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.