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Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
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A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.
Related skills: godot-grill for settling open design decisions first, scene-organization for scene tree composition patterns, component-system for component-based architecture, event-bus for signal-based communication design.
Do NOT jump straight to designing. Follow these steps:
If the request has open design decisions (scope, dimension, authority, data home, …), invoke godot-prompter:godot-grill and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.
With the decisions settled, propose architectural options with trade-offs. For example:
Present the design section by section (scene tree, signal map, data flow). Ask "does this look right?" after each section before continuing.
After the design is approved:
Offer the agent instructions section — Ask whether to add the GodotPrompter integration section to the file this project already uses for agent instructions (see Agent Instructions Injection below). It is what tells subagents and future sessions to use GodotPrompter skills. Skip silently if a ## GodotPrompter section already exists in any of them, or if the user has declined before. Never add it without agreement.
Create implementation plan — If a planning skill is available (e.g., superpowers:writing-plans), use it; if not, break the design into ordered tasks yourself. Either way the project decides where the plan is saved: the user's instructions or the project's agent instructions file; then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask.
Annotate each task with skills — Every task in the plan that involves a Godot system MUST list which godot-prompter:* skill(s) to invoke during implementation. Example:
godot-prompter:player-controller, godot-prompter:input-handlingThis ensures that even when another plugin executes the plan, the implementing agent knows which GodotPrompter skills to load.
Start here whenever you are:
If you already know exactly what nodes you need and how they connect, skip this skill and build. Use it when uncertainty is slowing you down.
Sketch the scene tree on paper (or in a comment block) before opening the Godot editor. The goal is to answer three questions for every node:
.tscn files (reuse candidates).Step 1 — Name and root type
A Chest is a world object the player walks up to and opens. It is not a physics body; it does not move. Root: StaticBody2D or Node2D.
Step 2 — Responsibility groups
Step 3 — Assign node types
Chest (StaticBody2D)
├── Sprite2D # closed/open frame, or swap texture on open
├── AnimationPlayer # open animation
├── CollisionShape2D # physical body shape (blocks player)
├── InteractionArea (Area2D) # detect when player is close enough
│ └── CollisionShape2D # slightly larger than body shape
├── PromptLabel (Label3D or Label) # "Press F to open"
└── LootTable (Node) # holds @export var items: Array[ItemData]
Step 4 — Signal map
| Signal | Emitted by | Connected to | Purpose |
|---|---|---|---|
body_entered(body) | InteractionArea | Chest._on_area_body_entered | Show prompt when player enters range |
body_exited(body) | InteractionArea | Chest._on_area_body_exited | Hide prompt when player leaves |
opened(loot: Array[ItemData]) | Chest | InventorySystem or EventBus | Deliver loot to whoever owns the inventory |
animation_finished(name) | AnimationPlayer | Chest._on_animation_finished | Lock chest after open animation completes |
Step 5 — Reuse candidates
LootTable is likely reused by barrels, enemies, and shop crates — extract it as a separate .tscn component.
For the resulting GDScript and C# Chest sketches, plus the four-part design entry (Scene Tree, Node Responsibilities, Signal Map, Data Flow) used to document this design, see references/example-chest.md.
Two lookups belong here but are pure recall — load them only when the answer is not already obvious:
CharacterBody vs RigidBody vs StaticBody vs Area, UI vs world-space labels, particles, cameras, spawn markers.Two Godot 4.3+ specifics are easy to get wrong and worth stating up front: tile-based levels use TileMapLayer (one layer per node — TileMap is deprecated), and blend-tree locomotion needs an AnimationTree paired with an AnimationPlayer, not an AnimationPlayer alone.
Full need-to-node table, the 2D/3D decision criteria, and 2.5D hybrid techniques: references/node-selection.md
Work through this checklist before creating your first node.
