build-blured
Build the Blured Engine (OpenCode + Godot)
Best use case
build-blured is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Build the Blured Engine (OpenCode + Godot)
Teams using build-blured should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/build-blured/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How build-blured Compares
| Feature / Agent | build-blured | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Build the Blured Engine (OpenCode + Godot)
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Build Blured Engine This skill builds the complete Blured Engine: 1. Builds OpenCode (TypeScript/Bun) 2. Builds Godot Engine (C++/SCons) ## Instructions When the user asks to "build blured", "rebuild blured", "compile blured", or similar, follow these steps: ### Step 0: Detect what changed and kill relevant processes Check which submodules have uncommitted changes to decide what needs building: ```bash # Check for opencode changes cd /g/blured-engine/opencode && git diff --stat HEAD 2>/dev/null | tail -1 # Check for godot changes cd /g/blured-engine/godot && git diff --stat HEAD 2>/dev/null | tail -1 ``` - If **only opencode** has changes → build OpenCode only (skip Godot) - If **only godot** has changes → build Godot only (skip OpenCode) - If **both** have changes → build both - If **neither** has changes → build both (assume user wants a fresh build) Kill only the processes relevant to what you're building: - Building OpenCode: kill `opencode.exe` and `bun.exe` - Building Godot: kill `godot.windows.editor.x86_64.exe` ```bash # Kill OpenCode (if building OpenCode) taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running" taskkill //F //IM bun.exe 2>&1 || echo "Bun not running" # Kill Godot (if building Godot) taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running" ``` Note: OpenCode's process may appear as `bun.exe` instead of `opencode.exe`. ### Step 1: Build OpenCode (if needed) ```bash cd /g/blured-engine/opencode/packages/opencode && bun run build --single ``` This creates the executable at: `opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exe` ### Step 2: Build Godot Engine (if needed) ```bash cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8 ``` This creates the executable at: `godot/bin/godot.windows.editor.x86_64.exe` Note: This step may fail if: - Godot editor is still running (access denied) - Visual Studio build tools are not in PATH ### Step 3: Confirm to User Tell the user what was built (and what was skipped if applicable): - OpenCode build: `opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exe` - Godot build: `godot/bin/godot.windows.editor.x86_64.exe` - Run `/start-blured` to launch the engine ## Build Options ### Build Only OpenCode If the user says "build opencode only" or "rebuild opencode": ```bash taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running" taskkill //F //IM bun.exe 2>&1 || echo "Bun not running" cd /g/blured-engine/opencode/packages/opencode && bun run build --single ``` ### Build Only Godot If the user says "build godot only" or "rebuild godot": ```bash taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running" cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8 ``` ## Troubleshooting - **"Access denied" error**: Godot editor is running. Kill it with `taskkill //F //IM godot.windows.editor.x86_64.exe` - **SCons not found**: Run from a terminal with Visual Studio environment or use `vcvars64.bat` - **Bun not found**: Ensure Bun is installed and in PATH - **Build takes forever**: Use `-j8` flag for parallel builds (adjust based on CPU cores) ## Key Paths - OpenCode source: `g:/blured-engine/opencode/packages/opencode/` - Godot source: `g:/blured-engine/godot/` - AI Assistant source: `g:/blured-engine/godot/editor/plugins/ai_assistant/`
Related Skills
worldbuilding
Build the game world's foundation before generating concept art. Use when starting a new game project, when user says "build world", "worldbuilding", "world design", or before art direction. Guides the user through 3 questions to establish the world's unique identity.
start-blured
Start the Blured Engine (OpenCode AI server + Godot editor)
package-blured
Package the Blured Engine into a distributable directory
ui-production
Create polished player-facing UI from whitebox to final assets. 5-step workflow from UI mockup to deployed game UI. Do NOT use for whitebox/prototype UI.
ui-layout-replicate
Replicate a UI layout from a cornerstone reference image into a pixel-perfect .tscn scene. Use when user says "replicate UI layout", "build layout from reference", "1:1 UI copy", or has a cornerstone UI image to turn into a scene.
polish
Systematic polish pass — add juice, screen effects, audio, transitions, UI animations, and game feel improvements. Use when user says "polish", "add juice", "make it feel better", "add effects", or similar.
analyze-screenshot
Analyze game screenshots for visual design issues, UI problems, and art consistency. Automatically triggers when a screenshot is attached.
add-level
Guided level design — create a new level with purpose, environment, layout, enemies, and auto-generated assets. Use when user says "add a level", "new level", "create a stage", or similar.
tech-debt
Clean up tech debt - remove obsolete files, temporary files, unused code, dead imports, and other cruft. Use when user wants to clean up the codebase, remove unused code, or reduce tech debt.
git-pushing
Stage, commit, and push git changes with conventional commit messages. Use when user wants to commit and push changes, mentions pushing to remote, or asks to save and push their work. Also activates when user says "push changes", "commit and push", "push this", "push to github", or similar git workflow requests.
git-dev-merge
Merge feature branches back to their base branches across the main repo and submodules. Use when user says "merge feature", "finish feature", "merge back", or invokes /git-dev-merge.
git-dev-feature
Start a new feature development workflow by creating an issue and feature branches across the main repo and submodules.