From Empty Project To First Verified Change¶
This walkthrough is meant for a brand-new user who wants to go from an empty Godot project to one small change that God Code can actually verify.
The goal is not to build a full game in one shot. The goal is to create the smallest loop that proves:
- God Code can read your project
- God Code can make a Godot-aware change
- God Code can run validation/review instead of only claiming success
What You'll Build¶
A minimal UI scene:
res://scenes/main_menu.tscnres://scripts/main_menu.gd- a
Controlroot - a centered
Label - a simple script stub
That is a good first verified change because it is:
- small
- easy to inspect
- unlikely to involve complicated gameplay assumptions
- still a real
.tscn+.gdchange that God Code can validate
Before You Start¶
You need:
- Python 3.12+
god-codeinstalled- a working
godotexecutable, or a configuredgodot_path - an API key or OAuth path for the provider you plan to use
Install:
pip install god-code
If you want MCP support too:
pip install "god-code[mcp]"
Step 1: Create the Smallest Valid Godot Project¶
Create an empty directory and initialize a Godot project in it.
The easiest way is with the Godot editor:
- open Godot
- create a new project in
./my-first-god-code-demo - close the editor once
project.godotexists
At this point your directory can still be basically empty apart from:
my-first-god-code-demo/
└── project.godot
This is enough for God Code to treat it as a project root.
Step 2: Start God Code¶
god-code chat --project ./my-first-god-code-demo
If this is your first run in an interactive terminal, God Code will guide you through:
- provider selection
- API key or OAuth setup
- optional model/base URL defaults
If you already configured it before, you will go straight into chat.
Step 3: Check the Session State¶
Inside chat, run:
/status
You want to confirm:
- provider is correct
- model is what you expect
- auth is configured
- project path points to your new Godot project
If the Godot executable is not on your PATH, set it now:
/set godot_path /absolute/path/to/godot
or use:
/menu -> Edit setting -> godot_path
Step 4: Make a Safe First Request¶
Use a prompt like this:
Create a safe first UI scene at res://scenes/main_menu.tscn with a Control root named MainMenu, attach res://scripts/main_menu.gd, add a centered Label that says "Hello from God Code", and validate the project after the change. Keep the implementation minimal and do not add extra systems.
Why this prompt works well:
- it asks for a small change
- it names exact target files
- it asks for validation
- it explicitly tells the agent not to overbuild
Step 5: What God Code Should Do¶
In a normal successful run, God Code should move through something like this:
- inspect the project
- possibly create a short plan
- create
scenes/main_menu.tscn - create
scripts/main_menu.gd - run validation / review passes
- summarize what was verified
Depending on your current mode and project state, it may also:
- ask an intent question if your project direction is unclear
- mention warnings if validation could not fully run
- ask you to fix
godot_pathif Godot is not available
Step 6: Inspect the Result¶
After the turn finishes, check:
find ./my-first-god-code-demo -maxdepth 3 -type f | sort
You should now see something like:
my-first-god-code-demo/project.godot
my-first-god-code-demo/scenes/main_menu.tscn
my-first-god-code-demo/scripts/main_menu.gd
You can also inspect inside chat with:
/workspace
/status
or ask:
Explain what you created and which parts were actually validated.
Step 7: Know What Counts As “Verified”¶
For this first example, a good result is:
- the files were created in the expected paths
- the scene/script structure is coherent
- God Code reports a validation/reviewer result
- the final answer distinguishes verified facts from assumptions
A weak result is:
- “done” with no mention of validation
- files created in unexpected paths
- extra gameplay systems added without being asked
- the agent claiming success when Godot was not actually available
Step 8: Open the Scene in Godot¶
Open the project in Godot and inspect res://scenes/main_menu.tscn.
At this stage, you are not checking whether the game is fun yet. You are checking that the first assistant-driven change is:
- structurally clean
- visible in the editor
- easy to continue from
Good Follow-Up Requests¶
Once the first change is stable, good next prompts are:
Set res://scenes/main_menu.tscn as the main scene and validate the project.Add a Start button under the label and keep the layout minimal.Create a design memory entry that this project is a bullet-hell prototype with scripted enemy patterns.Plan the smallest next step toward a playable prototype without editing files yet.
Bad Follow-Up Requests¶
Avoid jumping straight to:
- “build the whole game”
- “add enemy AI, bullets, upgrades, UI, audio, save system, and title screen”
- “refactor everything to a scalable architecture”
That is exactly how you lose the build-and-verify discipline that makes God Code useful.
Recommended First Session Checklist¶
project.godotexists- provider/model/auth are correct
godot_pathis usable- first request is small and specific
- validation was attempted
- reviewer output was surfaced
- you can open the changed files in Godot afterward
Once that loop works, you are ready to move from “installation succeeded” to “agent-assisted game iteration actually works”.