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KayingCodex

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An intelligent agent workbench built for game development — so AI actually ships the game, not just code that "looks like it compiles."

License: MIT

Desktop version: 1.5.0 · Default work mode: Game Development


Screenshots

① AI Workspace — Home

Describe your game in natural language; the workbench plans and builds a playable prototype.

AI Workspace

② Tools Panel

One-click Favorite tools — Check Environment, Get Authorization, Initialize Project, Submit to TapTap.

Tools Panel

③ Live TapTap Preview

Real-time preview inside the app — the 2048 demo running in TapTap Preview on the right.

TapTap Preview

④ File Preview & Knowledge Base

Browse Lua source (e.g. GameSystems.lua) and the versioned offline API docs in one view.

File Preview

⑤ Asset Library

3101 semantically annotated items with category filters, auto-accept / manual-confirm workflow and state carousel.

Asset Library


What Is This

KayingCodex is a desktop application for game creators. It combines a powerful AI agent with a "quality assurance framework": when you say "build me a side-scrolling platformer," it won't just tweak a few files and declare "done." Instead, it follows the complete pipeline of Design → Scene → Gameplay → Integration → Testing, step by step, to actually build the thing — and build it right.

Ordinary AI coding tools treat projects as text repositories, but a game is a graph of interwoven scenes, assets, bindings, and gameplay logic. The key differences of KayingCodex:

  • Compiles ≠ Playable: It checks whether assets are truly bound and whether the player can actually see something on screen — not just run a type check.
  • Declared ≠ In Effect: Referencing a texture doesn't mean that texture was actually published into the game. The framework demands "evidence" before it accepts anything.
  • Long Tasks Don't Lose the Thread: A game spans multiple stages. KayingCodex persists task progress at every step, so closing and reopening picks up right where you left off.
  • No Passing on Self-Reported Success: When the AI says it's done, that doesn't count. Only verifiable evidence on disk opens the quality gate.

In short: Judgment goes to the AI; memory, constraints, and acceptance go to the workbench.


Core Capabilities

1. Complete Game Development Pipeline

KayingCodex breaks a game project into clear stages, automatically advancing, recording, and accepting each one:

Requirements → Discovery → Capability Audit → Planning → Contract Freeze
     → Scene Planning → Scene Building → Scene Gate
     → Gameplay Planning → Gameplay Building → Integration Gate
     → Testing → Decision → Release → Done

Every stage has clear deliverables and acceptance criteria. You can check progress at any time and know "where we are now and what comes next."

2. Assets That Actually Land

The easiest way to trip up in game development is "the art never got bound." KayingCodex has a built-in semantic asset layer that treats assets as reviewable, publishable packages: from discovery, import, and annotation to binding into scenes, validation, and publishing — every step is traceable. It tells you explicitly which assets are truly bound into the game and which were merely "declared."

3. Role-Based Collaboration

Inside the workbench, four specialist "roles" relay the work, each with its own responsibility:

Role Responsible for
Game Director Requirements & acceptance criteria, overall planning, key decisions
Scene Builder Scenes, interfaces, UI, asset binding
Gameplay Engineer Gameplay logic, modules, state machines
Quality Tester Acceptance scoring, feeding issues back to the Director

Work flows between roles like a baton, with clean handoffs — no "who's supposed to own this?" mid-task confusion.

4. Built-in Knowledge Base (Offline)

No need for the AI to guess engine APIs. KayingCodex ships with a versioned, validated API knowledge base (covering 26 domains and 166 operations), fully available offline, ensuring generated code follows known, correct usage.

5. Two Runtime Options

LocalRuntime TapTap Runtime (Official)
What it is The app's built-in cross-platform Lua UI runner TapTap's official local runner
Platforms Cross-platform (macOS / Windows / Linux) Windows only
Use case Interactive design preview, instant local preview TapTap platform builds & publishing

LocalRuntime lets you see real rendered scene output directly in the app — no internet or external tools required.


What Can You Do With It

  • Build a game from scratch: Describe your idea, and the workbench will plan and progressively implement a playable prototype.
  • Visual design canvas: Preview and adjust scenes and UI directly in the Design tab — what you see is what you get.
  • Manage your asset library: Import, annotate, and bind art and audio assets, making sure they actually make it into the game.
  • Publish to TapTap: Validate release readiness through the built-in flow and submit your build.

Getting Started

Installation

Download the installer for your platform (macOS / Windows / Linux) from the releases page, install, and launch. The app starts in Game Development mode by default.

First Run

  1. Launch KayingCodex to enter the game development workspace.
  2. Create a new project or open an existing one.
  3. Describe the game you want in natural language (e.g., "Make a 2D side-scrolling platformer where the player is a block that can jump and collect coins").
  4. The workbench advances through the pipeline: confirming requirements first, then planning scenes and gameplay, building and accepting each step.
  5. Preview results in real time on the design canvas; once satisfied, publish.

Key Entry Points

  • Design tab: Interactive preview of local-runtime scenes and UI.
  • Asset library: View, import, and bind project assets.
  • Publish panel: Validate release readiness and submit to TapTap.
  • "Run" tab in sidebar (Windows): Run via TapTap Runtime.

System Requirements

  • LocalRuntime (local preview): macOS / Windows / Linux all supported.
  • TapTap Runtime (official runs / publishing): Requires Windows.
  • Internet connection required to download and update runtimes and asset resources.

FAQ

Q: How is this different from an ordinary AI coding assistant? Ordinary assistants finish editing files and "declare success" without verifying whether the game runs or the art got bound. KayingCodex uses persistent task flows and evidence-driven quality gates to make sure every step actually lands.

Q: Where are my project files stored? Task progress and evidence inside a game project live in .project/ within the project directory — portable, collaboration-friendly, easy to back up. The app's own config and logs live in ~/.KayingCodex/ under your user directory.

Q: Do I need an internet connection? The knowledge base and local preview are fully offline-capable. Internet is required when integrating with TapTap platform builds and publishing.

Q: Which platforms are supported? Local development and preview are cross-platform; official TapTap runs and publishing currently require Windows.


License

MIT © Kaying Studio.

Releases

Packages

Contributors