.tscn scene with a clean @export interface| If you need... | Consider... | Why |
|---|---|---|
| Global state accessible anywhere | Autoload (singleton) | Registered in Project Settings; available as a named global |
| Data shared between multiple scenes | Resource (.tres / .res) | Saved as an asset; @export-able; survives scene reloads |
| Reusable behavior across entity types | Component scene | Instantiate as a child; each entity opts in by including the scene |
| Complex entity behavior with many states | State machine | Explicit enter/exit per state; prevents if-chain sprawl |
| Events between systems that don't share a parent | EventBus Autoload | Decouples sender and receiver; any node can connect |
| Data that must persist across sessions | Save system with JSON or binary | Serialize Resource or Dictionary; load on _ready |
| Configurable game data (stats, items, levels) | Resource with @export fields | Edit values in the Inspector; no code change required |
| Spawning scenes at runtime | PackedScene + instantiate() | Store @export var scene: PackedScene; call scene.instantiate() |
| Running code on a delay or interval | Timer node | Cleaner than _process frame counters; supports one-shot and loop |
| Gradual transitions (fade, lerp, tween) | Tween | create_tween() is built-in; no extra node required in Godot 4 |
Capture your design in a comment block at the top of the root script, or in a DESIGN.md file next to the scene. A complete design entry has four parts: a scene tree ASCII diagram, a node responsibilities table, a signal map (signal → source → consumer → payload), and a data flow trace showing how a triggering event propagates through the tree.
See references/example-chest.md for a fully worked four-part entry built around the Chest interactable.
.tscn filesWhen preparing for implementation (Step 4), add the following section to the file this project uses for agent instructions. Check for an existing ## GodotPrompter heading in all of CLAUDE.md, CLAUDE.local.md, .claude/CLAUDE.md, AGENTS.md, GEMINI.md, .github/copilot-instructions.md, and the .claude/rules/ and .cursor/rules/ directories — if it is present anywhere, skip.
A previous refusal counts as an answer. The SessionStart hook records one as "section_offer": "declined" in this project's ~/.godot-prompter/state/<hash>.json (godot-prompter:godot-mentor documents the file and how the hash is computed) — if that key is set, do not ask again. Record a refusal there yourself, merged into any existing keys, when the user declines here.
Write it to the file the project already maintains, not to a second one:
CLAUDE.md exists → add it there.AGENTS.md or GEMINI.md exists → add it there, so the repo stays agent-agnostic. Claude Code reads CLAUDE.md onlyname: godot-brainstorming description: Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
---
name: godot-brainstorming
description: Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
---
# Godot Brainstorming
A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.
> **Related skills:** **godot-grill** for settling open design decisions first, **scene-organization** for scene tree composition patterns, **component-system** for component-based architecture, **event-bus** for signal-based communication design.
---
## Process: How to Brainstorm
Do NOT jump straight to designing. Follow these steps:
### Step 1: Settle the decisions
If the request has open design decisions (scope, dimension, authority, data home, …), invoke `godot-prompter:godot-grill` and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.
### Step 2: Propose 2-3 approaches
With the decisions settled, propose architectural options with trade-offs. For example:
- "Enum FSM vs Node FSM for your state machine — here's when each fits"
- "EventBus vs direct signals for your systems — here's the trade-off"
Lead with your recommendation and explain why.
### Step 3: Design with approval
Present the design section by section (scene tree, signal map, data flow). Ask "does this look right?" after each section before continuing.
### Step 4: Prepare for implementation
After the design is approved:
1. **Offer the agent instructions section** — Ask whether to add the GodotPrompter integration section to the file this project already uses for agent instructions (see Agent Instructions Injection below). It is what tells subagents and future sessions to use GodotPrompter skills. Skip silently if a `## GodotPrompter` section already exists in any of them, or if the user has declined before. Never add it without agreement.
2. **Create implementation plan** — If a planning skill is available (e.g., `superpowers:writing-plans`), use it; if not, break the design into ordered tasks yourself. Either way the project decides where the plan is saved: the user's instructions or the project's agent instructions file; then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting `docs/plans/`, or use `docs/plans/` when you cannot ask.
