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Parcel Switchyard

Godot · Interactive sorting with two feed tracks and three destinations

Actual running Godot view: a cream control panel, a deep blue sorting yard, three color-coded destinations and parcel conveyor tracks
Actual running Godot view: a cream control panel, a deep blue sorting yard, three color-coded destinations and parcel conveyor tracks
GodotInteractionGame prototypeProcedural drawingNative projectVerification

Creative goal

Verify whether Godot typed MCP can turn an original interactive concept into a native project that can be saved, reopened, tested and packaged, while strictly distinguishing production evidence, the rendering environment and actual input acceptance.

A small, understated and warm parcel-sorting game: send parcels from two feed belts and choose the right route to Harbor, Garden or Market. The editable project, actual tool-call evidence, short film and resource pack are retained.

Models and versions

Production, post-production and review are attributed separately. Unknown means records are insufficient; it does not mean the current model produced the work.

Planning
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Original sorting gameplay and interface planning

Native production
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Actual writes through typed MCP and scene saving

Code
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Gameplay, drawing, testing and input observation

Reference inputs
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
No generation from external reference images; original procedural composition

Media processing
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Native Godot frames and H.264 encoding with FFmpeg

Visual review
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Review of actual images and sampled video frames, including independent visual review

Technical review
Unknown · Reasoning effort:Unknown

No independently verified record of the model or reasoning configuration was obtained; neither is inferred from the results.
Review of source-file hashes, actual tool calls and test results

Version history

  • v1 Native interactive work ·

    Created through actual typed MCP calls; corrected the label overlap found during image review and completed actual keyboard and mouse checks, the native short film and verification of reopening the resource pack.

  • v2 Additive Web and portrait adaptation ·

    Preserves the original rules, assets and history; adds a standard Web export, bilingual shell and portrait controls. Source and headless checks pass. Real browser, touch and visual acceptance are recorded separately for the current revision, never inferred from old desktop screenshots.

English translation. Read the original Chinese text. Source evidence, downloads and native artwork retain their original language.

Prompt

Reusable prompt template
Create an original small parcel-sorting game in a clean Godot project. Build clear gameplay around two feed tracks, one switch and three destinations with text labels. Provide keyboard and mouse controls, correct and incorrect delivery counters, automatic dispatch and reset. Use original procedural graphics without private projects or external assets. First discover, load and describe the actual typed DCC-MCP tools, then create the script and scene, attach the script and save. Retain requests and responses, the native project, compilation and logic tests, actual images, keyboard and mouse acceptance evidence, and evidence of packaging and rerunning; accurately record any headless-rendering rejection.

Reproduction instructions based on the actual work, not a verbatim transcript of the user’s private conversation.

Software and tools

Host
Godot 4.6.3 · Linux x86_64
Adapter / Core / CLI
dcc-mcp-godot 0.9.6 · Core / CLI 0.20.42
Actual rendering
CI/Xvfb · Compatibility OpenGL · Mesa llvmpipe
Media
1280 × 720 · 8 seconds · H.264 · 30 fps
  • godot_script__create_script / edit_script / attach_script

    Wrote original GDScript through the actual gateway, revised it and attached it to the native scene.

  • godot_scene_management__create_scene / save_scene

    Created and saved a native Node2D scene.

  • godot_project_management__set_project_setting

    Configured the main scene, window dimensions and rendering mode.

  • godot_script__validate_script

    Compilation was checked in the actual host; the final logic was separately reverified through native execution.

  • godot_editor__render_scene_preview

    The call was actually rejected in the local headless environment; that failure is not presented as success. Subsequent images came from a normal graphical CI run.

Refer to project documentation for installation, compatibility and current capabilities. This case's actual environment and execution evidence are recorded above.

Step-by-step process

  1. Make the sorting rules testable first

    Deterministic tests cover all three destinations, incorrect-sorting feedback, the capacity limit, keyboard route selection, automatic-dispatch toggling and repeated resets.

  2. Create the native project through actual tool calls

    Typed gateway requests and responses are retained for the script, scene, script attachment, saving and project settings. Adapter-installation information was removed from the portable copy; that copy is not presented as another MCP production run.

  3. Review actual rendered images, then revise

    The first review found the Harbor label too close to the status text; this was corrected through MCP and captured again. Both fixed-size and small-window views are retained, distinguishing layout fit from phone usability.

    Actual 960×540 Godot small-window view; the complete layout is visible, while the small text remains intended for desktop use
    Actual 960×540 Godot small-window view; the complete layout is visible, while the small text remains intended for desktop use
  4. Exercise the actual controls and repackage

    Actual X11 keyboard and mouse input completed two deliveries, repeated resets, automatic-dispatch toggling and selection of the third route; logic checks passed after restarting from the PCK resource pack.

    Godot view after actual keyboard and mouse input, showing a delivery count of two
    Godot view after actual keyboard and mouse input, showing a delivery count of two

Try it in your browser

Match the next parcel label. Tap a route and Send. Keys 1/2/3 select; Space sends; A auto; P pause; R reset. Portrait controls scroll vertically.

The original game is silent. Exit/reload starts a fresh shift. Web game labels and browser controls support English and Simplified Chinese; the original downloadable native package is unchanged. Export records and exact-head browser acceptance are separate; an export alone is not playability proof. No physical-device, Safari/Firefox or deployment claim.

WebGL 2 · Godot 4.6.3 · Loads only after a click. Closing the demo discards unsaved state.

Open standalone ↗

Results

Actual output from Godot Movie Maker, subsequently encoded as H.264. No voiceover or audio track; the automatic demonstration shows the tracks, parcels and changing counters.
Final native sorting-yard still
Unretouched Godot viewport capture; the status text and Harbor label have been separated.

Verification and boundaries

Check records; each row distinguishes historical measurements from this review.
CheckResultObservations and supporting evidence
Actual MCP productionPassedEleven successful typed-tool production calls covered the source script, script attachment, saving, settings and visual revisions; the actual responses are retained.
Native logic and actual inputPassedNine deterministic logic checks; actual keyboard and mouse input completed two deliveries, repeated resets and automatic-dispatch toggling.
Native reopening and exportPassedGodot editor reimport, native execution, PCK export and execution from the resource pack all passed.
Local headless renderingFailedThe dummy renderer cannot read back pixels, so the official typed preview was rejected by design; graphical execution in CI was verified separately.
Visual review and small-window checksPassedReviewed the actual final still, interaction frame, small-window view and sampled video frames; corrected the label overlap found in the first review. The small-window check demonstrates only that the complete layout remains visible.

Evidence limits

  • The original native version dated 2026-10-11 targets desktop 1280×720; its old 960×540 screenshot does not establish phone or touch acceptance.
  • The original 2026-10-11 delivery had no Web build. A separate Web adaptation was added on 2026-10-18, with acceptance recorded apart from native evidence. The original PCK still requires compatible Godot.
  • The artwork is drawn procedurally by editable GDScript; it is not a collection of individually editable scene meshes.
  • Local headless production and native rendering in CI were separate verification stages; MCP rendering success was not fabricated.

Last reviewed: 2026-10-11T14:23:00Z

Project files

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Resources and rights

Source:Source and code
Source commit:c80c3df08e45e14270e0432477599c90b07887d4

Author:DCC-MCP showcase contributors
License scope: This case’s assets and project are not relicensed under the site’s MIT license; no new CC0 dedication or copyright license is granted. See LICENSES.md.
Original procedural graphics; no private projects, third-party asset packs or external images. Godot and the adapter are not included in the distributed package.