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Godot Genre Action Rpg

This is a complete ARPG combat and progression framework built around the lessons learned from Diablo and Path of Exile. You get exponential damage scaling, diminishing returns on armor, hitbox/hurtbox systems that run in physics_process, and a full loot generator with rarity tiers and affixes. The anti-patterns section is gold: it warns against linear stat scaling, storing stats as nodes instead of resources, and the common AnimationTree pitfall of using the NOT operator in conditions. Includes pooled damage numbers, threaded inventory parsing for endgame stash tabs, and duck-typed combat detection so anything can take damage without inheritance hell. If you're building a loot-driven action RPG in Godot, this gives you the architectural skeleton that prevents the typical performance disasters.

skills.sh installs
218
GitHub stars
464
last updated
Aug 21, 2026

Install

$ npx -y skills add thedivergentai/gd-agentic-skills --skill godot-genre-action-rpg --agent claude-code

Installs into .claude/skills of the current project.

Files

NEVER Do (Expert Anti-Patterns)

Combat & Progression

  • NEVER use linear damage scaling for progression; strictly use an exponential curve (e.g., base * pow(1.15, level)) to maintain the power fantasy.
  • NEVER allow defense stats to stack linearly to 100%; strictly use a Diminishing Returns formula (e.g., armor / (armor + 100.0)) to prevent invincibility.
  • NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
  • NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
  • NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
  • NEVER calculate hitboxes, knockbacks, or combat movement in _process(); strictly use _physics_process() for deterministic results.
  • NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use is_equal_approx().
  • NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (is_walking == false).

Sponsors

Details

Repository
github.com/thedivergentai/gd-agentic-skills
Categories
AI & Agent Building, Automation & Workflows, Design & UI/UX, Game Development
First seen
Jun 3, 2026

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