3. **Annotate each task with skills** — Every task in the plan that involves a Godot system MUST list which `godot-prompter:*` skill(s) to invoke during implementation. Example:
- [ ] **Task 3: Player movement** — Create CharacterBody3D with walk, sprint, jump.
Skills: `godot-prompter:player-controller`, `godot-prompter:input-handling`
This ensures that even when another plugin executes the plan, the implementing agent knows which GodotPrompter skills to load.
---
## 1. When to Use
Start here whenever you are:
- **Adding a new feature** — a chest, a dialogue system, a crafting bench, a skill tree
- **Creating a new scene** — you need to decide what nodes it contains and how they communicate
- **Choosing between approaches** — inheritance vs. composition, Autoload vs. Resource, 2D vs. 3D
- **Feeling stuck on structure** — the code works but the scene tree feels wrong
- **Onboarding someone** — you need to explain the design of an existing system
If you already know exactly what nodes you need and how they connect, skip this skill and build. Use it when uncertainty is slowing you down.
---
## 2. Scene Tree Planning
Sketch the scene tree on paper (or in a comment block) before opening the Godot editor. The goal is to answer three questions for every node:
1. **What does this node own?** (data, child nodes, visual representation)
2. **What does this node do?** (its single responsibility)
3. **How does it talk to neighbors?** (signals up, method calls down, EventBus sideways)
### Planning Steps
1. Name the root node and its type — this defines the scene's contract with the world.
2. List immediate children by responsibility group, not by Godot node type.
3. Assign a Godot node type to each entry.
4. Identify every signal the scene emits and every signal it consumes.
5. Mark which nodes should be separate `.tscn` files (reuse candidates).
### Example: Planning a "Chest" Interactable
**Step 1 — Name and root type**
A `Chest` is a world object the player walks up to and opens. It is not a physics body; it does not move. Root: `StaticBody2D` or `Node2D`.
**Step 2 — Responsibility groups**
- Visual representation (sprite, animation)
- Collision / interaction trigger (detect player proximity)
- Loot data (what items are inside)
- UI feedback (prompt label, open animation trigger)
- State (is it open or closed?)
**Step 3 — Assign node types**
```
Chest (StaticBody2D)
├── Sprite2D # closed/open frame, or swap texture on open
├── AnimationPlayer # open animation
├── CollisionShape2D # physical body shape (blocks player)
├── InteractionArea (Area2D) # detect when player is close enough
│ └── CollisionShape2D # slightly larger than body shape
├── PromptLabel (Label3D or Label) # "Press F to open"
└── LootTable (Node) # holds @export var items: Array[ItemData]
```
**Step 4 — Signal map**
| Signal | Emitted by | Connected to | Purpose |
|---|---|---|---|
| `body_entered(body)` | `InteractionArea` | `Chest._on_area_body_entered` | Show prompt when player enters range |
| `body_exited(body)` | `InteractionArea` | `Chest._on_area_body_exited` | Hide prompt when player leaves |
| `opened(loot: Array[ItemData])` | `Chest` | `InventorySystem` or `EventBus` | Deliver loot to whoever owns the inventory |
| `animation_finished(name)` | `AnimationPlayer` | `Chest._on_animation_finished` | Lock chest after open animation completes |
**Step 5 — Reuse candidates**
`LootTable` is likely reused by barrels, enemies, and shop crates — extract it as a separate `.tscn` component.
For the resulting GDScript and C# `Chest` sketches, plus the four-part design entry (Scene Tree, Node Responsibilities, Signal Map, Data Flow) used to document this design, see [references/example-chest.md](references/example-chest.md).
---
## 3. Picking Node Types and Dimension
Two lookups belong here but are pure recall — load them only when the answer is not already obvious:
- **Which node for which need?** `CharacterBody` vs `RigidBody` vs `StaticBody` vs `Area`, UI vs world-space labels, particles, cameras, spawn markers.
- **2D, 3D, or 2.5D?** Selection criteria for each, hybrid techniques (billboarded sprites, orthographic 3D, SubViewport UI), and the performance consequences.
