Skill v1.0.2
currentAutomated scan100/100+15 new, ~1 modified
version: "1.0.2" name: godot-project-templates description: "Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre-* skills. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold."
Project Templates (Navigation)
Scaffold architecture, then adapt — never dump genre tutorials into the project verbatim.
NEVER Do (Expert Anti-Patterns)
Directory & Scaffolding
- NEVER hardcode scene paths in dozens of call sites — AutoLoad constants or a scene registry.
- NEVER skip `.gdignore` for designer asset drops outside import pipelines.
- NEVER copy-paste templates as-is — Understand structure, then adapt (see checklist below).
Architecture & Lifecycle
- NEVER use `get_tree().paused` without process-mode groups — Pause menus need
PROCESS_MODE_ALWAYS. Why: pausing the tree freezes_processon menu nodes too, so buttons never receive input; set gameplay toINHERIT(paused) and menu/HUD toALWAYSvia base_menu.gd or explicitprocess_modeon the pause root. - NEVER skip virtual lifecycle hooks on base classes — Prefer
_initialize_*()over brittle_ready()overrides. - NEVER rely on monolithic God singletons — Signal Bus or Subsystem Locator.
Platform & UI
- NEVER skip `Input.MOUSE_MODE_CAPTURED` in FPS scaffolds — Set when the FPS genre path is chosen.
- NEVER use floating-point constants for UI layout — Anchors/containers.
- NEVER ignore i18n translation context — Disambiguate strings in
tr()/ contexts.
Performance
- NEVER load massive levels synchronously —
ResourceLoader.load_threaded_request().
Golden Path
- Bootstrap — MANDATORY bootstrap_config.gd: config/network before audio/UI (do not rely on accidental Autoload order).
- Pick a genre row below → load listed scripts only.
- Rename project, register locator/bootstrap, configure Input Map.
- Open the consumer
godot-genre-*skill for gameplay systems.
Platformer end-to-end: row 1 scripts → godot-genre-platformer (advanced_platformer_controller.gd for movement; template base_level + state machine for scene flow). Do NOT paste FPS/inventory recipes from this skill.
Genre Router → Scripts
MANDATORY: Choose a genre row, load the listed scripts, then open the consumergodot-genre-*skill for gameplay systems. Do NOT paste inline FPS controllers or inventory managers from memory.
| Genre intent | Load these template scripts (MANDATORY) | Fill gameplay via | |
|---|---|---|---|
| 2D platformer | base_game_manager.gd, base_level.gd, base_actor.gd, scene_state_machine.gd, state_machine_node.gd | godot-genre-platformer | |
| Top-down / action RPG | Same bases + subsystem_locator.gd, base_menu.gd | godot-genre-action-rpg | |
| 3D FPS / shooter | Bases + multi_platform_input.gd, platform_feature_config.gd | godot-genre-shooter-fps | |
| Any genre + DLC packs | modular_dlc_loader.gd | Genre skill + godot-export-builds | |
| Cross-platform input/features | multi_platform_input.gd, platform_feature_config.gd | godot-input-handling | |
| Threaded level streaming | level_steamer_manager.gd | godot-scene-management | |
| Accessibility TTS | accessibility_tts_manager.gd | Project foundations / UI skills |
Folder-by-feature skeleton (all genres): entities/<name>/, levels/ or maps/, ui/, autoloads/ or locator-registered systems, resources/. Details belong in the genre consumer skill — not duplicated here.
Architecture Deltas (keep in this skill)
Subsystem Locator vs God Autoload
Prefer subsystem_locator.gd for modular registration; keep a thin bootstrap Autoload only.
Bootstrap order
MANDATORY bootstrap_config.gd (or equivalent): critical systems (config/network) before audio/UI. Do not rely on accidental Project Settings Autoload order alone.
Pause modes
Gameplay tree pauses; UI/pause menu nodes use PROCESS_MODE_ALWAYS. Wire via base_menu.gd.
