thedivergentai/game-design-agentic-skills

godot-genre-card-game

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish…

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-genre-card-game

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

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

NEVER Do (Expert Anti-Patterns)

Logic & Architecture

  • NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in `Callable` objects or Command resources pushed to a LIFO stack.
  • NEVER perform board-state calculations (Power/Toughness) in _process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
  • NEVER forget LIFO Stack Resolution; strictly use `Array.push_back()` and `Array.pop_back()` to resolve reactions from top-to-bottom.

UX & Animation

  • NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
  • NEVER allow instant card "teleportation" between piles; strictly use `create_tween()` / `tween_property` chains (0.2s+) for pile moves.
  • NEVER use global_position for cards in hand; strictly position them using a `Curve2D` layout with `sample_baked()` for smooth arcs.

Deck & State Management

  • NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
  • NEVER use floating point numbers for discrete card stats; strictly use int for Costs, Attack, and Health to avoid precision drift.
  • NEVER use standard Control nodes for mass tokens/battlefields; strictly use `_draw()` custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
  • NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via `queue_redraw()`.
  • NEVER erase array elements during a standard for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
  • NEVER forget to provide parameterless constructors in _init(); otherwise, Resources will fail to load in the Inspector.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system: 1. card_effect_resolution.gd — LIFO effect stack (push_back / pop_back) 2. card_tween_manager.gd — interruptible pile/hand Tweens (no teleports) 3. card_data_resource.gd — Inspector-safe Resource card definitions

Original Expert Patterns

Modular Components


Core Loop

  1. Draw → 2. Evaluate → 3. Play → 4. Resolve (LIFO stack) → 5. Discard/End

Decision Trees

Effect stack

NeedAction
Nested reactions / countersMANDATORY card_effect_resolution.gd — LIFO only (pop_back)
FIFO sequential animations onlyRare; keep a separate queue — do not reuse the reaction stack

Hand & board

NeedAction
Arc hand layoutCurve2D.sample_baked + card_tween_manager.gd
Drag targetingcard_drag_drop.gd
Dense boards (100+ icons)_draw() / board_state_dictionary.gd — not Control-per-token

Data

NeedAction
Card definitionsMANDATORY card_data_resource.gd (parameterless _init)
Deck RNGdeck_shuffle_bag.gd
Turn phasesturn_state_machine.gd

Skill Chain

PhaseSkillsPurpose
1. Dataresources, custom-resourcesCard properties (Cost, Type, Effect)
2. UIcontrol-nodes, layout-containersHand layout, tooltips
3. Inputdrag-and-drop, state-machinesTargeting, hovering
4. Logiccommand-pattern, signalsLIFO stack, turn phases
5. Polishgodot-tweening, shadersDraw juice, foils

Common Pitfalls

PitfallSolution
FIFO pop_front on reaction stackUse LIFO pop_back in card_effect_resolution.gd
Instant pile snapsTween via card_tween_manager.gd
Float ATK/HPUse int stats on Resources

Elite notes (optional polish)

  • Holographic foil: UV scroll shader on card Control — not required for stack correctness.
  • Card history: signal bus logger for replay/debug; keep off the hot resolve path.

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

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

  • Resources — CardData as .tres Resources so designers edit cost/stats without touching UI scripts.
  • GDScript exports — @export / @export_group patterns that drive Inspector-authored card definitions.
  • Control — _get_drag_data / _can_drop_data / _drop_data and set_drag_preview for native card drag-and-drop.
  • Custom GUI controls — building interactive card faces with _gui_input, mouse_filter, and _draw for dense boards.
  • Size and anchors — anchoring hand/board zones so layouts survive resolution changes.
  • Using Containers — when HBox/Grid help deck-builder grids vs manual hand arcing.
  • Tween — interruptible create_tween() / tween_property juice for draw, play, and discard moves.
  • Beziers, curves and paths — math behind arcing hand layouts instead of circular fudge factors.
  • Curve2D — sample_baked() for smooth non-circular fan positions and rotations.
  • Random number generation — seeded RNG and shuffle-bag fairness for draw piles.
  • Using signals — Resource changed and effect-stack signals that keep UI reactive without _process polling.
  • Your first 2D shader — canvas_item foil/rarity shaders on card faces.

Related Skills

Prerequisites

  • godot-project-foundations — scene tree, Autoloads, and import basics before wiring DeckManager and card scenes.
  • godot-resource-data-patterns — .tres ownership, duplication, and emit_changed so match buffs never leak into authored card files.
  • godot-gdscript-mastery — typed Arrays, Callables/Commands, and match phases used by effect stacks and turn machines.
  • godot-ui-containers — Control layout, anchors, and mouse_filter habits required for hand/board hit-testing.

Complements

  • godot-tweening — kill/parallel Tween patterns so rapid plays do not teleport or stack dead tweens.
  • godot-signal-architecture — bus/signal graphs for draw, play, resolve, and discard without UI owning game rules.
  • godot-input-handling — pointer vs action maps when cards share the viewport with keyboard shortcuts and accessibility drag.
  • godot-turn-system — Draw/Main/Combat/End phase ownership that this skill's turn state machine plugs into.
  • godot-shaders-basics — canvas_item rarity foils and highlight materials beyond the skill's starter hologram snippet.

Downstream / consumers

  • godot-monte-carlo-balancer — simulate mulligans, mana curves, and win-rate vs cost/power so card stats stay fair under RNG.
  • godot-genre-roguelike — run-based deckbuilders that consume CardData, shops, and per-act draft pools.
  • godot-inventory-system — collection/deck-builder UIs that persist owned cards separately from the in-match piles.
  • godot-ability-system — keyword/status effects (Poison, Taunt, Shield) resolved as reusable ability resources on the stack.

Master

  • godot-master — library router and mirrored module entry for cross-skill discovery.

관련 작업

같은 저장소의 Skills

더 많은 Skills

모든 Skills