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Godot Genre Roguelike

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

Use godot-genre-roguelike for development tasks

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

  • godot-genre-roguelike

Godot Genre Roguelike by the numbers

  • 264 all-time installs (skills.sh)
  • +23 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #1,467 of 4,347 Backend & APIs skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-roguelike

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Installs264
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Use godot-genre-roguelike for development tasks

Files

SKILL.mdMarkdownGitHub ↗

Genre: Roguelike

Expert blueprint for roguelikes balancing challenge, progression, and replayability.

NEVER Do (Expert Anti-Patterns)

Generation & RNG

  • NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
  • NEVER use unseeded RNG for world generation; strictly initialize isolated RandomNumberGenerator with a predictable seed for daily runs/debugging.
  • NEVER rely on @GlobalScope.randi() for critical logic; strictly use local RNG instances to prevent global state pollution.
  • NEVER use Array.pick_random() for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks.
  • NEVER generate massive dungeons on the main thread; strictly use `WorkerThreadPool.add_task()` or `add_group_task()` to distribute generation across cores and prevent frame freezes.
  • NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.

Data & State

  • NEVER allow Save Scumming; strictly delete mid-run save files immediately upon loading to enforce permadeath.
  • NEVER allow the player to see the "Edge of the World"; strictly use Fog of War or limited vision cones to maintain the mystery of the unknown.
  • NEVER evaluate complex "Director" heuristics every frame; strictly use Frame-Slicing (`Engine.get_process_frames()`) to run heavy pacing logic only once every 60-120 frames for CPU efficiency.
  • NEVER move rooms individually by pixel values during procedural generation; strictly use `Marker2D` Connection Points in pre-authored scenes to calculate exact offsets for seamless room stitching.
  • NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for RunManager and MetaManager.
  • NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play.
  • NEVER forget to call duplicate(true) on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance.
  • NEVER save run states to .tscn files; strictly serialize to JSON or binary in user:// to prevent bloat.
  • NEVER rely on the SceneTree as the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array.

Grid & Performance

  • NEVER forget to handle Navigation re-baking; strictly rebake NavigationRegion2D AFTER procedural tiles are placed.
  • NEVER use AStar2D for tile grids; strictly use `AStarGrid2D` with `jumping_enabled = true` (Jump Point Search) for O(1) queries and high-performance pathing across open areas.
  • NEVER forget to call update() on AStarGrid2D after modifying states; strictly ensures pathfinding queries aren't stale.
  • NEVER use floats (Vector2) for discrete grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use Manhattan heuristics for 8-way movement; strictly use `HEURISTIC_CHEBYSHEV` or `HEURISTIC_OCTILE`.
  • NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use get_used_cells() for optimized tile access.
  • NEVER clear procedural levels using free(); strictly use queue_free() to avoid mid-frame segmentation faults.
  • NEVER broadcast mass state changes to a grid immediately; strictly use call_deferred() or `call_group_flags` to avoid frame spikes during turn transitions.
  • NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a GPU Shader Mask via ColorRect and an ImageTexture updated via `RenderingServer.texture_2d_update()`.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • meta_progression_manager.gd - Foundational meta-progression logic with secure data persistence and currency unlocks.
  • roguelike_patterns.gd - 10 Essential Roguelike Expert Snippets (AStar, BSP, WorkerThreadPool, ShuffleBag, etc.).

Modular Components

  • dungeon_generator_walker.gd - Drunkard's Walk algorithm for carving procedural rooms and caves.
  • fov_raycast_calculator.gd - High-performance LOS checking using physics server queries.
  • seeded_rng_resource.gd - RNG state persistence for deterministic and shareable replayability.
  • turn_manager_decoupled.gd - Signal-driven turn coordination for decoupled entity logic.
  • astar_grid_handler.gd - Specialised AStarGrid2D wrapper for optimized roguelike pathfinding.
  • weighted_loot_table.gd - Native-optimized weighted random item drops with drop-rate controls.
  • json_state_serializer.gd - Persistent serialization for procedural entity data and run states.
  • fog_of_war_masker.gd - TileMapLayer-based visibility masking and discovery system.
  • meta_progression_resource.gd - Data separation for permanent game unlocks and skill trees.
  • move_command_object.gd - Command pattern implementation for reversible turn-based actions.
  • dungeon_generator.gd - High-level procedural orchestrator for room-and-hallway layout generation.

