godot-gdscript-patterns — Claude Code skill
A skill for building Godot 4.x games with GDScript, covering scenes, signals, state management, and architecture. Useful when implementing game systems.
/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflowsWhat godot-gdscript-patterns does
godot-gdscript-patterns guides Godot 4.x development with GDScript. It covers scenes, resources, signals, and node groups, then applies those ideas to game systems, scene architecture, state management, and GDScript performance.
The skill includes code examples for CharacterBody2D, signals, exported properties, movement, and damage handling. More detailed pattern notes live in references/details.md, which is the next file to read when the short guidance is not enough. It is available for Claude Code, Codex, and Cursor.
Install it when you are building a Godot game and want concrete GDScript patterns to shape the project. It is a poor fit for work outside Godot.
What it helps with
- design a reusable Godot scene architecture
- connect game nodes with signals
- organize game state with clear patterns
- implement movement and damage handling in GDScript
- review GDScript performance choices
Example prompts for the agent
- Design a player scene for Godot 4.x and explain which nodes it should use.
- Write `CharacterBody2D` movement with health signals and death handling in GDScript.
- Review my game state architecture and suggest a suitable pattern.
How to install godot-gdscript-patterns
1Plugin marketplace
/plugin marketplace add wshobson/agents/plugin install game-development@claude-code-workflowsThis installs the whole game-development plugin with all its skills
2Skills CLI (Vercel)
npx skills add wshobson/agents --skill godot-gdscript-patterns -a claude-code3Manually: put the files in place
~/.claude/skills/godot-gdscript-patterns/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-gdscript-patterns/
1Skills CLI (Vercel)
npx skills add wshobson/agents --skill godot-gdscript-patterns -a codex2Manually: put the files in place
.agents/skills/godot-gdscript-patterns/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add wshobson/agents --skill godot-gdscript-patterns -a cursor2Manually: put the files in place
.cursor/skills/godot-gdscript-patterns/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install wshobson/agents godot-gdscript-patterns2Manually: put the files in place
.github/skills/godot-gdscript-patterns/SKILL.mdPlatform CLI
gemini skills install https://github.com/wshobson/agents --path plugins/game-development/skills/godot-gdscript-patternsManually: put the files in place
.devin/skills/godot-gdscript-patterns/SKILL.mdThe legacy .windsurf/skills/ path still works
Claude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set213
The whole set →Similar
Questions about godot-gdscript-patterns
How do I install godot-gdscript-patterns in Claude Code?
Run npx skills add wshobson/agents --skill godot-gdscript-patterns -a claude-code. The installed skill file is at ~/.claude/skills/godot-gdscript-patterns/SKILL.md.
What does godot-gdscript-patterns do?
It provides GDScript patterns for Godot 4.x game development. The guidance covers scenes, signals, game state, and the structure of game systems.
Which platforms support this skill?
The skill supports Claude Code, Codex, and Cursor. Each platform has its own installation command and skill file path.
Source text
SKILL.md · MIT
---
name: godot-gdscript-patterns
description: Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
---
# Godot GDScript Patterns
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
## When to Use This Skill
- Building games with Godot 4
- Implementing game systems in GDScript
- Designing scene architecture
- Managing game state
- Optimizing GDScript performance
- Learning Godot best practices
## Core Concepts
### 1. Godot Architecture
```
Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorization
```
### 2. GDScript Basics
```gdscript
class_name Player
extends CharacterBody2D
# Signals
signal health_changed(new_health: int)
signal died
# Exports (Inspector-editable)
@export var speed: float = 200.0
@export var max_health: int = 100
@export_range(0, 1) var damage_reduction: float = 0.0
@export_group("Combat")
@export var attack_damage: int = 10
@export var attack_cooldown: float = 0.5
# Onready (initialized when ready)
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var hitbox: Area2D = $Hitbox
# Private variables (convention: underscore prefix)
var _health: int
var _can_attack: bool = true
func _ready() -> void:
_health = max_health
func _physics_process(delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
velocity = direction * speed
move_and_slide()
func take_damage(amount: int) -> void:
var actual_damage := int(amount * (1.0 - damage_reduction))
_health = max(_health - actual_damage, 0)
health_changed.emit(_health)
if _health <= 0:
died.emit()
```
## Detailed patterns and worked examples
Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.
© Seth Hobson · MIT · wshobson/agents