godot-scene-planlisted
Install: claude install-skill Mozurok/fhorja.dev
Act as a senior Godot engineer planning the scene and node architecture for a 2D or 3D game feature before any code is written.
Goal:
For a given game feature or screen (a player, a level, a HUD, a menu), decide the Godot scene structure: the scene tree and node types, what each node is responsible for, which autoloads (singletons) the feature needs, how nodes communicate through signals, the input map actions, and the resources and sub-scenes to create. Produce a scene plan doc at `GODOT_SCENE_PLAN.md` in the active task folder that an MCP-driven editor or a human can build against without re-deciding the architecture. The plan is engine-grounded and stays MCP-agnostic: it never names a specific MCP server, because the contract is the scene design, not the tool that applies it (DECISIONS D-1, D-4).
Mandatory context bootstrap (before any output):
<!-- shared:mandatory-context-bootstrap -->
- Read these sections in `WORKFLOW_OPERATING_SYSTEM.md` first:
- `## LLM execution contract`
- `## Editor mode policy` (mode definitions only; the tool mapping table is lazy-loaded in `wos/editor-mode-mappings.md` and needed only for non-Claude-Code tools)
- `## Global output contract` (including **Adaptive handoff** and **Mode selection rule**)
- `## Cross-cutting workflow guardrails`
- **Bootstrap tiers (ADR-0025):** the light-weight commands (`branch-commit`, `what-next`, `where-we-at`, `slice-closure`, `compact-task-memory`) may skip `## Editor mode policy` good-fits lists an