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Godot Genre Roguelike

thedivergentai/godot-genre-roguelike

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.

15k tokens
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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-genre-roguelike

The instruction itself

25 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.

Genre: Roguelike

Expert blueprint for roguelikes balancing challenge, progression, and replayability.

NEVER Do (Expert Anti-Patterns)

Generation & RNG

  • NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
  • NEVER use unseeded RNG for world generation; strictly initialize isolated RandomNumberGenerator with a predictable seed for daily runs/debugging.
  • NEVER rely on @GlobalScope.randi() for critical logic; strictly use local RNG instances to prevent global state pollution.
  • NEVER use Array.pick_random() for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks.
  • NEVER generate massive dungeons on the main thread; strictly use WorkerThreadPool.add_task() or add_group_task() to distribute generation across cores and prevent frame freezes.
  • NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.

Data & State

  • NEVER allow Save Scumming; strictly delete mid-run save files immediately upon loading to enforce permadeath.
  • NEVER allow the player to see the "Edge of the World"; strictly use Fog of War or limited vision cones to maintain the mystery of the unknown.
  • NEVER evaluate complex "Director" heuristics every frame; strictly use Frame-Slicing (Engine.get_process_frames()) to run heavy pacing logic only once every 60-120 frames for CPU efficiency.
  • NEVER move rooms individually by pixel values during procedural generation; strictly use Marker2D Connection Points in pre-authored scenes to calculate exact offsets for seamless room stitching.
  • NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for RunManager and MetaManager.
  • NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play.
  • NEVER forget to call duplicate(true) on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance.
  • NEVER save run states to .tscn files; strictly serialize to JSON or binary in user:// to prevent bloat.
  • NEVER rely on the SceneTree as the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array.

Grid & Performance

  • NEVER forget to handle Navigation re-baking; strictly rebake NavigationRegion2D AFTER procedural tiles are placed.
  • NEVER use AStar2D for tile grids; strictly use AStarGrid2D with jumping_enabled = true (Jump Point Search) for O(1) queries and high-performance pathing across open areas.
  • NEVER forget to call update() on AStarGrid2D after modifying states; strictly ensures pathfinding queries aren't stale.
  • NEVER use floats (Vector2) for discrete grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use Manhattan heuristics for 8-way movement; strictly use HEURISTIC_CHEBYSHEV or HEURISTIC_OCTILE.
  • NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use get_used_cells() for optimized tile access.
  • NEVER clear procedural levels using free(); strictly use queue_free() to avoid mid-frame segmentation faults.
  • NEVER broadcast mass state changes to a grid immediately; strictly use call_deferred() or call_group_flags to avoid frame spikes during turn transitions.
  • NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a GPU Shader Mask via ColorRect and an ImageTexture updated via RenderingServer.texture_2d_update().

🛠 Expert Components (scripts/)

> MANDATORY before implementing generation, seed sharing, or meta unlocks — read these first (do not reinvent from inline samples):

> - dungeon_generator_walker.gd — Drunkard's Walk with local RandomNumberGenerator (rng.randi() % n, never Array.pick_random()).

> - seeded_rng_resource.gd — seed persistence for shareable / daily runs.

> - meta_progression_manager.gd — permanent unlock currency + save boundaries vs run state.

>

> Do NOT Load the full scripts/ folder for a single task. Open only the script that matches the phase below.

Original Expert Patterns

  • meta_progression_manager.gd - Foundational meta-progression logic with secure data persistence and currency unlocks.
  • roguelike_patterns.gd - 10 Essential Roguelike Expert Snippets (AStar, BSP, WorkerThreadPool, ShuffleBag, etc.).

Modular Components

  • dungeon_generator_walker.gd - Drunkard's Walk algorithm for carving procedural rooms and caves.
  • fov_raycast_calculator.gd - High-performance LOS checking using physics server queries.
  • seeded_rng_resource.gd - RNG state persistence for deterministic and shareable replayability.
  • turn_manager_decoupled.gd - Signal-driven turn coordination for decoupled entity logic.
  • astar_grid_handler.gd - Specialised AStarGrid2D wrapper for optimized roguelike pathfinding.
  • weighted_loot_table.gd - Native-optimized weighted random item drops with drop-rate controls.
  • json_state_serializer.gd - Persistent serialization for procedural entity data and run states.
  • fog_of_war_masker.gd - TileMapLayer-based visibility masking and discovery system.
  • meta_progression_resource.gd - Data separation for permanent game unlocks and skill trees.
  • move_command_object.gd - Command pattern implementation for reversible turn-based actions.
  • dungeon_generator.gd - High-level procedural orchestrator for room-and-hallway layout generation.
  • run_manager.gd - Autoload run seed/floor/inventory lifecycle (start_run / end_run).
  • director_ai.gd - Pacing manager — spawn intensity from player power + time-in-run.
  • room_assembler.gd - Marker-based procedural room stitching from prefab scenes.
  • synergy_manager.gd - Relic tag synergy detection and stacked modifier application.
  • example_relic_vampirism.gd - Sample Relic Resource hook (on_damage_dealt).

