Create Anything
Step-by-step DAI 3.0 guides for every major custom content, runtime, world, UI and experience system.
One guide for every major creation surface
These are deliberately small, testable builds. Finish the relevant primitive here, then plug it into one of the complete-game tracks instead of creating disconnected demo content.
Create an item identity with vanilla fallback, custom data, name/lore, components and optional resource-pack presentation.
Build + test →dai_blocksCustom BlocksBuild native/custom blocks with states, luminance, collision/shape, interactions and lifecycle callbacks.
Build + test →dai_weaponsWeapons & Combat ItemsCreate server-authoritative melee/ranged weapons with costs, cooldowns, projectiles, hit rules and readable feedback.
Build + test →dai_armorArmor & EquipmentCreate armor/equipment with attributes, set identity, optional abilities and resource-pack visuals.
Build + test →dai_attributesAttributes & ModifiersCreate reusable numeric gameplay state and apply native/custom attribute modifiers without permanently overwriting other systems.
Build + test → + dai_potionsEffects & PotionsCreate status effects and consumable/application definitions with clean server application/removal.
Build + test →dai_projectilesProjectilesCreate projectile physics with speed, gravity, collision, ricochet/homing/return behavior and authoritative impacts.
Build + test →dai_particlesParticles & Visual FXCreate reusable particles and visual effect events while keeping gameplay state authoritative.
Build + test →dai_entitiesNative Entities & AICreate carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.
Build + test →animations + dai_render_profilesAnimations & Render ProfilesCreate reusable visual animation state and render profiles that react to real gameplay state.
Build + test → + dai_musicSounds & MusicCreate event-driven sound and music customization tied to gameplay phases and locations.
Build + test →definitionsHUD, Overlays & Game CustomizationBuild responsive HUD/overlay feedback driven by current state instead of static mockups.
Build + test →dai_structuresStructures & Modular RoomsCreate recognized physical structures with bounds, anchors, sockets, placement validation and repair logic.
Build + test → + dai_biomesFeatures & BiomesCreate environmental generation/content identities and layer them into authored or generated regions.
Build + test → + dai_recipesLoot, Recipes & ProcessingCreate progression rewards, crafting/processing and machine recipes that connect exploration to upgrades.
Build + test → dai_quests Currencies, Shops, Dialogues, Quests & FactionsCreate social/progression systems that share stable IDs and server-owned state.
Build + test → dai_timelines Dimensions, Dimension Types, Timelines & EnvironmentsBuild custom spaces, clocks/timelines and environmental identity while keeping travel/recovery safe.
Build + test → + dai_physicsRules, Physics & Environmental ModifiersCreate world/entity rules and environmental physics such as gravity, movement or damage scaling.
Build + test →dai_vehiclesVehiclesBuild server-authoritative vehicles with actual player input, acceleration, steering, seats and safe exit behavior.
Build + test → + dai_interactivesPortals & Interactive VolumesCreate coordinate-authored portal and interaction volumes with conditions, cooldowns and safe server outcomes.
Build + test →dai_fluidsFluidsCreate authored fluid behavior and connect it to environment, damage, movement and interaction rules.
Build + test →reactionsReactions & Event-Driven GameplayTurn real gameplay events into deterministic server/client responses without wasteful tick polling.
Build + test →definitionsConditions, Logic Definitions, Objectives & SequencesCompose reusable behavior from conditions/actions and use explicit phases for longer gameplay flows.
Build + test →menusMenus, Input & Keybind GameplayBuild menus and custom-key gameplay while keeping server-side actions authoritative.
Build + test →SYSTEMRecognition & PerceptionTeach DAI to identify physical structures/targets/regions so gameplay reacts to the world rather than hidden assumptions.
Build + test →SYSTEMAutomation & Autonomous BehaviorCreate safe reusable automation that perceives the world, selects a target, acts and knows when to stop.
Build + test →SYSTEMExperiences, Worldgen & Title/Loading PresentationCreate a MAIN experience that owns its save bootstrap, world construction, resume path and presentation.
Build + test →scoreboardsMultiplayer State, Checkpoints & MigrationsBuild save-safe progression that survives death, updates and multiple players without cross-contamination.
Build + test →<namespace>Resource Packs, Models & Vanilla FallbacksCreate optional or required presentation layers without making visuals the hidden source of gameplay state.
Build + test →SYSTEMTesting, Performance & PackagingTurn a working prototype into a release that survives real players, upgrades and bad timing.
Build + test →DAI_TITLE_SCREENSBranding, Title Screens & Loading PresentationCreate experience branding and loading presentation around a working bootstrap.
Build + test →Use this order for a first game
- Experience shellCreate the MAIN experience, safe spawn and resume path.
- Player stateAdd explicit per-player progression and checkpoints.
- One interactionItem, weapon or interactive volume proves input → server action → feedback.
- One environmentCreate terrain/room/world state that is physically traversable.
- One challengeEnemy, puzzle, resource objective or generated room.
- One rewardRecipe, item, module, currency or destination unlock.
- RecoveryDeath/rejoin/migration must return to a valid state.
- PresentationOnly now add custom models, HUD, title screens and high-density FX.
- MultiplayerTest two players at different progression states.
- ReleaseValidate, migrate from prior version and package.