thedivergentai/game-dev-agentic-skills

godot-project-templates

Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre- skills.

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-dev-agentic-skills --skill godot-project-templates

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.

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 _process on menu nodes too, so buttons never receive input; set gameplay to INHERIT (paused) and menu/HUD to ALWAYS via base_menu.gd or explicit process_mode on 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

  1. Bootstrap — MANDATORY bootstrap_config.gd: config/network before audio/UI (do not rely on accidental Autoload order).
  2. Pick a genre row below → load listed scripts only.
  3. Rename project, register locator/bootstrap, configure Input Map.
  4. 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 intentLoad these template scripts (MANDATORY)Fill gameplay via
2D platformerbase_game_manager.gd, base_level.gd, base_actor.gd, scene_state_machine.gd, state_machine_node.gdgodot-genre-platformer
Top-down / action RPGSame bases + subsystem_locator.gd, base_menu.gdgodot-genre-action-rpg
3D FPS / shooterBases + multi_platform_input.gd, platform_feature_config.gdgodot-genre-shooter-fps
Any genre + DLC packsmodular_dlc_loader.gdGenre skill + godot-export-builds
Cross-platform input/featuresmulti_platform_input.gd, platform_feature_config.gdgodot-input-handling
Threaded level streaminglevel_steamer_manager.gdgodot-scene-management
Accessibility TTSaccessibility_tts_manager.gdProject 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 pieceAdapt into
base_actor / state machine nodesGenre movement/combat skill (godot-genre-*) + godot-state-machine-advanced
base_game_manager signalsgodot-autoload-architecture / godot-signal-architecture
Level streamergodot-scene-management
Input / feature configgodot-input-handling + platform skills
Menus / HUD shellsgodot-ui-containers
Export / CI / PCKgodot-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

Downstream / consumers

Master

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

관련 작업

같은 저장소의 Skills

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