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.Configure, explore, and optimize Nx monorepo workspaces. Use when setting up Nx, exploring workspace structure, configuring project boundaries, analyzing affected projects, optimizing build caching, or implementing CI/CD with affected commands. Keywords — nx, monorepo, workspace, projects, targets, affected. Do NOT use for running tasks (use nx-run-tasks) or code generation with generators (use nx-generate).
> Design, validate, and optimize schema.org structured data for eligibility, correctness, and measurable SEO impact. Use when the user wants to add, fix, audit, or scale schema markup (JSON-LD) for rich results. This skill evaluates whether schema should be implemented, what types are valid, and how to deploy safely according to Google guidelines.
Fetches real-time Azure retail pricing using the Azure Retail Prices API (prices.azure.com) and estimates Copilot Studio agent credit consumption. Use when the user asks about the cost of any Azure service, wants to compare SKU prices, needs pricing data for a cost estimate, mentions Azure pricing, Azure costs, Azure billing, or asks about Copilot Studio pricing, Copilot Credits, or agent usage estimation. Covers compute, storage, networking, databases, AI, Copilot Studio, and all other Azure service families.
Monitor paid-ad account pacing, delivery, performance, creative fatigue, tracking, policy, and data quality across supported platforms. Use for daily or weekly checks, anomaly review, budget pacing, post-launch verification, or campaign monitoring.
Audit server-side paid-media measurement including server-side tag management, platform conversion APIs, event taxonomy, browser/server deduplication, consent, hashing, data quality, observability, and privacy. Use for server-side tracking, sGTM, server-side tagging, CAPI, Events API, event_id, pixel debugging, first-party measurement, or conversion data loss.
Use when building Next.js 14+ applications with App Router, server components, or server actions. Invoke for full-stack features, performance optimization, SEO implementation, production deployment.
Coordinate the end-to-end CAD/source-asset to SimReady workflow. Use for broad requests such as CAD to SimReady, source asset to simulation-ready USD, or prop packaging that require conversion, material/physics assignment, SimReady conformance, validation, and optional package creation; deploy or verify Content Agents services first when property assignment is enabled; route single-stage work through nested references.
Convert Kanchi-style dividend investing into a repeatable US-stock operating procedure. Use when users ask for かんち式配当投資, dividend screening, dividend growth quality checks, PERxPBR adaptation for US sectors, pullback limit-order planning, or one-page stock memo creation. Covers screening, deep dive, entry planning, and post-purchase monitoring cadence.
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.