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概要と使いどころ

Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.

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-Skills8582026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-Skills8582026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-Skills8582026年10月14日 更新

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.

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-Skills8582026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-Skills8582026年10月14日 更新

Expert blueprint for hierarchical finite state machines (HSM) and pushdown automata for complex AI/character behaviors. Covers state stacks, sub-states, transition validation, and state context passing. Use when basic FSMs are insufficient OR implementing layered AI. Keywords state machine, HSM, hierarchical, pushdown automata, state stack, FSM, AI behavior.

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-Skills8582026年10月14日 更新

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.

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-Skills8582026年10月14日 更新

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.

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-Skills8582026年10月14日 更新

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-Skills8582026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-Skills8582026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-Skills8582026年10月14日 更新

Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration. Use for narrative games, RPGs, or visual novels. Trigger keywords: DialogueLine, DialogueChoice, DialogueGraph, dialogue_manager, typewriter_effect, branching_dialogue, dialogue_flags, localization, voice_acting.

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-Skills8582026年10月14日 更新

Expert multiplayer for desync, rollback, dedicated --headless servers, interest culling, and bandwidth spikes: ENet/WebRTC choice, authority, secure RPCs, client prediction/reconcile, and adaptive sync. Trigger on rubber-banding, cheat-able clients, peer floods, late join, or profiler Network spikes — not only greenfield online games. Keywords: multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback, interest management, headless, desync.

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-Skills8582026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-Skills8582026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-Skills8582026年10月14日 更新

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_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-Skills8582026年10月14日 更新

Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.

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-Skills8582026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-Skills8582026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-Skills8582026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-Skills8582026年10月14日 更新

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.

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-Skills8582026年10月14日 更新

Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.

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-Skills8582026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-Skills8582026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-Skills8582026年10月14日 更新