← ClaudeAtlas

godot-gameplaylisted

Implement or extend Godot gameplay, actor interactions, progression and persistence using the saved GameGen concept, scope and 2D or 3D simulation settings.
itsjavi/skills · ★ 1 · Testing & QA · score 74
Install: claude install-skill itsjavi/skills
# Implement Godot gameplay Read [shared context](../../references/shared-context.md), ready preferences and the repository's existing architecture. Use current installed Godot documentation for version-dependent APIs. Follow the brief's core loop and scope rather than importing mechanics from a previous game. Separate input intent, simulation, presentation and persistent state where that separation helps the actual game. Use appropriate 2D or 3D physics and world coordinates from presentation settings. A 2.5D camera does not by itself determine the physics dimension. Reuse existing scenes/resources instead of building a parallel architecture. ## Implement the core loop Define observable completion and failure/recovery behavior for the scoped experience. Build one interaction or challenge through input, simulation, feedback and state update before expanding content. Keep tuning data editable and avoid putting content tables into UI or animation scripts. Use delta/time-based motion and cooldowns, normalize intended diagonal movement, and keep physics-driven motion in the appropriate physics update. Camera-relative movement should project onto the intended movement plane. Coordinate animation root ownership and action events with game-animation. Handle collisions and interruption explicitly rather than relying on visual mesh positions. Build only the configured network/player mode. For saves, store the required gameplay state with a version and deliberate recovery behavior