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Build, connect and optimize the world’s first creative factory. Automate coding, testing and music production — but be careful: every refactor changes the rhythm of the world.

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mistalan/pixels-refactory

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🏭 Pixel's Refactory

Automate Creativity.

Godot License Build Export


📚 Table of Contents


ℹ️ About the Game

Build, connect, and optimize the world's first creative factory.
Automate coding, testing and music production — but be careful:
every refactor changes the rhythm of the world.

Pixel's Refactory is a 2D factory-simulation game built with Godot 4.5 (.NET).
You design pipelines of software processes — Events, Functions, Tests, and Deployments —
and feed them into a living world where code and creativity intertwine.

Your tiny companion Pixel, a curious digital spider, rewards precision and focus
through playful mini-games and insights into the art of automation.
Research new technologies like Kusintel, an AI-assistant that helps you
refactor both code and reality.


✨ Features

  • 🎨 Node-Graph Factory Editor — design event-driven production lines in an EPK-style flowchart
  • ⏱️ Tick-Based Simulation — deterministic throughput, latency, and quality metrics
  • 🎵 Music Integration — code meets rhythm; automation becomes art
  • 🤖 AI Research Tree — unlock Kusintel for smarter automation
  • 🎮 Pixel Mini-Games — gain focus buffs and productivity boosts
  • 📊 Data-Driven JSON System — create your own nodes, edges and item types

🛠️ Tech Stack

Area Technology
Engine Godot 4.5 .NET
Language C# 13 / .NET 9
Data Format JSON
Version Control Git + GitHub
CI / Export GitHub Actions
License Code → MIT, Assets → CC BY-NC-SA 4.0

📁 Project Structure

pixels-refactory/
├── .github/
│   ├── workflows/
│   │   ├── ci.yml
│   │   └── export.yml
│   └── copilot-instructions.md
├── Game/
│   ├── Scenes/                 # GraphScene, Nodes, HUD
│   ├── Scripts/
│   │   ├── Simulation/         # Core simulation logic
│   │   │   ├── Core/
│   │   │   ├── Nodes/
│   │   │   └── Systems/
│   │   ├── GraphEditor/        # GraphEdit UI and node creation
│   │   └── UI/                 # Play/Pause controls, KPIs
│   ├── Data/
│   │   └── sample_graph.json   # Demo graph for first run
│   └── Assets/                 # Art, music, icons
├── LICENSE
├── project.godot
├── export_presets.cfg
├── README.md
└── .editorconfig (optional)

🚀 Build & Run

📋 Prerequisites

🔨 Build locally

godot --headless --build-solutions --quit
dotnet restore
dotnet build --configuration Release

🎮 Run in Editor

Open project.godot in Godot → press ▶ to start the simulation.

🎯 Using the Graph Editor

  1. Create Nodes: Click toolbar buttons (+ Event, + Function, + Gateway, + Buffer, + Sink)
  2. Connect Nodes: Drag from output ports (right) to input ports (left)
  3. Run Simulation: Click ▶ Play button in the control panel
  4. Adjust Speed: Click speed button to cycle through 1x → 2x → 5x
  5. Monitor KPIs: View metrics in the right panel (items consumed, quality, throughput)

For detailed usage instructions, see Game/Scenes/README.md.
For architecture details, see EDITOR_GUIDE.md.

🧪 Optional: Headless smoke test

godot --headless --quit

⚙️ Continuous Integration

Workflow Trigger Purpose
ci.yml Push / PR Build validation
export.yml Tag (v*) Windows & Linux exports

📦 Creating a Release

To create a new release and automatically build Windows/Linux exports:

  1. Ensure CI is passing on your main branch
  2. Create and push a version tag:
    git tag v0.1.0
    git push origin v0.1.0
  3. The export.yml workflow will automatically:
    • Build the game for Windows and Linux
    • Package the builds as zip/tar.gz archives
    • Create a GitHub release with the artifacts attached

Tag naming convention: Use semantic versioning (e.g., v0.1.0, v1.0.0, v1.2.3-beta)

  • Tags without a hyphen (e.g., v1.0.0) → standard release
  • Tags with a hyphen (e.g., v1.0.0-beta, v1.2.3-rc1) → pre-release

🤝 Contributing

  1. Fork the repo
  2. Create a feature branch
  3. Run dotnet build
  4. Submit a PR

All contributions must pass CI and follow .github/copilot-instructions.md.

Code Formatting

This project uses .editorconfig for consistent code formatting:

  • C# files: Use tabs for indentation (tab size = 4)
  • GDScript files: Use spaces for indentation (4 spaces)
  • JSON/YAML files: Use spaces for indentation (2 spaces)

Godot Editor automatically respects .editorconfig settings in Godot 4.5+.
When you create or edit scripts in the Godot editor, it will apply the correct indentation style.

Visual Studio Code and other modern editors also support .editorconfig natively.


📄 License

Code: MIT
Assets: CC BY-NC-SA 4.0
Credit required, non-commercial use only for assets.


🗺️ Roadmap

  • Node editor MVP
  • JSON graph import/export
  • Tick simulation + KPIs
  • Pixel mini-game prototype
  • Kusintel AI tree

Note: Web deployment is not available for Godot 4.x with C#/.NET due to upstream limitations. Native Windows and Linux exports are supported.


"Every tick a beat. Every commit a note."Pixel 🕷️✨

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Build, connect and optimize the world’s first creative factory. Automate coding, testing and music production — but be careful: every refactor changes the rhythm of the world.

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