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skill CX Codex

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.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a claude-code
Open on GitHub

What 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-code

2Manually: put the files in place

~/.claude/skills/godot-genre-horror/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-genre-horror/

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.

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