thedivergentai/game-design-agentic-skills

godot-game-loop-harvest

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete, respawnmanager world persistence, UNIX offline progress, autosave, a…

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npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-game-loop-harvest

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원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Script Catalog (MANDATORY by path)

PathMANDATORY reads
Hit / gatherharvestable_node.gd, resource_data.gd, harvest_tool_data.gd
Offline / autosaveharvest_loop_patterns.gd, harvest_autosave_manager.gd, harvest_inventory_manager.gd
Vein / respawn / worldharvest_respawn_manager.gd + FastNoiseLite vein notes below

Setup (short)

  1. Author HarvestResourceData / HarvestToolData .tres (tool enum + tier, yield range, optional drop scene).
  2. Attach harvestable_node.gd to StaticBody3D; assign data + mesh_to_shake; keep interaction on Layer 1.
  3. Autoload harvest_respawn_manager.gd as HarvestRespawnManager when world persistence is required.

Hit path

Raycast/interact → apply_hit(tool_data: HarvestToolData):

gdscript
if collider is HarvestableNode:
    collider.apply_hit(player_tool)
SignalPayloadWire to
harvested(data, amount)Inventory / harvest_inventory_manager
took_damage(curr, max)HUD bar / popup pool
interaction_failed(reason: StringName)"wrong_tool" / "low_tier" feedback

NEVER Do

  • NEVER use float for accumulated harvest counts — use int.
  • NEVER gather rates in `_process` without `delta` — framerate-scales economy.
  • NEVER trust `OS.get_ticks_msec()` for offline progress — use Time.get_unix_time_from_system().
  • NEVER check tool type via free-form strings — use HarvestToolData.ToolType / StringName enums (see scripts).
  • NEVER mutate shared Resource templates — duplicate(true) before runtime durability/health mutation.
  • NEVER `queue_free()` before VFX/SFX finish — hide mesh, swap collision layer, free after juice.
  • NEVER skip saving UNIX timestamp on exit — offline gains depend on it.
  • NEVER couple harvest logic to UI counters — signals only.
  • NEVER scale collision shapes non-uniformly — edit shape resource sizes.

Vein proc-gen (noise)

Use FastNoiseLite thresholds for organic clusters; spawn HarvestableNode instances where noise.get_noise_2dv(pos) > threshold. Persist depleted IDs via respawn manager — do not re-roll veins every load without a seed.

Tool durability

Keep durability on HarvestToolData (Resource), not the player node. Emit durability/break signals from the tool Resource after successful hits.

MANDATORY for offline UNIX math, worker-thread batching, popup pools, and vein proc-gen depth: harvest-elite-patterns.md. Do NOT Load when hit path + respawn manager suffice.

Reference

Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Resources, StaticBody3D hits, signals, timers, save/offline time). Open Related Skills when wiring inventory, autoloads, raycasts, or economy balance—do not preload the whole lattice.

Official Documentation

  • Resources — Author HarvestResourceData / HarvestToolData as shareable .tres assets so designers tune health, yield ranges, and tool gates without editing harvest scripts.
  • Resource — Call duplicate(true) before mutating runtime harvest/tool state so one node’s depletion or durability cannot rewrite the shared template Resource.
  • GDScript exports — @export / @export_group power Inspector-authored tool tiers, yield ranges, respawn times, and drop scenes on harvest data Resources.
  • Using signals — Emit harvested, took_damage, and interaction_failed so inventory, HUD bars, and feedback UI subscribe without coupling to HarvestableNode internals.
  • StaticBody3D — World harvestables are static colliders players query/hit; keep them on an interaction layer and move to an inactive layer while depleted.
  • Collision shapes (3D) — Size shape resources directly; non-uniform scale on collision shapes breaks hit tests for pickaxes/axes against trees and ore nodes.
  • Idle and Physics Processing — Multiply continuous gather rates by delta (prefer _physics_process for fixed-step economy ticks) so harvest speed is not framerate-dependent.
  • Time — Persist Time.get_unix_time_from_system() for offline gains; do not use OS.get_ticks_msec() / uptime for real-world absence math.
  • Saving games — Persist inventory counts, depleted-node IDs, and absolute respawn/offline timestamps with the rest of progression data.
  • FileAccess — Interval autosave writes JSON (or binary) under user:// via FileAccess.open so harvest progress survives crashes between manual saves.
  • Tween — Hit “juice” shakes use short property tweens on the mesh child without allocating disposable animation players per strike.
  • Singletons (Autoload) — Register HarvestRespawnManager as an Autoload so scattered harvestables resolve /root/HarvestRespawnManager for world-scale depletion persistence.

Related Skills

Prerequisites

  • godot-resource-data-patterns — Harvest yields, tool stats, and drop scenes are Resource-first; establish composition/duplicate rules before baking economy numbers into nodes.
  • godot-signal-architecture — harvested / inventory_updated ownership and safe connects keep gather nodes decoupled from HUD and inventory hubs.
  • godot-physics-3d — StaticBody3D layers/masks and shape setup for interactable world props are prerequisites to reliable hit validation.
  • godot-gdscript-mastery — Typed Resources, await on create_timer, and Mutex/WorkerThreadPool patterns assume solid GDScript fundamentals.

Complements

  • godot-inventory-system — Connect harvested into a real inventory/stacking pipeline instead of leaving counts in a harvest-only dictionary.
  • godot-save-load-systems — Round-trip warehouse totals, tool durability, and depleted-node timers through the project save schema beyond interval JSON dumps.
  • godot-autoload-architecture — Respawn and inventory managers belong in a disciplined Autoload graph with clear init order and signal-bus boundaries.
  • godot-raycasting-queries — Player gather input typically raycasts or shapecasts to the harvestable collider before calling apply_hit(tool_data).
  • godot-tweening — Expand hit shakes into polish tweens (squash, flash, camera punch) without cutting VFX short via early queue_free().
  • godot-economy-system — Wire harvest yields into sinks, crafting costs, and vendor loops so gathering feeds a coherent economy.

Downstream / consumers

  • godot-monte-carlo-balancer — After yields, respawn times, and tool tiers are tunable Resources, Monte Carlo sims validate gather pacing and sink pressure before shipping curves.
  • godot-genre-survival — Survival loops compose harvesting with hunger, crafting, and world threat systems on top of this gather core.
  • godot-game-loop-collection — Collection/scavenger objectives often consume the same harvest/inventory signals for “gather N of X” quests.
  • godot-procedural-generation — Noise-driven resource veins and world placement build on harvest node data once the interaction loop is solid.

Master

  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

관련 작업

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