Two Godot 4.3+ specifics are easy to get wrong and worth stating up front: tile-based levels use **`TileMapLayer`** (one layer per node — `TileMap` is deprecated), and blend-tree locomotion needs an **`AnimationTree`** paired with an `AnimationPlayer`, not an `AnimationPlayer` alone.
> Full need-to-node table, the 2D/3D decision criteria, and 2.5D hybrid techniques: [references/node-selection.md](references/node-selection.md)
---
## 4. Questions to Ask Before Building
Work through this checklist before creating your first node.
- [ ] **What data does this system need?** — List every piece of state: position, health, item count, flags
- [ ] **Who owns each piece of data?** — Assign one authoritative owner per value; avoid duplicating state
- [ ] **How does it communicate?** — Signals up the tree, method calls down, EventBus for cross-system events
- [ ] **Can it be reused?** — If yes, it should be a separate `.tscn` scene with a clean `@export` interface
- [ ] **Does it need persistence?** — If the data must survive scene changes or game restarts, plan a save system early
- [ ] **What is the scene tree?** — Sketch at least two levels deep before touching the editor
- [ ] **What signals does it emit?** — List every signal name, its arguments, and who connects to it
- [ ] **What are the failure modes?** — What happens if a required node is missing? If a signal fires twice?
- [ ] **What is the minimum viable version?** — Build that first; add complexity only when it is needed
---
## 5. Common Architecture Decisions
| If you need... | Consider... | Why |
|---|---|---|
| Global state accessible anywhere | **Autoload (singleton)** | Registered in Project Settings; available as a named global |
| Data shared between multiple scenes | **Resource (`.tres` / `.res`)** | Saved as an asset; `@export`-able; survives scene reloads |
| Reusable behavior across entity types | **Component scene** | Instantiate as a child; each entity opts in by including the scene |
| Complex entity behavior with many states | **State machine** | Explicit enter/exit per state; prevents if-chain sprawl |
| Events between systems that don't share a parent | **EventBus Autoload** | Decouples sender and receiver; any node can connect |
| Data that must persist across sessions | **Save system with JSON or binary** | Serialize Resource or Dictionary; load on `_ready` |
| Configurable game data (stats, items, levels) | **Resource with `@export` fields** | Edit values in the Inspector; no code change required |
| Spawning scenes at runtime | **`PackedScene` + `instantiate()`** | Store `@export var scene: PackedScene`; call `scene.instantiate()` |
| Running code on a delay or interval | **Timer node** | Cleaner than `_process` frame counters; supports one-shot and loop |
| Gradual transitions (fade, lerp, tween) | **Tween** | `create_tween()` is built-in; no extra node required in Godot 4 |
---
## 6. Design Output Format
Capture your design in a comment block at the top of the root script, or in a `DESIGN.md` file next to the scene. A complete design entry has four parts: a **scene tree ASCII diagram**, a **node responsibilities table**, a **signal map** (signal → source → consumer → payload), and a **data flow** trace showing how a triggering event propagates through the tree.
See [references/example-chest.md](references/example-chest.md) for a fully worked four-part entry built around the `Chest` interactable.
---
## Design Checklist
- [ ] Scene tree sketched at least two levels deep before opening the editor
- [ ] Every node has a single named responsibility
- [ ] All signals listed with name, source, consumer, and payload type
- [ ] Data ownership assigned — no value stored in two places
- [ ] Reuse candidates extracted to separate `.tscn` files
- [ ] Communication pattern chosen: signals up, calls down, EventBus sideways
- [ ] Persistence requirements identified before building data structures
- [ ] Architecture decision table consulted for global state, shared data, and events
---
## Agent Instructions Injection
When preparing for implementation (Step 4), add the following section to the file this project uses for agent instructions. Check for an existing `## GodotPrompter` heading in **all** of `CLAUDE.md`, `CLAUDE.local.md`, `.claude/CLAUDE.md`, `AGENTS.md`, `GEMINI.md`, `.github/copilot-instructions.md`, and the `.claude/rules/` and `.cursor/rules/` directories — if it is present anywhere, skip.
