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@kpanks/game-assets

v0.1.0

Published

Praetor game-asset pipeline — one spec → runnable Godot 4.4 project. Sprites, textures, music, SFX, scene tree, controller stub. Same adapter contract as @kpanks/ugc; reuses image, audio, and music backends.

Readme

@kpanks/game-assets

One spec → runnable Godot 4.4 project. Sprites, textures, music, SFX, scene tree, controller stub.

Charter-driven game-asset pipeline for Praetor. Same adapter contract as @kpanks/ugc — every stage has a paid backend (best quality) and a zero-cost fallback so a charter can keep running when API credits are exhausted.

Install

npm i @kpanks/game-assets

Quick start

import { defaultRenderer, specFromGoal } from "@kpanks/game-assets";

const r = defaultRenderer({ outDir: "out" });
const result = await r.render(
  specFromGoal({ id: "fox-run", goal: "A 2D platformer about a fox who collects stars" })
);

// result.outputDir is a folder Godot 4.4 can open directly
console.log(result.outputDir);
console.log(result.costUsd); // 0 on the default zero-cost path

Backends (April 2026 list prices)

| Stage | Backend | Per-clip cost (default counts) | Env key | | ------- | ------------------------ | ------------------------------ | ------------------- | | Concept | openai-image | $0.04 | OPENAI_API_KEY | | Concept | fal-flux | $0.025 | FAL_KEY | | Concept | reuse (default) | $0 | — | | Sprite | nano-banana-bg-removed | $0.04 × frames (default 4) | FAL_KEY | | Sprite | openai-image | $0.04 × frames | OPENAI_API_KEY | | Sprite | aseprite-template (default) | $0 | — | | Texture | fal-flux-tileable | $0.025 × tiles (default 6) | FAL_KEY | | Texture | noise-procedural (default) | $0 | — | | Music | suno-api | $0.30 / 60s loop | SUNO_API_KEY | | Music | elevenlabs-music | $0.25 / 60s loop | ELEVENLABS_API_KEY| | Music | silent (default) | $0 | — | | SFX | elevenlabs-sfx | $0.018 × cues (default 6) | ELEVENLABS_API_KEY| | SFX | sfxr-presets | $0 | — | | SFX | silent (default) | $0 | — | | Code | anthropic-claude | ~$0.45 / controller | ANTHROPIC_API_KEY | | Code | static-template (default) | $0 | — |

Default total: $0. Maxed-out paid path with 4 sprite frames + 6 tiles + 6 SFX cues: ~$1.21.

Output

The renderer writes a folder Godot 4.4 can open directly:

out/games/<spec.id>/
├── project.godot          # Godot project manifest
├── Main.tscn              # Root scene
├── controller.gd          # 4-direction Sprite2D controller
├── concept.png            # Concept art
├── sprites/
│   └── sheet_4f.png       # 4-direction character sheet
├── textures/
│   ├── tile_0.png         # Seamless environment tiles
│   └── …
├── music.mp3              # (optional) loop
└── sfx/
    ├── jump.wav
    ├── hit.wav
    └── …

Open the folder in Godot 4.4 → press F5 → playable.

Custom adapters

import { GameAssetsRendererImpl } from "@kpanks/game-assets";

const r = new GameAssetsRendererImpl({
  concept: { "openai-image": myOpenAIAdapter },
  sprite: { "nano-banana-bg-removed": myFalAdapter },
  texture: {},
  music: { "suno-api": mySunoAdapter },
  sfx: { "elevenlabs-sfx": myElevenLabsSfxAdapter },
  code: { "anthropic-claude": myClaudeAdapter },
  outDir: "out",
});

const result = await r.render(spec, {
  concept: "openai-image",
  sprite: "nano-banana-bg-removed",
  music: "suno-api",
  sfx: "elevenlabs-sfx",
  code: "anthropic-claude",
});

Any stage without a wired backend falls back to its free-tier built-in (transparent PNG + silent audio + static template controller).

Canonical SFX cues

Six cues are defined by default — jump, hit, pickup, ui_confirm, ui_cancel, music_sting. Override with spec.sfxNames for genre-specific cues.

License

MIT