory (.claude/skills/ for Claude Code or .agents/skills/ for Codex). Users invoke role skills by typing the agent-specific command; supporting and reviewer skills are called internally by the role skills.

Stage vs Role — "Stage" was the original GodotMaker term for a pipeline step, and references to an "8-stage pipeline" described the first architecture. The pipeline has been redesigned as 9 role-based commands with no central orchestrator. The word "stage" may still appear in some file names (e.g., stage_schemas.json, stage.jsonl) and older docs, but the canonical term going forward is "role." See also: Role.

Tag — One full pass through the pipeline from /gm-gdd to /gm-finalize produces one tag (SemVer-named: v0.1.0, v0.2.0, …). After /gm-finalize archives the tag's working docs to docs/tags/<Tag>/ and runs git tag <Tag> locally, you can start the next tag with another /gm-gdd, or stop the project. Each tag delivers one minimal playable unit. See also: ROADMAP.md, Milestone.

stage.jsonl — An append-only log file at .godotmaker/stage.jsonl. Every time a /gm-* role finishes successfully, it appends one JSON line: {"role": "<name>", "ts": "<iso-timestamp>"}. The check_stage_prerequisites.py hook reads this file to confirm that required earlier roles have completed before allowing a new role to start. "jsonl" means each line is a separate valid JSON object.

STRUCTURE.md — A planning document produced by /gm-gdd that describes the folder layout of the generated project: which directories exist, what kinds of files go in each, and how the source tree is organised.

Sub-agent — An AI agent that the main role agent spawns to do a specific piece of work in parallel. Sub-agents operate in isolated git worktrees so they don't conflict with each other. The four sub-agent types are: Worker, Verifier, Reviewer, and Analyst.

System (ECS) — A function (or GDScript class) that runs every frame over all entities that have a specific combination of components. For example, a MovementSystem might run over every entity that has both a Velocity component and a Position component, updating the position each frame. Systems contain all the game logic. See also: ECS, Entity, Component.

TOC.md — A table of contents document produced by /gm-gdd that lists all planning documents and their locations. It gives a quick overview of what exists in the project at the start of each tag.

Verifier — A sub-agent that runs the headless Godot build and the unit tests written by a worker, then reports whether they pass. The verifier also runs "adversarial probes" — targeted tests for edge cases and error handling. If verification fails, the issue goes back to the worker. See also: Sub-agent, Worker, Reviewer.

Visual QA / VQA — The process of comparing a screenshot of the running game against a reference image or a set of written criteria. /gm-evaluate uses the visual-qa skill, backed by the configured vqa_model (native, Gemini, or OpenAI), to score each scene against the GDD description and any per-scene reference images generated by /gm-asset. See also: Evaluation.

Worker — A sub-agent that implements one game task: writes the GDScript code, the unit tests, and an end-to-end test, then reports back with a structured report. Workers operate in isolated git worktrees. After a worker finishes, a verifier and then a reviewer must both complete before the next task begins. See also: Sub-agent, Verifier, Reviewer, Worktree.

Worktree — A git feature that lets multiple working directories share the same repository. GodotMaker uses worktrees so parallel sub-agents each get their own folder to write files into without stepping on each other's changes. A worktree requires at least one commit in the repository, which is why /gm-scaffold always creates an initial commit. See also: Sub-agent.