A previous refusal counts as an answer. The SessionStart hook records one as `"section_offer": "declined"` in this project's `~/.godot-prompter/state/<hash>.json` (`godot-prompter:godot-mentor` documents the file and how the hash is computed) — if that key is set, do not ask again. Record a refusal there yourself, merged into any existing keys, when the user declines here.
Write it to the file the project already maintains, not to a second one:
- `CLAUDE.md` exists → add it there.
- Only `AGENTS.md` or `GEMINI.md` exists → add it there, so the repo stays agent-agnostic. Claude Code reads `CLAUDE.md` onlyFree to get does not mean free to run. Price labels are not safety ratings. Submit pricing information →
Skill source recorded
Skill instructions are recorded. This is not a runtime test, safety guarantee or compatibility certification.
Review before install: Avoid automatic install
License: MIT
Listed tools are metadata hints, not tested compatibility. Agent prompts are suggested handoffs.
Check the source for dependencies, API keys and third-party costs. A public repository does not mean every service is free.
Repository metadata and review signals are advisory. Popularity, source discovery and successful execution are different facts.
Version reported in registry metadata; check source releases before relying on it.
Quality
70/100
Strong
Trust
73/100
Sandbox only
Audit
82/100
Risky
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
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"Financial research output is not financial advice; require human review before any live investment decision.",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Review status: AI review approval is missing"
]
},
"agent_proven": {
"version": "agent-proven-v1",
"score": 0,
"tier": "unproven",
"label": "Needs first agent run",
"summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
"metrics": {
"totalOutcomes": 0,
"successfulOutcomes": 0,
"failedOutcomes": 0,
"installAttempts": 0,
"installSuccessRate": null,
"successRate": null,
"recentSuccessRate": null,
"recentFailureRate": null,
"riskBlocked": 0,
"setupRequired": 0,
"notRelevant": 0,
"avgOutputQuality": null,
"avgTimeToUsefulMs": null,
"productionOutcomes": 0,
"humanReviewRequired": 0,
"uniqueAgents": 0,
"lastOutcomeAt": null
},
"signals": [],
"penalties": [
"No real agent outcome evidence yet"
]
},
"audit": {
"score": 82,
"risk_level": "risky",
"risk_label": "Risky",
"warnings": [
"Financial research output is not financial advice; require human review before any live investment decision",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"Financial research output is not financial advice; require human review before any live investment decision.",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Review status: AI review approval is missing"
]
},
"safety_gate": {
"tier": "blocked",
"label": "Blocked for auto-install",
"auto_install_policy": "block",
"auto_install_allowed": false,
"human_review_required": true,
"blocked": true,
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"quality": {
"score": 70,
"label": "Strong"
},
"supply": {
"track": "Design and creative production",
"scenario": "Design and creative",
"maintenance": "17d since push",
"risk": "Risky"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"Financial research output is not financial advice; require human review before any live investment decision",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"AI review approval is missing",
"Financial research output is not financial advice; require human review before any live investment decision."
],
"agent_contract": {
"task_input": "Use godot-brainstorming in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 81/100 Strong shortlist",
"Audit: 82/100 Risky",
"Safety: 66/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "jame581-godot-brainstorming (godot-brainstorming)",
"install_command": "npx skills add jame581/GodotPrompter --skill godot-brainstorming",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "jame581-godot-brainstorming",
"task": "Use godot-brainstorming in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/jame581-godot-brainstorming",
"api": "https://www.openagentskill.com/api/agent/skills/jame581-godot-brainstorming",
"audit": "https://www.openagentskill.com/skills/jame581-godot-brainstorming/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=jame581-godot-brainstorming&task=Use%20godot-brainstorming%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-brainstorming%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20godot-brainstorming%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/jame581-godot-brainstorming/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/jame581-godot-brainstorming"
}
}Listing source
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[](https://www.openagentskill.com/skills/jame581-godot-brainstorming/audit)
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