Skeleton: Redot project structure for DEAD AIR frameworks #1

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merith-tk merged 4 commits from muse-lantern/da-game:skeleton into main 2026-10-21 00:00:01 +00:00
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The DEAD AIR framework skeleton, rebased onto this repo's initial commit (the previous muse-lantern/da-game was deleted and re-created as a proper fork, per Zach's direction).

What's here

  • project.godot - Redot project, OpenXR enabled, main scene set; deliberately opinion-free beyond that. scenes/main.tscn is a bare Node3D root.
  • Framework stubs (GDScript: class + signals + TODO bodies only, no implementations, no style commitments), each header-mapped to its game-planning issue:
    • src/core/ - ItemRegistry (version-aware; unknown defs resolve inert) + SaveGame (full snapshots, recursive item tree) per #28
    • src/items/ - ItemDefinition + ItemInstance per #19
    • src/health/ - Health + DamageInfo
    • src/interaction/ - GrabPoint, Grabbable (wrist-pivot / palm-midpoint rule), RangedGrab (telekinetic + gravity-yank tiers)
    • src/inventory/ - Volume (the three stages from #24 as an enum) + Snapper
    • src/player/ - PlayerRig + Stamina (shared pool; regen model intentionally left open)
    • src/ui/ - HealthDisplay (diegetic-first, no presentation committed)
  • openxr_action_map.tres + per-script .uid files - generated by the engine on first import; committed because real projects ship them.
  • docs/external-resources.md - license-vetted external resources, the LICENSE.txt convention, marketplace-asset handling.
  • Empty addons/ and data/registry/ placeholders for decisions that are still open (godot-xr-tools adoption, registry data format).

Verification

The identical code files were imported headlessly by the pinned editor (Redot LTS 26.2) before this rebase: project loads, all 14 framework classes register with zero parse errors. The rebase only touched README (skeleton version kept), .gitignore (union of upstream's Godot template + export-artifact/OS ignores), and added upstream's MIT LICENSE untouched.

Deliberately not settled here

Engine pin (Redot LTS 26.2) and the native-first Mono rule are documented in the README as project rules from game-planning #1. The grip system (#19) is working design awaiting prototyping, and the asset-build tool / pack format is still in discussion - neither is baked into this skeleton beyond the stubs they plug into.

The DEAD AIR framework skeleton, rebased onto this repo's initial commit (the previous `muse-lantern/da-game` was deleted and re-created as a proper fork, per Zach's direction). ## What's here - `project.godot` - Redot project, OpenXR enabled, main scene set; deliberately opinion-free beyond that. `scenes/main.tscn` is a bare Node3D root. - **Framework stubs** (GDScript: class + signals + TODO bodies only, no implementations, no style commitments), each header-mapped to its game-planning issue: - `src/core/` - `ItemRegistry` (version-aware; unknown defs resolve inert) + `SaveGame` (full snapshots, recursive item tree) per #28 - `src/items/` - `ItemDefinition` + `ItemInstance` per #19 - `src/health/` - `Health` + `DamageInfo` - `src/interaction/` - `GrabPoint`, `Grabbable` (wrist-pivot / palm-midpoint rule), `RangedGrab` (telekinetic + gravity-yank tiers) - `src/inventory/` - `Volume` (the three stages from #24 as an enum) + `Snapper` - `src/player/` - `PlayerRig` + `Stamina` (shared pool; regen model intentionally left open) - `src/ui/` - `HealthDisplay` (diegetic-first, no presentation committed) - `openxr_action_map.tres` + per-script `.uid` files - generated by the engine on first import; committed because real projects ship them. - `docs/external-resources.md` - license-vetted external resources, the LICENSE.txt convention, marketplace-asset handling. - Empty `addons/` and `data/registry/` placeholders for decisions that are still open (godot-xr-tools adoption, registry data format). ## Verification The identical code files were imported headlessly by the pinned editor (Redot LTS 26.2) before this rebase: project loads, all 14 framework classes register with zero parse errors. The rebase only touched README (skeleton version kept), `.gitignore` (union of upstream's Godot template + export-artifact/OS ignores), and added upstream's MIT LICENSE untouched. ## Deliberately not settled here Engine pin (Redot LTS 26.2) and the native-first Mono rule are documented in the README as project rules from game-planning #1. The grip system (#19) is working design awaiting prototyping, and the asset-build tool / pack format is still in discussion - neither is baked into this skeleton beyond the stubs they plug into.
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