Expert blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8542026年10月14日 更新