Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for navigation. Keywords: Bevy, navigation, pathfinding, ECS.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for particle effects. Keywords: Bevy, particles, VFX, ECS.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for a Bevy Rust project layout. Keywords: Bevy, Cargo, features, project layout.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Thin Bevy genre router for Survival. Keywords: Bevy, Survival, genre, ECS, router.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for Cargo tests around Bevy work. Keywords: Bevy, cargo test, Rust, libtest.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Godot Expert Analyst: Anara. Visionary project scoring and certification for Godot 4.7+ architecture. Use when evaluating project health, modernity, scalability, dependency graphs, or generating Visionary Certificates. Keywords: analyst, Anara, scoring, certification, architecture audit, ResourceLoader.get_dependencies, typed Dictionary, folder-by-feature, Visionary Certificate, Godot 4.7.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026
Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.
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thedivergentai/Game-Design-Agentic-Skills☆ 850Updated Oct 13, 2026