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    game-dev

    by Roy Yuen

    A pro-grade game development toolkit for Godot 4, Phaser 3, and ECS architectures from prototype to Steam publishing.

    Updated Apr 2026
    0 installs

    Free

    One-time purchase · Own forever

    Included in download

    • Downloadable skill package
    • 1 permission declared
    • Instant install

    See it in action

    // Godot 4: Frame-independent movement with Input Buffer
    func _physics_process(delta: float) -> void:
        var dir = Input.get_axis("ui_left", "ui_right")
        velocity.x = move_toward(velocity.x, dir * SPEED, ACCEL * delta)
        if is_on_floor() and jump_buffer > 0:
            velocity.y = JUMP_VELOCITY
        move_and_slide()

    About This Skill

    Professional Game Development Suite

    Transform your AI agent into a senior game developer. This skill provides a comprehensive logic framework for building, debugging, and optimizing video games across major frameworks. It solves the "blank page" problem in game design by providing structured patterns for engine selection, core mechanics, and architecture.

    What it does

    • Engine Architecture: Implements best practices for Godot 4 (GDScript), Phaser 3 (TypeScript), and Bevy (Rust/ECS).
    • Systems Engineering: Expert handling of player controllers, physics (AABB, SAT, Raycasting), and state machine logic.
    • Game Loops: Manages frame-independent movement, delta time, and fixed vs. variable timesteps.
    • Production Assets: Guides the implementation of sprite animations, tilemaps, auto-tiling, and audio buses.
    • Publishing: Handles save/load systems (JSON/Encrypted), object pooling for performance, and export workflows for Steam and itch.io.

    Why use this skill?

    Unlike general coding prompts, this skill enforces "Signal Up, Call Down" decoupling, Entity-Component-System (ECS) patterns, and memory-efficient object pooling. It ensures your agent doesn't just write code, but builds a scalable, performant game engine architecture that avoids common pitfalls like frame-rate-dependent movement or node reference leaks.

    Use Cases

    • Architect a decoupled game state system using the Observer pattern and signals.
    • Implement a performance-optimized object pool for thousands of projectiles.
    • Create a responsive HUD and inventory system using Godot's Container nodes.
    • Design an AI behavior tree using Finite State Machines for enemy pathfinding.
    • Configure multi-platform export settings for Web, Windows, and Steam.

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    Security Scanned

    Passed automated security review

    Permissions

    Terminal / Shell

    Allowed Hosts

    itch.io

    File Scopes

    game-dev/**

    Creator

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