Reverse-engineer a 1997 PC game and make it run on modern hardware
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
Cowork handles design docs, task queues and playtests while Claude Code writes GDScript and runs Godot and git.
Cowork handles design docs, task queues and playtests while Claude Code writes GDScript and runs Godot and git.
You copy the Claude4Godot folder into your Godot repo. Cowork installs a set of Markdown files: a design doc, a task queue, a system map and personas. It then runs design sessions, revises the design doc and plans tasks. Claude Code picks the next ready task, writes the GDScript, runs the headless Godot check and commits. You make the design calls and approve every commit and push.
The source describes the workflow and its rules only. It reports no results, numbers or example games built with it.
Only Claude Code runs Godot and git. Cowork just lists changed files and hands you a commit prompt to paste, so expect that manual handoff.
Help me build a small Godot game: [describe game idea]. First write a short design doc and a prioritized task list in the project folder at [path]. Then implement the tasks one at a time in GDScript, run the project to check it works, and commit each finished task to git. Stop after [number] tasks and summarize what to playtest.
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
Plan, execute and review a cross-cutting refactor in small batches, with Claude Code making the edits and GitHub Copilot reviewing each PR.
Claude Code reads your coverage report, picks the riskiest untested modules and writes unit tests that pass, one small PR at a time.