godot-genre-simulation
Genre: Simulation / Tycoon
Optimization, systems mastery, and satisfying feedback loops define management games.
NEVER Do (Expert Anti-Patterns)
Simulation & Economy
- NEVER use floating-point for primary currency; strictly use Integer Cents (or fixed-point math) to prevent accumulated precision errors in financial models.
- NEVER process 1000+ entities individually in
_process(); strictly use a Tick Manager to batch updates or process entities in rotating pools. - NEVER rely on linear cost scaling; strictly use Exponential Growth (
Base * pow(1.15, Level)) to maintain challenge and strategic tension. - NEVER hide critical metrics from the player; strictly provide Detailed Breakdowns (Income vs. Expense) so players can make optimization-based decisions.
- NEVER allow infinite resource stacking; strictly enforce Logistical Caps (warehouses/silos) to create meaningful space-management gameplay loops.
- NEVER let the early game become a "Waiting Simulator"; strictly Front-Load Decisions and quick early wins to build player momentum.
- NEVER modify a shared Resource directly; strictly use
duplicate()to avoid unintentionally updating every building of that type. - NEVER tie simulation logic to the visual framerate; strictly use
_physics_process()or delta accumulators for deterministic simulation results.
More from thedivergentai/gd-agentic-skills
godot-master
Consolidated expert library for professional Godot 4.x game and application development. Orchestrates 94 specialized blueprints through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms. Primary entry point for ALL Godot development tasks.
584godot-shaders-basics
Expert blueprint for shader programming (visual effects, post-processing, material customization) using Godot's GLSL-like shader language. Covers canvas_item (2D), spatial (3D), uniforms, built-in variables, and performance. Use when implementing custom effects OR stylized rendering. Keywords shader, GLSL, fragment, vertex, canvas_item, spatial, uniform, UV, COLOR, ALBEDO, post-processing.
217godot-2d-animation
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
194godot-particles
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
176godot-ui-theming
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.
172godot-save-load-systems
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
160