Publishing on the Godot Asset Store

What the Asset Store at store.godotengine.org asks for, filled in where this repository can answer, and what is left for you. The rules are in Godot's Submitting to the Asset Store.

Ready in the repository

  • The addon alone in the download. .gitattributes keeps everything but addons/daelokbase/ out of a download of a commit, the test hook included, as Godot's docs recommend.
  • A license and a readme in the plugin folder. addons/daelokbase/LICENSE (MIT, the same as the repository's LICENSE) and addons/daelokbase/README.md.
  • A .gitignore, and no submodules.
  • The version file. python tools/package.py writes build/daelokbase-<version>.zip from the last commit, the same files the store's download holds, and stops if anything outside the addon or any of its needed files is missing.
  • An icon. docs/asset-library-icon.png, 256 by 256, drawn from the editor icon's shapes. It is a starting point; a better one can replace it under the same name.
  • Screenshots. docs/shots/: form.png, table.png, schema.png, canvas.png, multi_edit.png, scan_folders.png and the rest.

The form, filled in

field value
Asset name DaelokBase
Summary A data workspace inside the editor: collections as Resource classes, entries as .tres files.
Type Plugin (Tools)
License MIT
Minimum Godot version 4.5
Version the version in addons/daelokbase/plugin.cfg, 0.1.0 now
Tags data, database, resources, inspector, editor, tools

Description:

DaelokBase adds a Data tab to the Godot editor for the data your game is made of. Collections are plain class_name X extends Resource scripts and entries are .tres files, so nothing is locked away: a form built from Godot's own editors, with several entries edited at once; a table with a formula bar; a schema designer that writes the class and plans every change to the entries before making it, with a snapshot to revert; a layout designer; a canvas of the whole project's data; a Stage that previews an entry, in a scene of your own if you like; a problems panel; CSV and JSON in and out; and an importer for DaelokBase Classic projects. Classes you already have are found with no setup. The game loads the data through code the plugin writes into your folders, so the addon is not needed at runtime.

Left for you

  • A public repository. This one has no remote. The store links to the source and installs from a commit of it; for GitHub, the icon's link must start with raw.githubusercontent.com.
  • A publisher account on the store, and its name and URL slug.
  • The AI disclosure. The store asks whether AI was used to make an asset, and the answer is mandatory where it applies. DaelokBase for Godot was written with Claude; how to put that is yours to say.
  • The upload. Commit, run python tools/package.py, and upload the zip as the version file, with a changelog and 4.5 as the minimum Godot version. For a new version, raise version in plugin.cfg, commit, and build again.