godot-genre-horror — Claude Code skill: what it does, how to install
Provides horror game blueprints and rules for Godot projects. It structures tension pacing, sensory stalker logic, and inventory scarcity.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a claude-codeWhat godot-genre-horror does
This skill provides Godot architecture blueprints designed specifically for survival horror. It enforces a sawtooth pacing pattern, alternating tension spikes with recovery phases so the player does not grow numb. Monster behavior relies on a dual-brain setup: an overarching Director steers the creature toward the player, while local detection depends on uncheated rays via PhysicsDirectSpaceState3D.
Included components cover director_pacing.gd for wave timing, predator_stalking_ai.gd for hunting logic, and typed inventory structures using Dictionary[StringName, Resource]. To maintain stable framerates, it suppresses distant monster logic with VisibleOnScreenNotifier3D and offloads heavy jumpscare scenes through ResourceLoader.load_threaded_request().
Synchronous disk writes in safe rooms will freeze the frame loop, making background persistence via Thread and Mutex essential. Forgetting duplicate(true) when placing items with durability or ammo into the inventory modifies the underlying shared resource directly, corrupting base item data.
What it helps with
- Build a sawtooth tension wave with dedicated relief phases
- Implement dual-brain stalker AI using Director hints and physics raycasts
- Prevent frame hitching during jumpscare scene loads and safe-room saves
- Store sparse inventory states without corrupting shared Godot resources
Example prompts for the agent
- Set up a dual-brain monster AI in Godot using predator_stalking_ai.gd and physics raycasts
- Configure sawtooth horror pacing with director_pacing.gd to include calm relief periods
- Implement safe-room threaded saving using Thread and Mutex to prevent hitching
How to install godot-genre-horror
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a claude-code2Manually: put the files in place
~/.claude/skills/godot-genre-horror/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-genre-horror/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a codex2Manually: put the files in place
.agents/skills/godot-genre-horror/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a cursor2Manually: put the files in place
.cursor/skills/godot-genre-horror/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-genre-horror2Manually: put the files in place
.github/skills/godot-genre-horror/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-genre-horrorManually: put the files in place
.devin/skills/godot-genre-horror/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-genre-horror
How to install godot-genre-horror in Claude Code?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a claude-code in your terminal.
What does godot-genre-horror do?
It equips the AI agent with horror design anti-patterns and GDScript modules for Godot, covering AI senses, pacing, and asynchronous loading.
Why does the skill require duplicate(true) on inventory items?
Godot item definitions use custom Resource scripts. Without deep duplication, altering durability or ammo states mutates the shared global resource across the entire game.