| name | godot-game-dev |
| description | Use this when you need to build, debug, capture, validate, and refine Godot games end to end with native GDScript, staged planning, scene builders, visual QA, and optional 3D asset workflows. |
Godot game dev skill
Target baseline:
- Godot 4.6 stable
- stay compatible across Godot 4.x unless a reference explicitly says otherwise
Purpose
Use this skill when you need to plan, scaffold, build, debug, capture, validate, and refine a Godot game end to end.
Treat this skill as index plus operating contract. Read detailed instructions in references/ only when current stage needs them.
Language and engine contract
- Write runtime code in native
GDScript.
- Write scene builders as headless
GDScript SceneTree scripts.
- Do not add
.csproj files.
- Do not require
.NET.
- Keep asset and 3D workflows provider-agnostic except where Tripo3D is explicitly invoked.
Persistent project contract
Always keep project state in files:
reference.png — visual target
PLAN.md — tasks, verification criteria, status
STRUCTURE.md — architecture, scripts, signals, build order
MEMORY.md — discoveries, workarounds, recurring failures
ASSETS.md — asset manifest, dimensions, paths, animation tables
How to use this skill
Default flow
- Read
references/godot-orchestrator.md.
- If you need planning, read
references/godot-decomposer.md.
- If you need architecture or project skeleton work, read
references/godot-scaffold.md.
- Before coding or debugging, read
references/godot-quirks.md.
- During implementation, read
references/godot-executor.md.
- Before screenshots or video, read
references/godot-capture.md.
- For engine or API questions, read
references/godot-api.md.
- For visual review, read
references/godot-visual-qa.md.
- For assets, read
references/godot-asset-planner.md.
- For static 3D generation, read
references/godot-3d-generation.md.
- For humanoid rigging and retargeting, read
references/godot-3d-rigging.md.
Load only what current stage needs
Do not preload every reference file. Keep context focused.
Routing guide
- Full game or major rebuild ->
references/godot-orchestrator.md
- Risk analysis and task breakdown ->
references/godot-decomposer.md
- Project skeleton,
project.godot, stubs, scene builders -> references/godot-scaffold.md
- Implementation loop and validation ->
references/godot-executor.md
- Screenshot and video capture mechanics ->
references/godot-capture.md
- Engine gotchas and non-obvious behavior ->
references/godot-quirks.md
- Class, method, property, and signal lookup ->
references/godot-api.md
- Screenshot or frame-sequence review ->
references/godot-visual-qa.md
- Asset manifest and generation order ->
references/godot-asset-planner.md
- PNG to GLB conversion ->
references/godot-3d-generation.md
- Humanoid rig and retarget ->
references/godot-3d-rigging.md
Hard rules
- Do not trust code alone; require in-engine validation.
- Do not skip screenshot or video verification for visible gameplay changes.
- Prefer explicit GDScript typing when inference is ambiguous.
- Keep scene generation as build-time scripts, not runtime gameplay logic.
- Keep runtime assets separate from reference and debug inputs.
- If repeated fixes do not converge, replan instead of patching blindly.
Suggested minimal read sets
Planning only
references/godot-orchestrator.md
references/godot-decomposer.md
Fresh project creation
references/godot-orchestrator.md
references/godot-scaffold.md
references/godot-quirks.md
Implementation/debugging
references/godot-executor.md
references/godot-capture.md
references/godot-quirks.md
references/godot-api.md
Asset-heavy project
references/godot-asset-planner.md
references/godot-3d-generation.md
references/godot-3d-rigging.md
Final visual pass
references/godot-visual-qa.md
Reference files
references/godot-orchestrator.md
references/godot-decomposer.md
references/godot-scaffold.md
references/godot-executor.md
references/godot-capture.md
references/godot-quirks.md
references/godot-api.md
references/godot-visual-qa.md
references/godot-asset-planner.md
references/godot-3d-generation.md
references/godot-3d-rigging.md
Provenance
Derived from this repository's Godogen source skills and adapted into a GDScript-first, provider-agnostic package.