Emit a Godot 4.7 project from a GDAS-reader evidence ledger. Stubs name the ledger id and the Domain Skill to load. Use after gdas-reader, not as a decompiler. Keywords: godot-rea, reconstruction, ledger, emit_project, Godot 4.7.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Emit a Bevy 0.20 crate from a GDAS-reader evidence ledger. Each confirmed or unknown entry becomes a plugin stub. Use after gdas-reader, not as a decompiler. Keywords: bevy-rea, reconstruction, ledger, emit_project, Bevy 0.20.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
GDAS-reader turns a source tree, web bundle, asset folder, WASM module, or PE/ELF file into an evidence ledger for godot-rea or bevy-rea. Use before emitting a Godot or Bevy reconstruction. Keywords: GDAS-reader, ledger, read_artifact, reconstruction, evidence.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for Godot 4 project organization (feature-based folders, naming conventions, version control). Enforces snake_case files, PascalCase nodes, %SceneUniqueNames, and .gitignore best practices. Use when starting new projects or refactoring structure. Keywords project organization, naming conventions, snake_case, PascalCase, feature-based, .gitignore, .gdignore.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory usage. Keywords profiling, Godot Profiler, bottleneck, object pooling, VisibleOnScreenNotifier, draw calls, MultiMesh.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for dedicated / headless multiplayer hosts: ENet/DTLS, authority validation, safe packet decode, matchmaker handoff, and health telemetry. Use when building authoritative servers, --headless hosts, or hardening host networking. Keywords: dedicated server, headless, ENet, DTLS, authority, safe_packet_decoder, multiplayer host, WebSocketMultiplayerPeer.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
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. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
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thedivergentai/Game-Dev-Agentic-Skills☆ 867Updated Oct 17, 2026