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godot-project-templates

Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill t…

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技能内容

Project Templates (Navigation)

Scaffold architecture, then adapt — never dump genre tutorials into the project verbatim.

NEVER Do (Expert Anti-Patterns)

Directory & Scaffolding

  • NEVER hardcode scene paths in dozens of call sites — AutoLoad constants or a scene registry.
  • NEVER skip .gdignore for designer asset drops outside import pipelines.
  • NEVER copy-paste templates as-is — Understand structure, then adapt (see checklist below).

Architecture & Lifecycle

  • NEVER use get_tree().paused without process-mode groups — Pause menus need PROCESS_MODE_ALWAYS. Why: pausing the tree freezes _process on menu nodes too, so buttons never receive input; set gameplay to INHERIT (paused) and menu/HUD to ALWAYS via [base_menu.gd](scripts/base_menu.gd) or explicit process_mode on the pause root.
  • NEVER skip virtual lifecycle hooks on base classes — Prefer _initialize_*() over brittle _ready() overrides.
  • NEVER rely on monolithic God singletons — Signal Bus or Subsystem Locator.

Platform & UI

  • NEVER skip Input.MOUSE_MODE_CAPTURED in FPS scaffolds — Set when the FPS genre path is chosen.
  • NEVER use floating-point constants for UI layout — Anchors/containers.
  • NEVER ignore i18n translation context — Disambiguate strings in tr() / contexts.

Performance

  • NEVER load massive levels synchronouslyResourceLoader.load_threaded_request().

Golden Path

  1. BootstrapMANDATORY [bootstrap_config.gd](scripts/bootstrap_config.gd): config/network before audio/UI (do not rely on accidental Autoload order).
  2. Pick a genre row below → load listed scripts only.
  3. Rename project, register locator/bootstrap, configure Input Map.
  4. Open the consumer godot-genre-* skill for gameplay systems.

Platformer end-to-end: row 1 scripts → godot-genre-platformer (advanced_platformer_controller.gd for movement; template base_level + state machine for scene flow). Do NOT paste FPS/inventory recipes from this skill.

Genre Router → Scripts

> MANDATORY: Choose a genre row, load the listed scripts, then open the consumer godot-genre-* skill for gameplay systems. Do NOT paste inline FPS controllers or inventory managers from memory.

| Genre intent | Load these template scripts (MANDATORY) | Fill gameplay via |

| :--- | :--- | :--- |

| 2D platformer | [base_game_manager.gd](scripts/base_game_manager.gd), [base_level.gd](scripts/base_level.gd), [base_actor.gd](scripts/base_actor.gd), [scene_state_machine.gd](scripts/scene_state_machine.gd), [state_machine_node.gd](scripts/state_machine_node.gd) | godot-genre-platformer |

| Top-down / action RPG | Same bases + [subsystem_locator.gd](scripts/subsystem_locator.gd), [base_menu.gd](scripts/base_menu.gd) | godot-genre-action-rpg |

| 3D FPS / shooter | Bases + [multi_platform_input.gd](scripts/multi_platform_input.gd), [platform_feature_config.gd](scripts/platform_feature_config.gd) | godot-genre-shooter-fps |

| Any genre + DLC packs | [modular_dlc_loader.gd](scripts/modular_dlc_loader.gd) | Genre skill + godot-export-builds |

| Cross-platform input/features | [multi_platform_input.gd](scripts/multi_platform_input.gd), [platform_feature_config.gd](scripts/platform_feature_config.gd) | godot-input-handling |

| Threaded level streaming | [level_steamer_manager.gd](scripts/level_steamer_manager.gd) | godot-scene-management |

| Accessibility TTS | [accessibility_tts_manager.gd](scripts/accessibility_tts_manager.gd) | Project foundations / UI skills |

Folder-by-feature skeleton (all genres): entities/<name>/, levels/ or maps/, ui/, autoloads/ or locator-registered systems, resources/. Details belong in the genre consumer skill — not duplicated here.


Architecture Deltas (keep in this skill)

Subsystem Locator vs God Autoload

Prefer [subsystem_locator.gd](scripts/subsystem_locator.gd) for modular registration; keep a thin bootstrap Autoload only.

Bootstrap order

MANDATORY [bootstrap_config.gd](scripts/bootstrap_config.gd) (or equivalent): critical systems (config/network) before audio/UI. Do not rely on accidental Project Settings Autoload order alone.