Core Loop

1. Preparation: Select character, equip meta-upgrades (see meta_progression_resource.gd). 2. The Run: complete procedural levels (dungeon_generator_walker.gd), acquire temporary power-ups. 3. The Challenge: Survive increasingly difficult encounters using A pathfinding (`astar_grid_handler.gd`). 4. Death/Victory: Run ends, resources calculated. 5. Meta-Progression: Spend resources on permanent unlocks (`meta_progression_resource.gd`). 6. Repeat*: Start a new run with new capabilities.

Skill Chain

PhaseSkillsPurpose
1. Architecturestate-machines, autoloadsManaging Run State vs Meta State
2. World Gengodot-procedural-generation, tilemap, noiseCreating unique levels every run
3. Combatgodot-combat-system, enemy-aiFast-paced, high-stakes encounters
4. Progressionloot-tables, godot-inventory-systemManaging run-specific items/relics
5. Persistencesave-system, resourcesSaving meta-progress between runs

Architecture Overview

Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).

1. Run Manager (AutoLoad)

Handles the lifespan of a single run. Resets completely on death.

# run_manager.gd
extends Node

signal run_started
signal run_ended(victory: bool)
signal floor_changed(new_floor: int)

var current_seed: int
var current_floor: int = 1
var player_stats: Dictionary = {}
var inventory: Array[Resource] = []
var rng: RandomNumberGenerator

func start_run(seed_val: int = -1) -> void:
    rng = RandomNumberGenerator.new()
    if seed_val == -1:
        rng.randomize()
        current_seed = rng.seed
    else:
        current_seed = seed_val
        rng.seed = current_seed
        
    current_floor = 1
    _reset_run_state()
    run_started.emit()

func _reset_run_state() -> void:
    player_stats = { "hp": 100, "gold": 0 }
    inventory.clear()

func next_floor() -> void:
    current_floor += 1
    floor_changed.emit(current_floor)
    
func end_run(victory: bool) -> void:
    run_ended.emit(victory)
    # Trigger meta-progression save here

2. Meta-Progression (Resource)

Stores permanent unlocks.

# meta_progression.gd
class_name MetaProgression
extends Resource

@export var total_runs: int = 0
@export var unlocked_weapons: Array[String] = ["sword_basic"]
@export var currency: int = 0
@export var skill_tree_nodes: Dictionary = {} # node_id: level

func save() -> void:
    ResourceSaver.save(self, "user://meta_progression.tres")

static func load_or_create() -> MetaProgression:
    if ResourceLoader.exists("user://meta_progression.tres"):
        return ResourceLoader.load("user://meta_progression.tres")
    return MetaProgression.new()

Key Mechanics implementation

Procedural Dungeon Generation

  • Drunkard's Walk (Walker): Ideal for organic, cave-like or connected room layouts.
  • Binary Space Partitioning (BSP): Best for rectangular, connected room-and-hallway dungeons.
  • Wave Function Collapse (WFC): For highly detailed, rule-based tile environments and modular room assembly.
# dungeon_generator.gd
extends Node

@export var map_width: int = 50
@export var map_height: int = 50
@export var max_walkers: int = 5
@export var max_steps: int = 500

func generate_dungeon(tilemap: TileMapLayer, rng: RandomNumberGenerator) -> void:
    tilemap.clear()
    var walkers: Array[Vector2i] = [Vector2i(map_width/2, map_height/2)]
    var floor_tiles: Array[Vector2i] = []
    
    for step in max_steps:
        var new_walkers: Array[Vector2i] = []
        for walker in walkers:
            floor_tiles.append(walker)
            # 25% chance to destroy walker, 25% to spawn new one
            if rng.randf() < 0.25 and walkers.size() > 1:
                continue # Destroy
            if rng.randf() < 0.25 and walkers.size() < max_walkers:
                new_walkers.append(walker) # Spawn
            
