mcpbeat Sign in

Godot Game Loop Collection Agent Skill

Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.

7k tokens
context cost
the whole folder, loaded on every use
7
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-game-loop-collection

The instruction itself

15 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Collection Game Loops

Stable collectible IDs → manager → compass → save. Not generic game-loop boilerplate.

NEVER Do (collection landmines)

  • NEVER reuse or omit stable collectible IDs — Duplicate IDs double-count or overwrite; missing IDs break completion % and saves.
  • NEVER count the same Area overlap twicebody_entered can re-fire on re-entry; gate with "already collected" / one-shot disable of monitoring.
  • NEVER persist NodePaths as the identity of collectibles — Paths break on scene moves; save IDs (StringName / int), not get_path().
  • NEVER soft-lock the last item — If compass / spawn logic depends on "remaining > 1", the final pickup becomes unfindable.
  • NEVER store hunt progress only in scene-local nodes — Level reload wipes progress; keep collected set in collection_manager.gd + save.
  • NEVER queue_free() collectibles with zero juice and no ID commit — Commit ID first (signal), then VFX, then free.
  • NEVER scale collectible collision shapes non-uniformly — Breaks overlap math; edit shape resources.
  • NEVER hardcode spawn positions in code — Use Marker3D / designer points with hidden_item_spawner.gd.
  • NEVER drive collection truth from UI silhouettes — Archive UI mirrors manager state; manager is authoritative.
  • NEVER load massive levels synchronously on hunt complete — use threaded ResourceLoader (see references).
  • NEVER manipulate SceneTree from worker threadscall_deferred only.

Golden Path (MANDATORY)

  • collectible_item.gd — item_id (unique) + collection_id (hunt), one-shot Area pickup
  • collection_manager.gd — authoritative collected-ID set via register_item() + get_remaining_ids()
  • collection_compass.gd — nearest node whose item_id is still in manager remainders
  • Persist collected IDs via godot-save-load-systems

Optional: hidden_item_spawner.gd for randomized hunts; collection_loop_patterns.gd for advanced loop/MainLoop helpers.

Available Scripts (full set)

  • collectible_item.gd — MANDATORY pickup actor; export stable item_id per instance and hunt collection_id
  • collection_manager.gd — MANDATORY progress brain; start_collection(id, item_ids) then register_item(id, item_id)
  • collection_compass.gd — MANDATORY when guiding players; wire collection_manager and query get_remaining_ids()
  • hidden_item_spawner.gd — designer markers / chance spawns (Do NOT Load for fixed placed-only hunts)
  • collection_loop_patterns.gd — advanced loop patterns (Do NOT Load for simple ID hunts)

Expert Collection Patterns

1. Persistent Collection (Save/Load)

Serialize the manager’s collected item_id set per collection_id (PackedStringArray via get_collected_ids() / restore_collected_ids()), not node paths. Reload: manager restores set → collectibles self-disable if item_id already owned.

2. Collection Archive UI (Silhouettes)

Grid of icons: uncollected modulate silhouette; reveal when manager signals that ID. UI never invents collected state.

> MANDATORY for threaded loads, MainLoop helpers, and archive/save depth: collection-loop-advanced.md. Do NOT Load for simple fixed-ID scavenger hunts.

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

  • Area3Dbody_entered pickup volumes for 3D collectibles and layer/mask setup so only the player triggers collection.
  • Using Area2D — 2D overlap patterns when adapting the same collectible loop to Area2D/Sprite2D radar UIs.
  • Groups — register collectibles and broadcast resets via get_nodes_in_group / call_group without hard-coded node paths.
  • Idle and physics processing — keep collision-driven progress in _physics_process / physics frames; throttle compass/UI work in _process.
  • SceneTree — pause flags, groups, physics_frame, and current_scene ownership used by collection state transitions.
  • Change scenes manually — deferred free + instantiate handoff when finishing a hunt and loading the next level.
  • Background loadingResourceLoader.load_threaded_request / status polling so large collectible levels do not hitch the main thread.
  • Saving games — persist collected IDs and progress dictionaries with FileAccess under user://.
  • Vector mathdirection_to / get_angle_to for nearest-collectible compass pointing.
  • Marker3D — designer-placed spawn anchors for hidden-item hunts instead of hard-coded coordinates.
  • Using signals — typed item_collected / collection_updated wiring from pickups into the manager and UI.
  • MainLoop — custom loop extension surface referenced by advanced collection_loop_patterns (rarely needed over SceneTree).
Prerequisites
  • godot-project-foundations — scene tree, @onready, and resource basics before wiring managers, markers, and collectible scenes.
  • godot-gdscript-mastery — typed signals, match, await, and deferred calls used throughout collection managers and loop patterns.
  • godot-physics-3d — Area3D/CollisionShape3D layers and non-uniform scale pitfalls that break pickup detection.
Complements
Downstream / consumers
  • godot-quest-system — wraps collection progress as quest objectives with rewards and branching.
  • godot-inventory-system — turns collected pickups into inventory grants when items are kept rather than consumed.
  • godot-theme-easter — seasonal egg-hunt presentation layered on the same collection loop.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

Other skills for the same job

different authors, same section of the catalogue
Internal Comms
by anthropics
vendor ×13

A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).

6k tokens
Competitive Ads Extractor
by frostant
×10

Extracts and analyzes competitors' ads from ad libraries (Facebook, LinkedIn, etc.) to understand what messaging, problems, and creative approaches are working. Helps inspire and improve your own ad campaigns.

2k tokens
Lead Research Assistant
by frostant
×8

Identifies high-quality leads for your product or service by analyzing your business, searching for target companies, and providing actionable contact strategies. Perfect for sales, business development, and marketing professionals.

2k tokens
Developer Growth Analysis
by frostant
×6

Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.

4k tokens
App Store Optimization
by alirezarezvani
×3

Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store

55k tokens scripts
Deeptools
by christophacham
×3

NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.

21k tokens scripts
Pymatgen
by christophacham
×3

Materials science toolkit. Crystal structures (CIF, POSCAR), phase diagrams, band structure, DOS, Materials Project integration, format conversion, for computational materials science.

26k tokens scripts
Enhance Prompt
by google-labs-code
vendor ×2

Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.

3k tokens

How to use it

Copy the folder

Take thedivergentai/godot-game-loop-collection from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.