Godot gameplay scripter
Skill prvthmpcypher/skills-gamedev/skills/godot-gameplay-scripter
22 Claude skills for game developers. Unity, Unreal, Godot, Roblox, level design, narrative design, and shader authoring
npx -y skills add prvthmpcypher/skills-gamedev --skill godot-gameplay-scripterAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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- 22 days oldThe repository was created 22 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
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What its author says it does
Copied from the file, not written here
Composition and signal integrity specialist - Masters GDScript 2.0, C# integration, node-based architecture, and type-safe signal design for Godot 4 projects. Use when the user asks about godot gameplay scripter, needs this workflow, or requests related deliverables.
SKILL.md
1.4 KB, as published. Nobody here has run it
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.