game-bootstrap
Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order.
Skill by dragoscirjan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: productivity
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-bootstrap
What's inside
- Skill name
game-bootstrap- Description
- Godot 4 project scaffolding — project.godot, architecture notes, script stubs, scene builders, build order. Load after game decomposition.
- License
- MIT
- Instructions
- 286 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Game Bootstrap — Architecture & Scaffolding
Design game architecture and produce a compilable Godot project skeleton: `project.godot`, architecture notes (written to a draft via `draft-create`), script stubs, and scene builder stubs. Defines _what exists and how it connects_ — not behavior.
Works for both fresh projects and incremental changes.
## Workflow
1. **Read `reference.png`** — camera angle, distance, FOV, lighting, environment structure, scene layout. Informs node hierarchy, camera setup, lighting rig.
2. **Read input** — game description (fresh) or change request (incremental).
3. **Assess project state:**
- No project → create from scratch.
- Existing project, fresh start → delete existing scenes/scripts.
- Existing project, incremental → read existing architecture notes and scripts. Identify what to add/replace. Preserve unchanged files.
4. **Design/update architecture** — scenes, scripts, signals, input actions.
5. **Write/update `project.godot`.**
6. **Write architecture notes** to the draft path — always complete, not a diff.
7. **Write script stubs** — for new scripts and explicitly replaced ones.
8. **Import assets** — `timeout 60 godot --headless --import 2>&1`. Ensures all assets (`.glb`, `.png`) are imported before scene builders reference them.
9. **Build scenes** — for each new/changed scene, write builder to `scenes/build_{name}.gd`, then run in dependency order (leaf scenes first): `timeout 60 godot --headless --script scenes/build_{name}.gd`
> **MCP alternative (when `godot_editor` is enabled — see `mcp-tools-godot` skill):** For trivial scenes (a root node + a few children, no complex transforms), use `create_scene` + `add_node` + `load_sprite` + `save_scene` instead of writing a scene builder script. For scenes with scripts attached, custom properties, precise transforms, or sub-scene instantiation — always use scene builder scripts. Use `godot_analyze_scene` from `godot_forge` to check `.tscn` files for antipatterns after building.
10. **Verify** — `timeout 60 godot --headless --quit 2>&1`. No `ERROR` or `Parser Error` lines. RID warnings are benign.
11. **Git commit** — `git add -A && git commit -m "scaffold: project skeleton"`
## Output Files
### 1. project.godot
```ini
; Engine configuration file
; Do not edit manually
[application]
config/name="{ProjectName}"
run/main_scene="res://scenes/main.tscn"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[physics]
common/physics_ticks_per_second=120
common/physics_interpolation=true
; 3D only — omit for 2D projects:
3d/physics_engine="Jolt Physics"
[rendering]
; 3D games:
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=3
anti_aliasing/quality/msaa_3d=2
; 2D pixel art (instead of above):
; textures/canvas_textures/default_texture_filter=0
; 2d/snap/snap_2d_transforms_to_pixel=true
[layer_names]
; Name collision layers used by the game:
2d_physics/layer_1="player"
2d_physics/layer_2="enemies"
[autoload]
; Singletons — asterisk prefix means script (not scene):
; GameManager="*res://scripts/game_manager.gd"
[input]
move_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119)]
}
```
**Key physical keycodes:** W=87, A=65, S=83, D=68, Up=4194320, Down=4194322, Left=4194319, Right=4194321, Space=32, Enter=4194309, Escape=4194305, Shift=4194325, Ctrl=4194326, Alt=4194328.
**Mouse buttons** use InputEventMouseButton with button_index (1=left, 2=right) and matching button_mask:
```ini
fire={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(0,0),"global_position":Vector2(0,0),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false)]
}
```
### 2. Architecture Notes (draft)
Complete architecture reference. Written to a draft path provided by the orchestrator. Always written in full, even for incremental updates.
```markdown
# {Project Name}
## Dimension: {2D or 3D}
## Input Actions
| Action | Keys |
| ------------ | ----- |
| move_forward | W, Up |
| jump | Space |
## Scenes
### Main
- **File:** res://scenes/main.tscn
- **Root type:** Node3D
- **Children:** Player, Enemy
### Player
- **File:** res://scenes/player.tscnFrom dragoscirjan/opencode-config, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 3
- Last commit (this folder)
- May 28, 2026 (5 months ago)
- Last release
- Jun 2, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/dragoscirjan/opencode-config
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from dragoscirjan
- 0.474score
develop-tdd
dragoscirjan
When this skill is loaded, the developer follows the Red-Green-Refactor cycle.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-frontend
dragoscirjan
Frontend development standards — UI/UX principles, accessibility, state management, and component patterns.
SkillCFreshness: CClaude Code +9 - 0.471score
clean-code
dragoscirjan
Clean code principles, SOLID, design patterns, readability, error handling, and universal quality tooling.
SkillCFreshness: CClaude Code +9 - 0.471score
developer-devops
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DevOps and infrastructure standards — principles for IaC, CI/CD, and automation.
SkillCFreshness: CClaude Code +9 - 0.471score
game-design
dragoscirjan
Visual target generation, risk-first game decomposition, and verification criteria.
SkillCFreshness: CClaude Code +9 - 0.471score
game-execution
dragoscirjan
Task implementation workflow, test harnesses, screenshot/video capture, visual debugging.
SkillCFreshness: CClaude Code +9
Cite this page
game-bootstrap skill. Agent Mart. https://agentmart.dev/skills/dragoscirjan-game-bootstrap (last updated 2026-10-24)