Avior Studio
We build the tools we needed first.
A package manager and a linter, written because three Godot projects here were sharing
addons and conventions and nothing was keeping them straight. They turned out to be
useful outside those projects, so they went out.
01 The tools came out of the games
Castle Drop, Prizm and Fields of Revik all pull the same addons and follow the same
script conventions. GDAM installs and pins those addons from a registry; gdlint keeps
the GDScript around them honest. Neither was a product idea — they were the parts that
kept going wrong, and the fourteen addons on the registry were factored out the same
way, on the third time a project needed the same thing.
02 Published when it is useful to someone else
The tools, the addons and the arcade are public and installable in one command. The
Godot games stay private until there is something worth playing — a repository nobody
can run is not a release, and a link to one is not an announcement.
03 Godot 4, Go, and pages that ship no JavaScript
The games are Godot 4.4. The tools, the arcade and the registry APIs are Go, built as
single static binaries. The sites — this one included — are static Astro with no
client-side runtime at all.
Two tools.
Fourteen addons.
Four games.