thedivergentai/godot-genre-battle-royale
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-battle-royale
Expert blueprint for Battle Royale games with zone mechanics, large-scale networking, and survival gameplay.
TRANSFER_MODE_RELIABLE for movement data; strictly use Unreliable to prevent packet backup and network congestion.--headless) or dummy drivers to save massive CPU/GPU resources.connected_to_server signal before attempting synchronization logic.VisibilityNotifier3D; strictly disable AnimationPlayer, _process(), and heavy AI logic for players that are not visible to the observer.print() as console I/O is blocking and will tank server performance in high-player-count matches.> MANDATORY: Read the appropriate script before implementing the corresponding pattern.
MANDATORY for any zone/storm work — phase radii, contained next-center selection, distance-to-center damage (anti-tunneling). Do not paste inline zone_manager tutorials.
Global elimination signal bus with match stat tracking.
Expert dedicated server initialization that branches logic based on headless execution and server-specific feature flags.
High-player-capacity ENet server setup optimized for 100+ concurrent peers over UDP.
Pattern for synchronizing player transforms via TRANSFER_MODE_UNRELIABLE to minimize network congestion in large matches.
Authoritative server-side validation logic for preventing cheat-based item collection and infinite looting.
Optimized communication pattern using rpc_id() to target specific peers and reduce wasted packet broadcasts.
Handling network jitter and out-of-order UDP packets via sequential state buffering and tick-based sorting.
Bypassing the node hierarchy for massive loot density. Uses RenderingServer directly to eliminate CPU overhead for item drops.
Non-blocking map sector streaming using ResourceLoader background threads for seamless open-world exploration.
Drawing dense foliage and environment assets (100k+ instances) via MultiMeshInstance3D to maximize rendering performance.
Offloading server-side bot behavior and pathfinding logic to the WorkerThreadPool to prevent main-thread stalling.
MultiplayerSynchronizer delta/on-change replication setup.get_var(true) on untrusted data — Deserializing arbitrary objects allows attackers to execute remote code on the server or other clients.Object or Resource types over network — Use the MultiplayerSynchronizer strictly for base types (int, float, vec).UNRELIABLE packets arrive in order — Design state interpolation carefully to handle missing or out-of-order ticks.multiplayer_poll false without manual calling — If using custom threads, failing to call multiplayer.poll() freezes all traffic.Deploy → Loot → Move with storm → Engage → Last standing.
| Phase | Skills | Purpose |
|-------|--------|---------|
| 1. Net | godot-multiplayer-networking | Authoritative server, relevancy, RPCs |
| 2. Map | godot-3d-world-building, godot-genre-open-world | Terrain scale, streaming, HLOD |
| 3. Items | godot-inventory-system | Backpack / attachments / armor |
| 4. Combat | godot-genre-shooter, godot-combat-system | Hitscan/projectile + damage validation |
| 5. Zone | MANDATORY storm_system.gd | Storm phases / DPS / contained centers |
| 6. Balance | godot-monte-carlo-balancer | Zone DPS, loot rarity, TTK bands |
| Need | Action |
|------|--------|
| Phase shrink, contained centers, distance DPS | MANDATORY storm_system.gd |
| Storm wall VFX | Inverted SphereMesh + unshaded cull_disabled shader driven by storm radius |
| Need | Action |
|------|--------|
| Dense drops | rid_loot_spawner.gd + pooling |
| Anti-cheat pickup | MANDATORY authoritative_looting.gd |
| Tables / rarity | Data Resources + peer inventory — not instantiate() loops in SKILL.md |
| Need | Action |
|------|--------|
| Plane → freefall → parachute → grounded | Finite state on player controller; server validates landing inventory |
| Map sectors | async_map_loader.gd |
| Need | Action |
|------|--------|
| 100+ peers | enet_br_server.gd + headless_branch_logic.gd |
| Movement | state_replication_unreliable.gd |
| Relevancy | Near ~20Hz+, far ~5Hz; replication_interval / interest management |
| Targeted messages | targeted_rpc_relay.gd |
| Jitter buffer | server_state_buffer.gd |
Server keeps transform history; validate client hit timestamps against rewound poses (authoritative). Pair with shooter/combat peers.
MultiplayerSynchronizer + REPLICATION_MODE_ON_CHANGE for health/inventory; ALWAYS only for hot transforms. Cap with delta_interval.
Unshaded, cull_disabled spatial shader on inverted sphere scaled by storm_system.gd.
> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
> 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.
replication_interval / on-change deltas, and per-peer visibility filters for interest management.--headless and multi-instance CLI launches for dedicated match servers.ResourceLoader sector streaming for non-blocking open-world map loads.Take thedivergentai/godot-genre-battle-royale from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.