godot-genre-stealth
Genre: Stealth
Player choice, systemic AI, and clear communication define stealth games.
NEVER Do (Expert Anti-Patterns)
Detection & Awareness
- NEVER use binary "Seen/Not Seen" detection; strictly use a Gradual Detection Meter (0-100%) that builds based on distance, light level, and speed.
- NEVER use standard
RayCast3Dnodes for massive amounts of vision checks; strictly usePhysicsDirectSpaceState3D.intersect_ray()to query the PhysicsServer instantly and nodelessly. - NEVER allow AI to see through solid geometry; strictly use raycasts between AI eyes and player sample points (Head/Torso/Feet).
- NEVER use a single sample point for visibility; strictly sample at least 3 points (Head, Torso, Feet) to prevent detection bugs when partially in cover.
- NEVER forget to pass the guard's own RID into the raycast exclude array; if omitted, the ray will hit the guard's own body, causing false blocking.
- NEVER run complex AI detection for off-screen guards; strictly use
VisibleOnScreenNotifier3Dto pause heavy logic for distant enemies.
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.
594godot-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.
221godot-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).
195godot-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.
178godot-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