Core Loop

  • Preparation: Select character, equip meta-upgrades (see meta_progression_resource.gd).
  • The Run: complete procedural levels (dungeon_generator_walker.gd), acquire temporary power-ups.
  • The Challenge: Survive increasingly difficult encounters using A* pathfinding (astar_grid_handler.gd).
  • Death/Victory: Run ends, resources calculated.
  • Meta-Progression: Spend resources on permanent unlocks (meta_progression_resource.gd).
  • Repeat: Start a new run with new capabilities.

Skill Chain

| Phase | Skills | Purpose |

|-------|--------|---------|

| 1. Architecture | godot-autoload-architecture, godot-state-machine-advanced | Run State vs Meta State boundaries |

| 2. World Gen | godot-procedural-generation, godot-tilemap-mastery | Unique levels every run (walker/BSP/noise) |

| 3. Combat | godot-combat-system, godot-ai-navigation | High-stakes encounters + FOV/pathing |

| 4. Progression | godot-inventory-system, godot-resource-data-patterns | Run items/relics + typed Resources |

| 5. Persistence | godot-save-load-systems | Meta unlocks + anti-scum mid-run deletes |

| 6. Balance | godot-monte-carlo-balancer | Win% vs meta level; dead-item detection |

Architecture Overview

Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).

  • Run lifespan / seed: Own an AutoLoad that resets on death; seed via MANDATORY seeded_rng_resource.gd. Never leak run HP/gold into meta saves.
  • Meta unlocks: MANDATORY meta_progression_manager.gd + meta_progression_resource.gd — subtle permanent bonuses only (+5–15%).
  • Serialize: Prefer json_state_serializer.gd / user:// JSON-binary; never treat .tscn as a run save.

Key Mechanics (route to scripts/)

Procedural Dungeon Generation

  • Drunkard's Walk: MANDATORY dungeon_generator_walker.gd — pass a local seeded RandomNumberGenerator; directions via rng.randi() % directions.size() (never Array.pick_random()).
  • Critical drops / fairness: Use Shuffle Bag patterns in roguelike_patterns.gd or weights in weighted_loot_table.gd.
  • BSP / room orchestrator: dungeon_generator.gd; deeper WFC/noise → peer godot-procedural-generation.
  • Pathing after gen: astar_grid_handler.gd — call update() after solid-cell edits; rebake NavigationRegion2D if using nav meshes.

Relics, turns, fog, pacing

  • Relic hooks / synergy tags: Resource subclasses + weighted_loot_table.gd; inventory peer godot-inventory-system.
  • Turns: turn_manager_decoupled.gd + move_command_object.gd.
  • Fog / LOS: fog_of_war_masker.gd, fov_raycast_calculator.gd.
  • Director pacing: frame-slice with Engine.get_process_frames() % N (see NEVER); keep heuristics out of every-frame _process work.

Common Pitfalls

  • RNG Dependency: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
  • Meta-progression Imbalance: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
  • Lack of Variety: Procedural generation is only as good as the content it arranges. You need *a lot* of content (rooms, enemies, items) to keep it fresh.
  • Save Scumming: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).

Godot-Specific Tips

  • Seeded Runs: Always initialize RandomNumberGenerator with a seed. This allows players to share specific run layouts.
  • ResourceSaver: Use ResourceSaver for meta-progression, but be careful with cyclical references in deeply nested resources.
  • Scenes as Rooms: Build your "rooms" as separate scenes (Room1.tscn, Room2.tscn) and instance them into the generated layout for handcrafted quality within procedural layouts.
  • Navigation: Rebake NavigationRegion2D at runtime after generating the dungeon layout if using 2D navigation.

Advanced Techniques

  • Synergy System: Tag items (fire, projectile, companion) and check for tag combinations to create emergent power-ups.
  • Director AI: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like *Left 4 Dead*).

> MANDATORY for depth beyond decision trees and script catalog: roguelike-meta-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

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

  • Using TileMaps — TileMapLayer cells, sources, and runtime placement for procedural floors/walls.
  • TileMapLayerset_cell / get_used_cells APIs used after walker/BSP generation and fog clears.
  • AStarGrid2D — grid pathfinding with heuristics, diagonal modes, and update() after solid-cell edits.
  • RandomNumberGenerator — seeded PCG32 for shareable runs; prefer local instances over global randi().
  • WorkerThreadPool — offload heavy dungeon generation without freezing the main thread.
  • Using multiple threads — when WorkerThreadPool/tasks are safe versus SceneTree ownership rules.
  • Thread-safe APIs — generate data off-thread, then apply tiles/nodes on the main thread only.
  • Saving gamesuser:// persistence patterns for meta unlocks and anti-scum mid-run deletes.
  • Resources — Resource-backed meta/run data, duplicate(true), and save/load of .tres/custom resources.
  • Singletons (AutoLoad) — isolate RunManager vs MetaManager so run death cannot wipe permanent progress.
  • Ray-casting — PhysicsDirectSpaceState queries for FOV / line-of-sight without Area2D spam.
  • FastNoiseLite — noise fields for cave-style maps before connectivity validation with AStarGrid2D.
Prerequisites
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

How to use it

Copy the folder

Take thedivergentai/godot-genre-roguelike 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.