Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.
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 racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.
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 rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
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 blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
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 simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.
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 sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
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 First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
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 TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.
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 stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.
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 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
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
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
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.
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
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
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 player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
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
Use when auditing or recalibrating game balance: build a source-driven Monte Carlo balance lab (Rust + rayon) that extracts live game data, simulates human playstyles (AFK→pro), emits win-rate/economy verdicts with confidence intervals, and bruteforce-tunes parameters. Trigger on unfair levels, unreachable shops, farm exploits, interest-curve cliffs, post-content recalibration, or CI balance JSON diffs. Keywords: balance lab, Monte Carlo, win rate, difficulty curve, economy career, playstyle simulation, Resource extraction, GDScript parser, bruteforce tuning.
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
Thin Bevy genre router for Survival. Keywords: Bevy, Survival, genre, ECS, router.
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
Thin Bevy genre router for Tower defense. Keywords: Bevy, Tower defense, genre, ECS, router.
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
Bevy ECS skill for secrets and discovery flags. Keywords: Bevy, secrets, discovery, flags, ECS.
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
Bevy ECS skill for navigation. Keywords: Bevy, navigation, pathfinding, ECS.
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