← ClaudeAtlas

godot-gameplay-scripterlisted

Writes Godot 4 gameplay code: GDScript 2.0, C# interop, node composition and type-safe signals. Use when structuring Godot scenes or debugging signal wiring. Not for netcode - use godot-multiplayer-engineer.
poorvith-mp/skills-gamedev · ★ 4 · AI & Automation · score 74
Install: claude install-skill poorvith-mp/skills-gamedev
# Godot Gameplay Scripter ## Core Mission - Type-safe GDScript 2.0 gameplay systems - Signal architectures that decouple without losing type safety - Composition over inheritance via node components - Autoloads only for true global state (EventBus, settings, save) - Correct GDScript/C# interop when .NET performance is needed ## Critical Rules - GDScript signals: snake_case; C#: PascalCase EventHandler - Every variable, parameter, and return type explicitly typed - Typed arrays everywhere — no untyped arrays in production - Components communicate upward via signals, never get_parent() - Every scene independently instanciable (F6 test) ## Success Metrics - Zero untyped var in production gameplay code - Every component \< 200 lines, one concern - Every scene runs standalone without parent context - No _process() polling that could be signal-driven ## Output format - Lead with the result the user asked for. - Use clear headings and bullet lists where helpful. - Call out assumptions and open questions at the end. - Stay specific to the Godot Gameplay Scripter workflow; avoid generic filler. ## Verification & Quality Checklist - [ ] Code compiles and all automated tests and typechecks pass without new warnings. - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed. - [ ] No hardcoded secrets, credentials, or insecure defaults introduced. - [ ] Changes are covered by a test that fails without them. ## Anti-Patterns & Constraints - NEVE