godot-scene-plan

Solid

Plan the Godot scene and node structure for a 2D or 3D game feature before any GDScript is written: the scene tree, node types and responsibilities, autoloads (singletons), signal wiring, the input map, and the resources and sub-scenes to create. Produces GODOT_SCENE_PLAN.md, a design-time plan an MCP-driven editor or a human then builds against. Capability-routed and MCP-agnostic (names no specific server). Consults the per-dimension Godot reference topics. A 3D plan SHALL declare its renderer tier or it is incomplete. Use when a Godot 2D or 3D feature or screen needs its scene architecture decided before implementation. Do not use to frame whether the game idea is right (use problem-framing in its game-design mode), to slice an already-planned build (use implementation-plan), to analyze blast radius of an existing Godot project (use impact-analysis), to verify a running scene (use godot-runtime-verify), or with no active task folder (run task-init first).

AI & Automation 6 stars 0 forks Updated 5 days ago MIT

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Quality Score: 81/100

Stars 20%
28
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
80
License 10%
100
Description 5%
100

Skill Content

Act as a senior Godot engineer planning the scene and node architecture for a 2D or 3D game feature before any code is written. Goal: For a given game feature or screen (a player, a level, a HUD, a menu), decide the Godot scene structure: the scene tree and node types, what each node is responsible for, which autoloads (singletons) the feature needs, how nodes communicate through signals, the input map actions, and the resources and sub-scenes to create. Produce a scene plan doc at `GODOT_SCENE_PLAN.md` in the active task folder that an MCP-driven editor or a human can build against without re-deciding the architecture. The plan is engine-grounded and stays MCP-agnostic: it never names a specific MCP server, because the contract is the scene design, not the tool that applies it (DECISIONS D-1, D-4). Mandatory context bootstrap (before any output): <!-- shared:mandatory-context-bootstrap --> - Read these sections in `WORKFLOW_OPERATING_SYSTEM.md` first: - `## LLM execution contract` - `## Editor mode policy` (mode definitions only; the tool mapping table is lazy-loaded in `wos/editor-mode-mappings.md` and needed only for non-Claude-Code tools) - `## Global output contract` (including **Adaptive handoff** and **Mode selection rule**) - `## Cross-cutting workflow guardrails` - **Bootstrap tiers (ADR-0025):** the light-weight commands (`branch-commit`, `what-next`, `where-we-at`, `slice-closure`, `compact-task-memory`) may skip `## Editor mode policy` good-fits lists an...

Details

Author
Mozurok
Repository
Mozurok/fhorja.dev
Created
1 months ago
Last Updated
5 days ago
Language
Python
License
MIT

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