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godot-genre-survival戈多流派生存

Agent Skill

godot-genre-survival 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,812

周安装

74

GitHub Stars

138

下载量

586
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-genre-survival(戈多流派生存)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-survival
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-survival
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-survival

简介

godot-genre-survival 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。

  • 适用于戈多流派生存类游戏相关的技术调研与资源筛选场景。
  • 通过 npx skills add 命令从 GitHub 仓库安装,需确保宿主平台兼容。
  • 安装前应核实仓库是否仍在维护,并检查其权限与安全设置。
  • 该技能可能触发网络请求或文件操作,建议在受控环境中先行测试。

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.

World & Performance

  • NEVER spawn threats at Respawn Points; strictly enforce a Safe Zone radius (Beds/Spawn) where enemy spawning is prohibited.
  • NEVER instance 10,000 individual MeshInstance3D nodes for foliage; strictly use MultiMeshInstance3D for batched draw calls.
  • NEVER load massive world chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent hitches.
  • NEVER save complex dictionaries to standard text files; strictly use binary serialization for speed and size efficiency.
  • NEVER run procedural terrain/noise algorithms on the main thread; strictly offload to the WorkerThreadPool.
  • NEVER hardcode massive crafting tables in GDScript; strictly use ConfigFile or JSON for easy balancing and modding.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • inventory_slot_resource.gd - Data-driven inventory slot model using Resources for seamless serialization and durability tracking.
  • survival_patterns.gd - 10 Essential Survival Expert Patterns (Decay scaling, Environment tweens, MultiMesh optimization).

Modular Components

  • interactable.gd - Universal interface for harvesting, picking up items, and world triggers.
  • inventory_data.gd - Core business logic for grid-based inventories and stacking.
  • inventory_slot_data.gd - Lightweight data container for UI-to-Logic inventory communication.
  • inventory_data.gd - High-performance Resource-based storage with stack limits and metadata support.
  • inventory_data.gd - Master item definition for weight, stack-size, and consumption effects (Resource-based).

PhaseSkillsPurpose
1. Dataresources, custom-resourcesItem data (weight, stack size), Recipes
2. UIgrid-containers, drag-and-dropInventory management, crafting menu
3. Worldtilemaps, noise-generationProcedural terrain, resource spawning
4. Logicstate-machines, signalsPlayer stats (Needs), Interaction system
5. Savefile-system, json-serializationSaving world state, inventory, player stats

Architecture Overview

1. Item Data (Resource-based)

Everything in the inventory is an Item.

# item_data.gd
extends Resource
class_name ItemData

@export var id: String
@export var name: String
@export var icon: Texture2D
@export var max_stack: int = 64
@export var weight: float = 1.0
@export var consumables: Dictionary # { "hunger": 10, "health": 5 }

2. Inventory System

A grid-based data structure.

# inventory.gd
extends Node

signal inventory_updated

var slots: Array[ItemSlot] = [] # Array of Resources or Dictionaries
@export var size: int = 20

func add_item(item: ItemData, amount: int) -> int:
    # 1. Check for existing stacks
    # 2. Add to empty slots
    # 3. Return amount remaining (that couldn't fit)
    pass

3. Interaction System

A universal way to harvest, pickup, or open things.

# interactable.gd
extends Area2D
class_name Interactable

@export var prompt: String = "Interact"

func interact(player: Player) -> void:
    _on_interact(player)

func _on_interact(player: Player) -> void:
    pass # Override this

Key Mechanics Implementation

Needs System

Simple float values that deplete over time.

# needs_manager.gd
var hunger: float = 100.0
var thirst: float = 100.0
var decay_rate: float = 1.0

func _process(delta: float) -> void:
    hunger -= decay_rate * delta
    thirst -= decay_rate * 1.5 * delta

    if hunger <= 0:
        take_damage(delta)

Crafting Logic

Check if player has ingredients -> Remove ingredients -> Add result.

func craft(recipe: Recipe) -> bool:
    if not has_ingredients(recipe.ingredients):
        return false

    remove_ingredients(recipe.ingredients)
    inventory.add_item(recipe.result_item, recipe.result_amount)
    return true

### 4. Tiered Tool Scaling
Scaling resource yield with tool quality (`item_data.gd` metadata):
- **Stone Axe**: 1 yield per hit, 3s harvest time.
- **Steel Axe**: 5 yield per hit, 1.5s harvest time.
- **Auto-Saw**: Constant yield stream while within proximity.

### 5. Spawn Safe Zones
Preventing "Spawn Camping" via check:

func get_spawn_point() -> Vector3: var point = find_random_point() for bed in get_tree().get_nodes_in_group("player_beds"): if point.distance_to(bed.global_position) < safe_radius: return get_spawn_point() # Re-roll return point

Godot-Specific Tips

  • TileMaps: Use TileMap (Godot 3) or TileMapLayer (Godot 4) for the world.
  • FastNoiseLite: Built-in noise generator for procedural terrain (trees, rocks, biomes).
  • ResourceSaver: Save the Inventory resource directly to disk if it's set up correctly with export vars.
  • Y-Sort: Essential for top-down 2D games so player sorts behind/in-front of trees correctly.

Common Pitfalls

  1. Tedium: Harvesting takes too long. Fix: Scale resource gathering with tool tier (Stone Axe = 1 wood, Steel Axe = 5 wood).
  2. Inventory Clutter: Too many unique items that don't stack. Fix: Be generous with stack sizes and storage options.
  3. No Goals: Player survives but gets bored. Fix: Add a tech tree or a "boss" to work towards.

Reference

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.2%
按下载量换算200

Claude

28.52%
按下载量换算167

Cursor

18.28%
按下载量换算107

Gemini CLI

9.82%
按下载量换算58

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

可写文件

该 Skill 可能写入或修改本地文件,使用前需要确认目标目录和修改范围。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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