Official v1 game project template for AeThex GameForge — planned
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AeThex GameForge Template v1

The official v1 project template for AeThex GameForge. This is what gets used when you click New Project in AeThex Studio.

Unlike the starter kit (which is minimal and educational), this template is fully opinionated and production-ready. It includes a complete core architecture: event bus, scene manager, multiplayer, authentication, and a loading screen.


What's Included

System File Description
Bootstrap src/core/bootstrap.gd Initializes all systems in the correct order
Event Bus src/core/event_bus.gd Decoupled signal-based messaging between systems
Scene Manager src/core/scene_manager.gd Async scene transitions with loading screen
World src/gameplay/world.gd Base class for all game worlds/levels
Entity src/gameplay/entity.gd Base class for all game objects
Multiplayer src/network/aethex_multiplayer.gd AeThex cloud multiplayer stub
Auth src/network/aethex_auth.gd AeThex Passport integration
Loading Screen src/ui/loading_screen.gd AeThex-branded loading screen
Main Menu src/ui/main_menu.gd Play, Settings, Credits, Quit

Prerequisites


How to Use This Template

In AeThex Studio, click New Project and select GameForge Template v1. The Studio will clone this template and open it in the engine.

Or manually:

git clone https://git.aethex.tech/aethex/gameforge-template-v1.git my-game
cd my-game
# Remove the git history so you start fresh
rm -rf .git
git init
git add .
git commit -m "init: start from gameforge-template-v1"

How to Customize

  1. Rename the project — change config/name in project.godot
  2. Replace the main menu — edit src/ui/main_menu.gd and its scene
  3. Add your game world — create a new scene extending World in src/gameplay/world.gd
  4. Add entities — create classes extending Entity in src/gameplay/entity.gd
  5. Implement cloud features — fill in the TODOs in src/network/aethex_auth.gd and src/network/aethex_multiplayer.gd

Architecture Notes

Event Bus

All cross-system communication uses EventBus signals. This avoids tight coupling between systems. Example:

# Player takes damage — emit event
EventBus.player_damaged.emit(10)

# HUD listens for it — no direct reference needed
EventBus.player_damaged.connect(_on_player_damaged)

Scene Manager

Never call get_tree().change_scene_to_file() directly. Use SceneManager.go_to():

SceneManager.go_to("res://src/gameplay/world_1.tscn")

This plays the loading screen and handles the async load.


Version History

Version Date Notes
v1.0.0 2025-01 Initial release — core architecture, auth, multiplayer stubs

Getting Help