mcpbeat

Godot Genre Romance

thedivergentai/godot-genre-romance

Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.

11k tokens
context cost
the whole folder, loaded on every use
13
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-genre-romance

The instruction itself

17 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: Romance & Dating Sim

Romance games are built on the "Affection Economy"—the management of player time and resources to influence NPC attraction, trust, and intimacy.

Core Loop

  • Meet: Encounter potential love interests and establish baseline rapport.
  • Date: Engage in structured events to learn preferences and test compatibility.
  • Deepen: Invest resources (time, gifts, choices) to increase affection/stats.
  • Branch: Story diverges into character-specific "Routes" based on major milestones.
  • Resolve: Reach a specialized ending (Good/Normal/Bad) based on relationship quality.

NEVER Do (Expert Anti-Patterns)

Romance & NPC Logic

  • NEVER create "Vending Machine" romance; strictly incorporate variables like NPC Mood, Timing, and Multi-Stat Thresholds to ensure characters feel autonomous.
  • NEVER use binary Affection (Love/Hate); strictly use a Multi-Axial Model (Attraction, Trust, Comfort) for believable psychological depth.
  • NEVER focus on 100% opaque stats; strictly provide Visible Indicators (heart UI, blushing text, pulsing hearts) to help players make informed choices.
  • NEVER use the "Same Date Order" trap; strictly implement a Repetition Penalty (~30%) for visiting the same location twice in a row.
  • NEVER forget "Missable" Milestones; strictly ensure meaningful consequences (e.g., missing events due to poor scheduling) to add weight to the experience.
  • NEVER ignore NPC Autonomy; strictly allow NPCs to have their own Schedules and the ability to Reject the player based on low trust or conflicting events.
  • NEVER use polling (_process) for NPC schedule checks; strictly use a Signal-Driven TimeManager (Autoload) to broadcast hour/day changes for performant state updates.
  • NEVER hardcode character references for jealousy logic; strictly use Groups (add_to_group) to broadcast romantic events across the scene for decoupled, autonomous NPC reactions.

Technical & UI

  • NEVER use _process for typewriter text; strictly use Tweens on visible_ratio for frame-independent, smooth reveals.
  • NEVER parse massive narrative files on the main thread; strictly use ResourceLoader.load_threaded_request() to prevent transition stutters.
  • NEVER use exact float math for affection checks; strictly use is_equal_approx() to avoid jitter-based logic failures.
  • NEVER structure complex dialogue purely in code; strictly design dialogue trees as Custom Resource classes to decouple narrative data from logic.
  • NEVER rely on the global OS clock for timed choices; strictly use SceneTreeTimer which respects Engine.time_scale and pause states.
  • NEVER leave invisible controls with MOUSE_FILTER_STOP; strictly set to IGNORE or PASS on non-opaque layers to avoid blocking dialogue progression.
  • NEVER hardcode dialogue strings; strictly map text to Localization Keys and retrieve via tr() for internationalization.
  • NEVER use absolute pixel positioning for interfaces; strictly rely on Anchoring & Containers for responsive scaling across devices.

🛠 Expert Components (scripts/)

> MANDATORY reads before implementing the matching system:

> 1. affection_manager.gd — multi-axial Attraction/Trust/Comfort

> 2. date_event_system.gd — dates + repetition penalty

> 3. route_manager.gd — route lock / CG flags

Original Expert Patterns

  • affection_manager.gd - Multi-axis Attraction/Trust/Comfort tracking and gift logic.
  • date_event_system.gd - Variety-aware dating with repetition penalties.
  • route_manager.gd - Flag-based route branching and CG gallery persistence.

Modular Components

  • romance_mood_manager.gd - Mood modifiers that gate dialogue options.
  • dialogue_expression_parser.gd - Expression / emotion tags for portrait swaps.
  • global_affection_tracker.gd - Cross-scene Autoload snapshot of all axes.
  • romance_patterns.gd - Typewriter tweens and heart-burst juice helpers.
  • ui_feedback.gd - Heart-burst Tween juice at affection milestones.
  • npc_schedule.gd - NPCSchedule Resource + hour_changed routing.
  • seasonal_dialogue.gd - Season/festival dialogue key overrides.
  • player_romance_manager.gd - call_group jealousy broadcast on date start.

