Retro Remake Workbench
What you'll learn
~15 min- Open a terminal on your operating system
- Install Node.js using nvm
- Install and authenticate an AI CLI tool (or use browser chat as an alternative)
- Install Phaser and verify a starter app renders
Before you build anything
Every tool in this module — from the source-availability scanner to the playable combat prototype — runs from the command line. Before you start researching BloodRayne rights or prototyping dodge mechanics, you need four things on your machine:
- A terminal — the app where you type commands
- Node.js — the runtime that powers everything
- An AI CLI tool — the engine that builds your tools from plain-English prompts
- Phaser — the game framework you’ll use for prototypes later in the module
Fifteen minutes from now, you’ll have a running Phaser app that says “Hello Lora” with a sprite on screen. That’s not decoration — it’s proof that your entire toolchain works end to end.
You can use Claude.ai, Gemini, or ChatGPT in your browser instead. Paste the same prompts from the lessons, get the same tools generated, then download the files and run them locally later. The browser path works fine — you just won’t get the “type a command and watch it build” experience until you set up the CLI. Skip to Verify it works if you’re going browser-first.
Step 1: Open a terminal (2 minutes)
The terminal is where you’ll run every tool in this module. It’s just a text interface to your computer — think of it like texting your machine instead of clicking around.
Mac:
- Press Cmd + Space to open Spotlight
- Type Terminal and press Enter
- You’ll see a window with a blinking cursor — that’s it, you’re in
Windows:
- Open the Start menu and search for Ubuntu or WSL
- Click the Ubuntu app to open a Linux terminal inside Windows
- If you don’t have WSL installed: open PowerShell as Administrator, run
wsl --install, restart, then open Ubuntu
Linux:
- Press Ctrl + Alt + T to open a terminal
You should see a prompt that looks something like user@machine:~$ — that’s your command line, ready for input.
The shared curriculum covers terminals in depth: What Is a Terminal?, Opening Your Terminal, and Navigating the Filesystem. Come back to those if you want a deeper understanding later.
Step 2: Install Node.js via nvm (5 minutes)
Node.js is the runtime that powers the CLI tools and the Phaser dev server. The easiest way to install it is through nvm (Node Version Manager).
Install nvm:
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.3/install.sh | bashClose and reopen your terminal, then:
nvm install --ltsVerify it worked:
node --versionnpm --versionYou should see version numbers (e.g., v22.x.x and 10.x.x). If you do, Node.js is ready.
The shared curriculum covers Node.js setup in detail: Overview & Prerequisites. It includes proxy/certificate troubleshooting and alternative install methods.
Step 3: Install an AI CLI tool (5 minutes)
You need one of these. Pick whichever fits your situation — they all work with the prompts in this module.
Option A: Claude Code (recommended)
npm install -g @anthropic-ai/claude-codeclaudeFollow the authentication prompts. Once you see the Claude Code interface, you’re ready.
Option B: Gemini CLI
npm install -g @google/gemini-cligeminiOption C: Codex CLI
npm install -g @openai/codexcodexClaude Code costs ~$20/month through a Pro subscription. Gemini CLI has a free tier. Think of it like buying a game engine license — if it saves you a weekend of boilerplate on your first prototype, it’s paid for itself before you’ve finished your first sprite sheet.
The shared curriculum covers each tool’s setup in detail: Claude Code, Gemini CLI, Codex CLI. Those lessons include SSH authentication, API key setup, and troubleshooting.
Step 4: Install Phaser and create your starter app (3 minutes)
Phaser is the game framework you’ll use for prototypes later in this module. Let’s get it running now so you’re not troubleshooting dependencies when you’re trying to build a combat loop.
Open your AI CLI tool in a new folder and paste this prompt:
Create a minimal Phaser 3 starter project with Vite as the bundler.
PROJECT STRUCTURE:hello-lora/ package.json index.html src/ main.js
REQUIREMENTS:1. package.json with phaser (^3.80) and vite as dependencies2. index.html with a centered game canvas, dark background (#09090b)3. src/main.js that: - Creates an 800x600 Phaser game with Arcade physics - Shows the text "Hello Lora" centered on screen in white, 32px font - Creates a simple colored rectangle "sprite" (64x32, #8B5CF6) below the text - The sprite slowly bobs up and down using a tween (y +/- 20px, 1s loop) - Background color: #18181b4. Add a "dev" script in package.json: "vite"After it generates:
cd hello-loranpm installnpm run devOpen the URL it prints (usually http://localhost:5173). You should see a dark screen with “Hello Lora” in white text and a purple rectangle gently bobbing underneath it.
That’s your Phaser toolchain, verified and working.
Verify it works
Three checkpoints:
| Check | Expected |
|---|---|
node --version | v22.x.x or similar |
claude --version (or your CLI tool) | Version number prints |
npm run dev in hello-lora/ | Browser shows “Hello Lora” with bobbing sprite |
If all three pass, your workbench is ready. Kill the dev server with Ctrl+C and move on.
If you’re going browser-first:
- Open claude.ai (or your preferred AI chat)
- Paste the Phaser starter prompt above
- Save the generated files, run
npm install && npm run devwhen you’re ready to see it
Either path works. The CLI is faster for the multi-file projects coming up, but browser chat gets you started immediately.
You’re ready
Your workbench is equipped — terminal, runtime, AI CLI, and game engine. In the next lesson, you’ll build the Source Availability Scanner, a CLI tool that records whether target games like BloodRayne have released source code, have decompilation projects, mod SDKs, or nothing at all. That’s the research foundation everything else builds on.
Time to stop configuring and start building.