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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4 KiB
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Godot — Current Best Practices
Last verified: 2026-02-12 | Engine: Godot 4.6
Practices that are new or changed since the model's training data (~4.3). This supplements (not replaces) the agent's built-in knowledge.
GDScript (4.5+)
-
Variadic arguments: Functions can accept arbitrary parameter counts
func log_values(prefix: String, values: Variant...) -> void: for v in values: print(prefix, ": ", v) -
Abstract classes and methods: Use
@abstractto enforce inheritance@abstract class_name BaseEnemy extends CharacterBody3D @abstract func get_attack_pattern() -> Array[Attack]: pass # Subclasses MUST override -
Script backtracing: Detailed call stacks available even in Release builds
Physics (4.6)
- Jolt Physics is the default 3D engine for new projects
- Better determinism and stability than GodotPhysics3D
- Some HingeJoint3D properties (
damp) only work with GodotPhysics - Switch: Project Settings → Physics → 3D → Physics Engine
- 2D physics unchanged (still Godot Physics 2D)
Rendering (4.6)
- D3D12 is the default backend on Windows (was Vulkan) — for better driver compatibility
- Glow now processes before tonemapping with screen blending mode — existing glow setups may look different
- SSR overhauled — significant improvement in realism, stability, and performance
- AgX tonemapper — new white point and contrast controls
Rendering (4.5)
- Shader Baker: Pre-compile shaders to eliminate startup hitching
- SMAA 1x: New AA option — sharper than FXAA, cheaper than TAA
- Stencil buffer: Available for advanced masking/portal effects
- Bent normal maps: Directional occlusion in normal map textures
- Specular occlusion: Ambient occlusion now affects reflections
Accessibility (4.5+)
- Screen reader support: Control nodes integrate with accessibility tools via AccessKit
- Live translation preview: Test GUI layouts in different languages directly in-editor
- FoldableContainer: New accordion-style UI node for collapsible sections
- Recursive Control disable: Disable mouse/focus interactions for entire node hierarchies with a single property
Animation (4.5+)
- BoneConstraint3D: Bind bones to other bones with modifiers
- AimModifier3D, CopyTransformModifier3D, ConvertTransformModifier3D
Animation (4.6)
- IK system fully restored: Complete inverse kinematics reintroduced for 3D
- Available modifiers: CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK
- Applied via
SkeletonModifier3Dnodes
Resources (4.5+)
duplicate_deep(): Explicit deep duplication for nested resource trees- Old
duplicate()behavior retained for backward compatibility - Use
duplicate_deep()when you need per-instance copies of nested resources
- Old
Navigation (4.5+)
- Dedicated 2D navigation server: No longer proxied through 3D NavigationServer
- Reduces export binary size for 2D-only games
UI (4.6)
- Dual-focus system: Mouse/touch focus is now separate from keyboard/gamepad focus
- Visual feedback differs depending on input method
- Consider this when designing custom focus behavior
Editor Workflow (4.6)
- Flexible dock drag-and-drop with blue outline preview (including bottom panel)
- Most panels support floating windows (except Debugger)
- New keyboard shortcuts: Alt+O (Output), Alt+S (Shader)
- Export variable auto-generation: drag resource from FileSystem into script editor
- Live preview in Quick Open dialog when "Live Preview" enabled
- New "Select Mode" (v key) prevents accidental transforms; old mode renamed "Transform Mode" (q key)
Platform (4.5+)
- visionOS export: First new platform since open-sourcing (windowed app mode)
- SDL3 gamepad driver: Better cross-platform gamepad support
- Android: Edge-to-edge display, camera feed access, 16KB page support (Android 15+)
- Linux: Wayland subwindow support for multi-window capability