Phillip Tarrant 0249cbcf09 docs(spec): Title screen (M3) + unified version design
Editor-first Title screen from mock: warm atmosphere (GPUParticles embers,
AnimationPlayer glow, palette-uniform shader bg), logo block, keyboard/mouse
menu (New Game -> shell, Quit works, rest inert), footer. Plus a single
/VERSION source of truth read by both the API (startup + /version) and the
client (synced into project.godot config/version, read via ProjectSettings).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 10:19:17 -05:00
2026-07-09 11:17:54 -05:00

coc-rpg

AI-driven single-player, party-based fantasy RPG. Godot 4 client, FastAPI proxy, AI as Dungeon Master.

Read CLAUDE.md first — project charter and working agreement. It is the source of truth. If code disagrees with it, the charter wins until the charter is changed.

The one rule

Code owns state. AI owns text. (charter §2)

Repo layout

/client        Godot 4.7 game client (GDScript) — ALL game state, ALL game rules
  /docs        Client-specific docs (scenes, input, combat wiring)
/api           FastAPI proxy — auth, metering, prompt routing, logging (charter §4)
  /docs        API-specific docs (endpoints, model routing, deploy)
  /prompts     Role prompts — source code, versioned, reviewed (charter §5, §16)
/content       Authored game data — quests, NPC knowledge lists, fallback text
  /quests      Story skeletons and quest definitions
  /npcs        Per-NPC knowledge lists (charter §6 — "the whole design")
  /fallback    Authored degraded-DM text for every AI surface (charter §13)
/docs          Cross-cutting docs — roadmap, ADRs, planning affecting both sides
  /adr         Architecture Decision Records

The three processes (charter §4)

client (GDScript)  ──HTTP──▶  api (FastAPI)  ──▶  Replicate / Ollama

The client holds no API key, ever. It knows one base URL and a set of role endpoints. It sends game state, receives text.

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