godot-genre-survival

Installation
SKILL.md

Genre: Survival

Resource scarcity, needs management, and progression through crafting define survival games.

NEVER Do (Expert Anti-Patterns)

Physiology & Needs

  • NEVER use constant "Needs" decay; strictly scale with activity (e.g., Sprinting drains hunger 3x faster than idling).
  • NEVER use Instant Death for starvation/dehydration; strictly trigger gradual HP drain and provide distinct visual/audio warnings.
  • NEVER use float timers for exact life-critical checks; strictly use is_equal_approx() or <= to prevent 0.0 precision misses.
  • NEVER represent world time/day cycles within UI scripts; strictly use an AutoLoad (Singleton) to decouple state from visuals.

Gathering & Inventory

  • NEVER make gathering tedious without progression; strictly implement Tiered Tool Scaling (e.g., Stone Axe = 1 wood/hit, Steel Axe = 5 wood/hit) to reward technical advancement.
  • NEVER allow infinite inventory stacking; strictly use Weight Capacity or strict Stack Limits (e.g., 64 items) to force strategic resource management.
  • NEVER force players to "Guess" crafting recipes; strictly use a Discovery System where recipes unlock upon acquiring materials.
  • NEVER forget to duplicate(true) a shared Resource (like Item Durability); otherwise, all instances will break simultaneously.
  • NEVER store heavy item/crafting definitions in Node properties; strictly use custom Resource containers for lightweight data.
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