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Godot Genre Party

  • 127 installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

Use godot-genre-party for development tasks

About

godot-genre-party: A skill for development. This provides functionality for development workflows.

  • godot-genre-party

Godot Genre Party by the numbers

  • 127 all-time installs (skills.sh)
  • +8 installs in the week ending Jul 27, 2026 (Skillselion tracking)
  • Ranked #2,750 of 4,347 Backend & APIs skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
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Installs127
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Use godot-genre-party for development tasks

Files

SKILL.mdMarkdownGitHub ↗

Genre: Party / Minigame Collection

Expert blueprint for party games balancing accessibility, variety, and social fun.

NEVER Do (Expert Anti-Patterns)

Multiplayer & Input

  • NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via Input.get_connected_joypads().
  • NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
  • NEVER use Input.is_action_pressed() for assigning new player joins; strictly parse raw InputEventJoypadButton in _unhandled_input() for device metadata.
  • NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
  • NEVER assume a disconnected joypad removes a player; strictly connect to the joy_connection_changed signal to pause and handle dropouts gracefully.
  • NEVER use boolean polling for analog sticks; strictly use Input.get_vector() for precision and deadzones.

User Experience & Feedback

  • NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
  • NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
  • NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
  • NEVER leave UI Control nodes with FOCUS_NONE for gamepad menus; strictly set to FOCUS_ALL with explicit focus neighbors for accessible navigation.

Rendering & Architecture

  • NEVER use heavy scene transitions; strictly keep minigame assets light and use Threaded Background Loading while the instructions screen is active.
  • NEVER draw global CanvasLayer UI for individual split-screen players; strictly use per-viewport CanvasLayer children.
  • NEVER manually set sizes on SubViewport children; strictly use GridContainer or BoxContainer for automatic split-screen layout.
  • NEVER store tournament state or scores inside minigame scenes; strictly use a Persistent Autoload (Singleton).
  • NEVER use a static Camera2D for shared-room games; strictly use a dynamic group camera that zooms/pans to fit all players in frame.
  • NEVER overlap SubViewportContainer nodes without setting mouse_filter to PASS; otherwise, top viewports will block input.

---

🛠 Expert Components (scripts/)

Original Expert Patterns

  • party_input_router.gd - Professional local multiplayer solution mapping device_id to player_id.

Modular Components

  • player_join_manager.gd - Slot mapping logic using raw JoypadButton event parsing.
  • split_screen_manager.gd - SubViewport synchronization for shared physics worlds.
  • tournament_state.gd - Persistent Autoload singleton for cross-scene state.

---

Core Loop

1. Lobby: Players join and select characters/colors. 2. Meta: Players move on a board or vote for the next game. 3. Play: Short, intense minigame (30s - 2m). 4. Score: Winners get points/coins. 5. Repeat: Cycle continues until a turn limit or score limit.

Skill Chain

PhaseSkillsPurpose
1. Inputinput-mappingHandling 2-4 local controllers dynamically
2. Scenegodot-scene-managementLoading/Unloading minigames cleanly
3. Datagodot-resource-data-patternsDefining minigames via Resource files
4. UIgodot-ui-containersScoreboards, instructions screens
5. Logicgodot-turn-systemManaging the "Board Game" phase

Architecture Overview

1. Minigame Definition

Using Resources to define what a minigame is.

# minigame_data.gd
class_name MinigameData extends Resource

@export var title: String
@export var scene_path: String
@export var instructions: String
@export var is_1v3: bool = false
@export var thumbnail: Texture2D

2. The Party Manager

Singleton that persists between minigames.

# party_manager.gd
extends Node

var players: Array[PlayerData] = [] # Tracks score, input_device_id, color
var current_round: int = 1
var max_rounds: int = 10

func start_minigame(minigame: MinigameData) -> void:
    # 1. Show instructions scene
    await show_instructions(minigame)
    # 2. Transition to actual game
    get_tree().change_scene_to_file(minigame.scene_path)
    # 3. Pass player data to the new scene
    # (The minigame scene must look up PartyManager in _ready)

3. Minigame Base Class

Every minigame inherits from this to ensure compatibility.

# minigame_base.gd
class_name Minigame extends Node

signal game_ended(results: Dictionary)

func _ready() -> void:
    setup_players(PartyManager.players)
    start_countdown()

func end_game() -> void:
    # Calculate winner
    game_ended.emit(results)
    PartyManager.handle_minigame_end(results)

Key Mechanics Implementation

Local Multiplayer Input

Handling dynamic device assignment.

