godot-gameplay-scripterlisted
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