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godot-scene-plan

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UpdatedJuly 25, 2026 at 04:13

Plan the Godot scene and node structure for a 2D 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 Godot reference topics (architecture, interaction-and-feel) for save-state, touch, and feedback-layer depth. Use when a Godot 2D 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).

Installation

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