            # Move walker
            var direction = [Vector2i.UP, Vector2i.DOWN, Vector2i.LEFT, Vector2i.RIGHT].pick_random()
            new_walkers.append(walker + direction)
        
        walkers = new_walkers
    
    # Set tiles
    for pos in floor_tiles:
        tilemap.set_cell(pos, 0, Vector2i(0,0)) # Assuming source_id 0 is floor
    
    # Post-process: Add walls, spawn points, etc.

Item/Relic System (Resource-based)

Relics modify stats or add behavior.

# relic.gd
class_name Relic
extends Resource

@export var id: String
@export var name: String
@export var icon: Texture2D
@export_multiline var description: String

# Hook system for complex interactions
func on_pickup(player: Node) -> void:
    pass

func on_damage_dealt(player: Node, target: Node, damage: int) -> int:
    return damage # Return modified damage

func on_kill(player: Node, target: Node) -> void:
    pass
# example_relic_vampirism.gd
extends Relic

func on_kill(player: Node, target: Node) -> void:
    player.heal(5)
    print("Vampirism triggered!")

4. Director-AI (Pacing Manager)

Use frame-slicing to evaluate student performance and adjust difficulty without CPU spikes.

# director_ai.gd (Autoload)
func _process(_delta):
    # Only evaluate every 60 frames
    if Engine.get_process_frames() % 60 == 0:
        _update_pacing_logic()

func _update_pacing_logic():
    if player_health < 30:
        spawn_rate -= 0.5 # Ease up
    elif player_kills > 100:
        spawn_rate += 1.0 # Challenge more

5. Procedural Room Assembler (Markers)

Snap rooms together using connection markers for pixel-perfect stitching.

# room_assembler.gd
func add_room(new_scene: PackedScene, prev_exit: Marker2D):
    var inst = new_scene.instantiate()
    add_child(inst)
    await inst.tree_entered # Wait for node to be ready
    
    var entrance = inst.get_node("Entrance")
    # Snap room so entrance matches previous exit
    var offset = inst.global_position - entrance.global_position
    inst.global_position = prev_exit.global_position + offset

6. Synergy-Tag System (Relics)

Use tag aggregation on ItemData resources to trigger synergistic effects.

# synergy_manager.gd
func check_synergies(inventory: Array[ItemData]):
    var tags = {}
    for item in inventory:
        for tag in item.synergy_tags:
            tags[tag] = tags.get(tag, 0) + 1
            
    if tags.get(&"Fire", 0) >= 1 and tags.get(&"Projectile", 0) >= 1:
        activate_synergy(&"Flaming_Arrow")

## Common Pitfalls

1.  **RNG Dependency**: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
2.  **Meta-progression Imbalance**: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
3.  **Lack of Variety**: Procedural generation is only as good as the content it arranges. You need *a lot* of content (rooms, enemies, items) to keep it fresh.
4.  **Save Scumming**: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).

## Godot-Specific Tips

-   **Seeded Runs**: Always initialize `RandomNumberGenerator` with a seed. This allows players to share specific run layouts.
-   **ResourceSaver**: Use `ResourceSaver` for meta-progression, but be careful with cyclical references in deeply nested resources.
-   **Scenes as Rooms**: Build your "rooms" as separate scenes (`Room1.tscn`, `Room2.tscn`) and instance them into the generated layout for handcrafted quality within procedural layouts.
-   **Navigation**: Rebake `NavigationRegion2D` at runtime after generating the dungeon layout if using 2D navigation.

## Advanced Techniques

-   **Synergy System**: Tag items (`fire`, `projectile`, `companion`) and check for tag combinations to create emergent power-ups.
-   **Director AI**: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like *Left 4 Dead*).


## Reference
- Master Skill: [godot-master](../godot-master/SKILL.md)

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