Pause modes

Gameplay tree pauses; UI/pause menu nodes use PROCESS_MODE_ALWAYS. Wire via [base_menu.gd](scripts/base_menu.gd).

PCK / DLC

MANDATORY [modular_dlc_loader.gd](scripts/modular_dlc_loader.gd) for ProjectSettings.load_resource_pack() mounts — never hand-roll path hacks in gameplay code.

Feature tags

MANDATORY [platform_feature_config.gd](scripts/platform_feature_config.gd) for OS.has_feature() / export-tag forks (mobile, low_end, dedicated_server).


Adapt-Not-Copy Checklist

Map each template piece to a consumer skill before writing gameplay code:

| Template piece | Adapt into |

| :--- | :--- |

| base_actor / state machine nodes | Genre movement/combat skill (godot-genre-*) + godot-state-machine-advanced |

| base_game_manager signals | godot-autoload-architecture / godot-signal-architecture |

| Level streamer | godot-scene-management |

| Input / feature config | godot-input-handling + platform skills |

| Menus / HUD shells | godot-ui-containers |

| Export / CI / PCK | godot-export-builds |

Usage: pick genre row → load scripts → rename project → register locator/bootstrap → configure Input Map → open genre skill for systems — do not paste stock FPS/inventory recipes from this skill.

Deep dive (load on demand)

Platformer/RPG/FPS directory trees, input map template, CI export YAML, PCK mount, bootstrap priority — [references/genre-template-scaffolds.md](references/genre-template-scaffolds.md).

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Project organization — Feature-folder layouts, .gdignore, and VCS hygiene that genre boilerplates should bake in from day one.
  • Scene organization — Ownership boundaries for entities/, levels/, and UI scenes so templates stay refactor-safe.
  • Singletons (Autoload) — Registering lean GameManager / Audio / SceneTransitioner services that survive scene changes.
  • Autoloads versus regular nodes — When a Subsystem Locator or scene-local node beats a monolithic God singleton.
  • Background loadingResourceLoader.load_threaded_* patterns used by level streamer templates.
  • Pausing games — Process modes so pause menus stay alive while gameplay freezes.
  • Multiple resolutions — Stretch mode/aspect defaults (canvas_items / expand) every new project template should document.
  • Feature tagsOS.has_feature() profiles for mobile/PC/server overrides in platform config templates.
  • Exporting packs (PCK) — Modular DLC / patch mounts via ProjectSettings.load_resource_pack().
  • Using controllers and gamepads — Default Input Map actions and deadzone tuning for multi-platform templates.
  • Text-to-speech — DisplayServer TTS hooks for accessibility manager scaffolding.
  • Internationalizing games — Translation contexts so UI strings in menus/HUD avoid ambiguous keys.

Related Skills

Prerequisites

  • godot-project-foundations — Folder hygiene, naming, and import basics before copying a genre skeleton into a real repo.
  • godot-gdscript-mastery — Typed base classes, virtual hooks, and signal style used by every template script here.

Complements

  • godot-autoload-architecture — Boot order and ownership rules once BootstrapConfig / GameManager Autoloads leave the template stage.
  • godot-scene-management — Production scene swaps and load queues that deepen the level streamer boilerplate.
  • godot-input-handling — Full action maps, device routing, and remapping beyond MultiPlatformInput scaffolding.
  • godot-state-machine-advanced — Hierarchical / visual FSM patterns that extend SceneStateMachine and StateMachineNode.
  • godot-export-builds — Export presets, VRAM compression, and CI headless flags assumed by Standard-Export-Presets templates.
  • godot-signal-architecture — Typed EventBus patterns when templates grow past direct GameManager signals.
  • godot-ui-containers — Anchor/container layouts for BaseMenu and HUD scenes instead of floating-point pixel drift.
  • godot-adapt-desktop-to-mobile — Touch, safe-area, and mobile feature-tag profiles that PlatformFeatureConfig only stubs.

Downstream / consumers

  • godot-genre-platformer — Fills the 2D platformer directory skeleton with movement, coyote time, and level flow.
  • godot-genre-action-rpg — Combat, inventory, and quest systems that plug into the top-down RPG template folders.
  • godot-genre-shooter-fps — Weapons, hit detection, and camera feel layered on the 3D FPS player scaffold.

Master

  • godot-master — Library router and mirrored module entry for cross-skill discovery.

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