# player_controller.gd
@export var player_id: int = 0 # 0, 1, 2, 3

func _physics_process(delta: float) -> void:
    var device = PartyManager.players[player_id].device_id
    # Use the specific device ID for input
    var direction = Input.get_vector("p%s_left" % player_id, ...) 
    # Better approach: Remap InputMap actions at runtime explicitly

Asymmetric Gameplay (1v3)

Balancing the "One" vs the "Many".

  • The One: Powerful, high HP, unique abilities (e.g., Bowser suit).
  • The Many: Weak individually, must cooperate to survive/win.

Godot-Specific Tips

  • SubViewport: Powerful for 4-player split-screen. Each player gets a camera, all rendering the same world (or different worlds!).
  • InputEventJoypadButton: Use Input.get_connected_joypads() to auto-detect controllers on the Lobby screen.
  • Remapping: Godot's InputMap system can be modified at runtime using InputMap.action_add_event(). Creating "p1_jump", "p2_jump" dynamically is a common pattern.

Common Pitfalls

1. Long Tutorials: Players just want to play. Fix: 3-second looping GIF + 1 sentence instruction overlay before the game starts. 2. Downtime: Loading times between 10-second minigames. Fix: Keep minigame assets light. Use a "Board" scene that stays loaded in the background if possible, or use creating Thread loading. 3. Confusing Controls: Minigame A uses "A" to jump, Minigame B uses "B". Fix: Standardize. "A" is always Accept/Action. "B" is always Back/Cancel.

---

🚀 Elite Technical Implementations (Batch 09)

1. Local-Input-Remapping Pattern (4+ Controllers)

To support dynamic local multiplayer, generate player-specific input actions at runtime using the InputMap singleton. This avoids hardcoding "p1_jump" and allows any connected joypad to be assigned to any player slot.

class_name PartyInputManager extends Node

## Dynamically registers input actions for a specific player and device.
func register_player_device(player_index: int, device_id: int) -> void:
    var base_actions: Array[String] = ["jump", "dash", "interact"]
    
    for action in base_actions:
        var player_action: StringName = StringName("p%d_%s" % [player_index, action])
        
        if not InputMap.has_action(player_action):
            InputMap.add_action(player_action)
            
        InputMap.action_erase_events(player_action)
        
        var joy_event := InputEventJoypadButton.new()
        joy_event.device = device_id
        joy_event.button_index = JOY_BUTTON_A # Map based on action...
        
        InputMap.action_add_event(player_action, joy_event)

2. Minigame-Orchestrator Pattern (Scene Switching)

Party games rapidly cycle between minigames. Use an Autoload to securely free() the current scene and load the next PackedScene using call_deferred to prevent crashes during physics/logic execution.

class_name MinigameOrchestrator extends Node

var _current_scene: Node

func _ready() -> void:
    _current_scene = get_tree().root.get_child(-1)

func transition_to_minigame(scene_path: String) -> void:
    call_deferred("_deferred_transition", scene_path)

func _deferred_transition(scene_path: String) -> void:
    _current_scene.free()
    var next_scene := ResourceLoader.load(scene_path) as PackedScene
    _current_scene = next_scene.instantiate()
    get_tree().root.add_child(_current_scene)
    get_tree().current_scene = _current_scene

3. Screen-Shake-Global Pattern (Impact Observer)

Decouple camera effects from gameplay logic using the Observer pattern. Gameplay nodes broadcast impact intensity via a global signal, and the camera script listens to apply decaying noise to its h_offset and v_offset.

class_name ImpactCamera3D extends Camera3D

@export var decay_rate: float = 5.0
var _current_shake_strength: float = 0.0

func _process(delta: float) -> void:
    if _current_shake_strength > 0.01:
        _current_shake_strength = lerpf(_current_shake_strength, 0.0, decay_rate * delta)
        h_offset = randf_range(-_current_shake_strength, _current_shake_strength)
        v_offset = randf_range(-_current_shake_strength, _current_shake_strength)
    else:
        h_offset = 0.0
        v_offset = 0.0

func _on_shake_requested(intensity: float) -> void:
    _current_shake_strength = max(_current_shake_strength, intensity)
  • Master Skill: godot-master

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