Core Loop

  • Meet → 2. Schedule / talk → 3. Date / gift → 4. Milestone → 5. Route lock or continue parallel

Decision Trees

Affection & dialogue

| Need | Action |

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

| Multi-axis stats | MANDATORY affection_manager.gd |

| Global HUD / jealousy groups | global_affection_tracker.gd + call_group |

| Mood-gated lines | romance_mood_manager.gd |

| Portrait tags | dialogue_expression_parser.gd |

Routes vs parallel dating

| Situation | Choice |

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

| Early game exploration | Keep routes unlocked; raise Attraction freely; Trust gates deeper personal scenes |

| Mid-game exclusive confession | Lock route via route_manager.gd when Trust ≥ threshold and player accepts — freeze rival romance flags |

| Parallel dating fantasy | Allow multiple Attraction tracks, but jealousy groups cut Trust on discovered overlaps |

| Confession readiness | Attraction opens the prompt; Trust decides success vs soft rejection; Comfort reduces timed-choice panic fail |

Do not re-inline affection/date/route class stubs — load the scripts above.

Skill Chain

| Phase | Skills | Purpose |

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

| 1. Stats | dictionaries, resources | Multi-axis affection |

| 2. Timeline | autoload-architecture, signals | Schedules / days |

| 3. Narrative | godot-dialogue-system, visual-novel | Branching choices |

| 4. Persist | godot-save-load-systems | Routes, CGs, flags |

| 5. Juice | ui-theming, godot-tweening | Hearts / blush |

Common Pitfalls

| Pitfall | Solution |

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

| Vending-machine romance | Multi-axis + repetition penalty on dates |

| Opaque stats | Surface Attraction/Trust/Comfort deltas in UI |

| Garbled script index | Use filenames above (no broken path fragments) |

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

Architecture Overview

1. Affection Manager (The Heart)

Handles complex relationship stats and gift preferences for all characters.


## Godot-Specific Tips

*   **Resources for Characters**: Use `CharacterProfile` resources to store base stats, sprites, and gift preferences.
*   **RichTextLabel Animations**: Use custom BBCode for "blushing" text (pulsing pink) or "nervous" text (shaking).
*   **Dialogic Integration**: While this skill focuses on the *systems*, pairing it with Godot's **Dialogic** plugin is highly recommended for handling the actual dialogue boxes.

## Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

### Official Documentation
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Author `CharacterProfile`, date locations, and seasonal dialogue as data Resources instead of hardcoded trees.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — Host TimeManager / global affection trackers so schedules and stats survive scene changes.
- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Drive milestones, `stats_changed`, and hour/day clocks without `_process` polling.
- [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — Broadcast date starts to `romantic_interests` for jealousy without hardcoding NPC refs.
- [BBCode in RichTextLabel](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html) — Blush, shake, and custom emotive effects for dating-sim dialogue juice.
- [Evaluating expressions](https://docs.godotengine.org/en/stable/tutorials/scripting/evaluating_expressions.html) — Gate choices with runtime `Expression` checks against affection / route flags.
- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist routes, CG gallery unlocks, and multi-axis relationship dictionaries.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — Thread-load large narrative Resources so route transitions do not hitch.
- [Internationalizing games](https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html) — Map dialogue and choice text through `tr()` / localization keys.
- [Size and anchors](https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html) — Keep heart UI and choice panels responsive without absolute pixel layouts.
- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Timed choices and romance menus must respect `SceneTree` pause / `time_scale`.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Typewriter `visible_ratio` and heart-burst pulses without `_process` timers.

### Related Skills

#### Prerequisites
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Character profiles, gift tables, and `DateLocation` data belong in typed Resources before wiring affection math.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Global affection / TimeManager singletons need correct boot order and ownership so route state is not scene-local.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Milestone, mood, and schedule buses must stay Signal-Up so UI and NPCs never poll relationship dictionaries.
- [godot-dialogue-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-dialogue-system/SKILL.md) — Branching conversation trees and choice consequences are the narrative substrate under affection gates.

#### Complements
- [godot-genre-visual-novel](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-visual-novel/SKILL.md) — Pair route locks and CG gallery with VN presentation (portraits, backgrounds, advance UX).
- [godot-ui-rich-text](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-rich-text/SKILL.md) — Custom BBCode / RichTextEffect patterns for blushing, nervous shake, and meta-linked choices.
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Typewriter reveals, portrait crossfades, and heart-burst juice without frame-tied timers.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Serialize multi-axis stats, route flags, and gallery unlocks with a real save pipeline.
- [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — Gift items and diminishing-return histories plug into affection via inventory ownership.
- [godot-ui-theming](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-theming/SKILL.md) — Heart meters, blush chrome, and choice panels stay consistent across romance UI scenes.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Tune gift values, date thresholds, and repetition penalties so routes stay reachable without grind or soft-locks.
- [godot-quest-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-quest-system/SKILL.md) — Expose confession deadlines and missable milestones as timed quest gates on the calendar.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Mood overlays and route beats usually need BGM / stinger buses coordinated with affection events.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for discovering romance peers (dialogue, VN, save, UI).

How to use it

Copy the folder

Take thedivergentai/godot-genre-romance 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.