godot-game-architecture

Installation
SKILL.md

Godot Game Architecture

Give every piece of state one authoritative owner at the narrowest lifetime that satisfies the game flow.

Scope

Use this skill for:

  • Classifying state by lifetime and choosing its authoritative writer.
  • Separating static definitions, live simulation state, presentation, and persisted snapshots.
  • Deciding whether a coordinator belongs in a scene or an autoload.
  • Defining manager responsibilities and public mutation boundaries.
  • Coordinating menu, gameplay, results, reload, and overlay scene flow.
  • Designing new-session, reset, checkpoint, save, load, migration, and corruption behavior.
  • Preventing scene transitions from leaking nodes or retaining stale references.

Do not use this skill for basic node selection, scene instantiation, custom-resource syntax, Input Map setup, or editor navigation; use the fundamentals skill. Do not use it to teach SOLID, signal mechanics, commands, or pooling; use the programming-patterns skill. Architecture may select an event or component boundary, but the patterns skill owns its implementation details.

Inspect Before Designing

Installs
57
GitHub Stars
2
First Seen
Sep 15, 2026