PCK / DLC
MANDATORY modular_dlc_loader.gd for ProjectSettings.load_resource_pack() mounts — never hand-roll path hacks in gameplay code.
Feature tags
MANDATORY platform_feature_config.gd for OS.has_feature() / export-tag forks (mobile, low_end, dedicated_server).
Adapt-Not-Copy Checklist
Map each template piece to a consumer skill before writing gameplay code:
| Template piece | Adapt into | |
|---|---|---|
base_actor / state machine nodes | Genre movement/combat skill (godot-genre-*) + godot-state-machine-advanced | |
base_game_manager signals | godot-autoload-architecture / godot-signal-architecture | |
| Level streamer | godot-scene-management | |
| Input / feature config | godot-input-handling + platform skills | |
| Menus / HUD shells | godot-ui-containers | |
| Export / CI / PCK | godot-export-builds |
Usage: pick genre row → load scripts → rename project → register locator/bootstrap → configure Input Map → open genre skill for systems — do not paste stock FPS/inventory recipes from this skill.
Deep dive (load on demand)
Platformer/RPG/FPS directory trees, input map template, CI export YAML, PCK mount, bootstrap priority — references/genre-template-scaffolds.md.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Project organization — Feature-folder layouts,
.gdignore, and VCS hygiene that genre boilerplates should bake in from day one. - Scene organization — Ownership boundaries for
entities/,levels/, and UI scenes so templates stay refactor-safe. - Singletons (Autoload) — Registering lean GameManager / Audio / SceneTransitioner services that survive scene changes.
- Autoloads versus regular nodes — When a Subsystem Locator or scene-local node beats a monolithic God singleton.
- Background loading —
ResourceLoader.load_threaded_*patterns used by level streamer templates. - Pausing games — Process modes so pause menus stay alive while gameplay freezes.
- Multiple resolutions — Stretch mode/aspect defaults (
canvas_items/expand) every new project template should document. - Feature tags —
OS.has_feature()profiles for mobile/PC/server overrides in platform config templates. - Exporting packs (PCK) — Modular DLC / patch mounts via
ProjectSettings.load_resource_pack(). - Using controllers and gamepads — Default Input Map actions and deadzone tuning for multi-platform templates.
- Text-to-speech — DisplayServer TTS hooks for accessibility manager scaffolding.
- Internationalizing games — Translation contexts so UI strings in menus/HUD avoid ambiguous keys.
Related Skills
Prerequisites
- godot-project-foundations — Folder hygiene, naming, and import basics before copying a genre skeleton into a real repo.
- godot-gdscript-mastery — Typed base classes, virtual hooks, and signal style used by every template script here.
Complements
- godot-autoload-architecture — Boot order and ownership rules once BootstrapConfig / GameManager Autoloads leave the template stage.
- godot-scene-management — Production scene swaps and load queues that deepen the level streamer boilerplate.
- godot-input-handling — Full action maps, device routing, and remapping beyond MultiPlatformInput scaffolding.
- godot-state-machine-advanced — Hierarchical / visual FSM patterns that extend SceneStateMachine and StateMachineNode.
- godot-export-builds — Export presets, VRAM compression, and CI headless flags assumed by Standard-Export-Presets templates.
- godot-signal-architecture — Typed EventBus patterns when templates grow past direct GameManager signals.
- godot-ui-containers — Anchor/container layouts for BaseMenu and HUD scenes instead of floating-point pixel drift.
- godot-adapt-desktop-to-mobile — Touch, safe-area, and mobile feature-tag profiles that PlatformFeatureConfig only stubs.
Downstream / consumers
- godot-genre-platformer — Fills the 2D platformer directory skeleton with movement, coyote time, and level flow.
- godot-genre-action-rpg — Combat, inventory, and quest systems that plug into the top-down RPG template folders.
- godot-genre-shooter-fps — Weapons, hit detection, and camera feel layered on the 3D FPS player scaffold.
Master
- godot-master — Library router and mirrored module entry for cross-skill discovery.