Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-project-templatesAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Project Templates (Navigation)
Scaffold architecture, then adapt — never dump genre tutorials into the project verbatim.
NEVER Do (Expert Anti-Patterns)
Directory & Scaffolding
- NEVER hardcode scene paths in dozens of call sites — AutoLoad constants or a scene registry.
- NEVER skip `.gdignore` for designer asset drops outside import pipelines.
- NEVER copy-paste templates as-is — Understand structure, then adapt (see checklist below).
Architecture & Lifecycle
- NEVER use `get_tree().paused` without process-mode groups — Pause menus need
PROCESS_MODE_ALWAYS. Why: pausing the tree freezes_processon menu nodes too, so buttons never receive input; set gameplay toINHERIT(paused) and menu/HUD toALWAYSvia base_menu.gd or explicitprocess_modeon the pause root. - NEVER skip virtual lifecycle hooks on base classes — Prefer
_initialize_*()over brittle_ready()overrides. - NEVER rely on monolithic God singletons — Signal Bus or Subsystem Locator.
Platform & UI
- NEVER skip `Input.MOUSE_MODE_CAPTURED` in FPS scaffolds — Set when the FPS genre path is chosen.
- NEVER use floating-point constants for UI layout — Anchors/containers.
- NEVER ignore i18n translation context — Disambiguate strings in
tr()/ contexts.
Performance
- NEVER load massive levels synchronously —
ResourceLoader.load_threaded_request().
Golden Path
- Bootstrap — MANDATORY bootstrap_config.gd: config/network before audio/UI (do not rely on accidental Autoload order).
- Pick a genre row below → load listed scripts only.
- Rename project, register locator/bootstrap, configure Input Map.
- Open the consumer
godot-genre-*skill for gameplay systems.
Platformer end-to-end: row 1 scripts → godot-genre-platformer (advanced_platformer_controller.gd for movement; template base_level + state machine for scene flow). Do NOT paste FPS/inventory recipes from this skill.
Genre Router → Scripts
MANDATORY: Choose a genre row, load the listed scripts, then open the consumer godot-genre-* skill for gameplay systems. Do NOT paste inline FPS controllers or inventory managers from memory.| Genre intent | Load these template scripts (MANDATORY) | Fill gameplay via |
|---|---|---|
| 2D platformer | base_game_manager.gd, base_level.gd, base_actor.gd, scene_state_machine.gd, state_machine_node.gd | godot-genre-platformer |
| Top-down / action RPG | Same bases + subsystem_locator.gd, base_menu.gd | godot-genre-action-rpg |
| 3D FPS / shooter | Bases + multi_platform_input.gd, platform_feature_config.gd | godot-genre-shooter-fps |
| Any genre + DLC packs | modular_dlc_loader.gd | Genre skill + godot-export-builds |
| Cross-platform input/features | multi_platform_input.gd, platform_feature_config.gd | godot-input-handling |
| Threaded level streaming | level_steamer_manager.gd | godot-scene-management |
| Accessibility TTS | accessibility_tts_manager.gd | Project foundations / UI skills |
Folder-by-feature skeleton (all genres): entities/<name>/, levels/ or maps/, ui/, autoloads/ or locator-registered systems, resources/. Details belong in the genre consumer skill — not duplicated here.
Architecture Deltas (keep in this skill)
Subsystem Locator vs God Autoload
Prefer subsystem_locator.gd for modular registration; keep a thin bootstrap Autoload only.
Bootstrap order
MANDATORY bootstrap_config.gd (or equivalent): critical systems (config/network) before audio/UI. Do not rely on accidental Project Settings Autoload order alone.
Pause modes
Gameplay tree pauses; UI/pause menu nodes use PROCESS_MODE_ALWAYS. Wire via base_menu.gd.
PCK / DLC
MANDATORY modular_dlc_loader.gd for ProjectSettings.load_resource_pack() mounts — never hand-roll path hacks in gameplay code.
Feature tags
MANDATORY platform_feature_config.gd for OS.has_feature() / export-tag forks (mobile, lowend, dedicatedserver).
Adapt-Not-Copy Checklist
Map each template piece to a consumer skill before writing gameplay code:
| Template piece | Adapt into |
|---|---|
base_actor / state machine nodes | Genre movement/combat skill (godot-genre-*) + godot-state-machine-advanced |
base_game_manager signals | godot-autoload-architecture / godot-signal-architecture |
| Level streamer | godot-scene-management |
| Input / feature config | godot-input-handling + platform skills |
| Menus / HUD shells | godot-ui-containers |
| Export / CI / PCK | godot-export-builds |
Usage: pick genre row → load scripts → rename project → register locator/bootstrap → configure Input Map → open genre skill for systems — do not paste stock FPS/inventory recipes from this skill.
Deep dive (load on demand)
Platformer/RPG/FPS directory trees, input map template, CI export YAML, PCK mount, bootstrap priority — references/genre-template-scaffolds.md.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Project organization — Feature-folder layouts,
.gdignore, and VCS hygiene that genre boilerplates should bake in from day one. - Scene organization — Ownership boundaries for
entities/,levels/, and UI scenes so templates stay refactor-safe. - Singletons (Autoload) — Registering lean GameManager / Audio / SceneTransitioner services that survive scene changes.
- Autoloads versus regular nodes — When a Subsystem Locator or scene-local node beats a monolithic God singleton.
- Background loading —
ResourceLoader.load_threaded_*patterns used by level streamer templates. - Pausing games — Process modes so pause menus stay alive while gameplay freezes.
- Multiple resolutions — Stretch mode/aspect defaults (
canvas_items/expand) every new project template should document. - Feature tags —
OS.has_feature()profiles for mobile/PC/server overrides in platform config templates. - Exporting packs (PCK) — Modular DLC / patch mounts via
ProjectSettings.load_resource_pack(). - Using controllers and gamepads — Default Input Map actions and deadzone tuning for multi-platform templates.
- Text-to-speech — DisplayServer TTS hooks for accessibility manager scaffolding.
- Internationalizing games — Translation contexts so UI strings in menus/HUD avoid ambiguous keys.
Related Skills
Prerequisites
- godot-project-foundations — Folder hygiene, naming, and import basics before copying a genre skeleton into a real repo.
- godot-gdscript-mastery — Typed base classes, virtual hooks, and signal style used by every template script here.
Complements
- godot-autoload-architecture — Boot order and ownership rules once BootstrapConfig / GameManager Autoloads leave the template stage.
- godot-scene-management — Production scene swaps and load queues that deepen the level streamer boilerplate.
- godot-input-handling — Full action maps, device routing, and remapping beyond MultiPlatformInput scaffolding.
- godot-state-machine-advanced — Hierarchical / visual FSM patterns that extend SceneStateMachine and StateMachineNode.
- godot-export-builds — Export presets, VRAM compression, and CI headless flags assumed by Standard-Export-Presets templates.
- godot-signal-architecture — Typed EventBus patterns when templates grow past direct GameManager signals.
- godot-ui-containers — Anchor/container layouts for BaseMenu and HUD scenes instead of floating-point pixel drift.
- godot-adapt-desktop-to-mobile — Touch, safe-area, and mobile feature-tag profiles that PlatformFeatureConfig only stubs.
Downstream / consumers
- godot-genre-platformer — Fills the 2D platformer directory skeleton with movement, coyote time, and level flow.
- godot-genre-action-rpg — Combat, inventory, and quest systems that plug into the top-down RPG template folders.
- godot-genre-shooter-fps — Weapons, hit detection, and camera feel layered on the 3D FPS player scaffold.
Master
- godot-master — Library router and mirrored module entry for cross-skill discovery.




