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Development

Frameworks, languages, and architectural tools.

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gaming
91

godot-genre-puzzle

Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-moba

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-metroidvania

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-open-world

Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.

thedivergentai
thedivergentai
development
open
gaming
91

godot-mcp-setup

[PREREQUISITE] Install and configure Godot MCP server for programmatic scene manipulation via Model Context Protocol. Use when user explicitly requests MCP-based scene building or automation. NOT for manual Godot workflows. Keywords MCP, Model Context Protocol, scene automation, npx, claude_desktop_config.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-party

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.

thedivergentai
thedivergentai
development
open
gaming
91

godot-mcp-scene-builder

[MCP WRAPPER] Programmatically create/modify Godot scenes using Godot MCP tools. Orchestrates mcp_godot_create_scene, mcp_godot_add_node, mcp_godot_load_sprite into agentic workflows. Use when user requests scene generation/automation via MCP. Keywords MCP, scene automation, programmatic scene building, node hierarchy.

thedivergentai
thedivergentai
development
open
gaming
91

novel-manager

Use when user wants to manage project settings, create characters, update world-building, view outline, or check foreshadowing status. Triggers include "新建", "角色", "世界观", "大纲", "伏笔", "项目".

LiPu-jpg
LiPu-jpg
development
open
gaming
91

world-query

Use when user wants to query world-building entities, check relations, or explore the story world. Triggers include "世界观", "实体", "关系", "查询世界".

LiPu-jpg
LiPu-jpg
development
open
gaming
91

godot-mechanic-revival

Use when implementing player death, resurrection, or "second chance" mechanics.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-tower-defense

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-stealth

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

thedivergentai
thedivergentai
development
open
gaming
91

godot-input-handling

Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.

thedivergentai
thedivergentai
development
open
gaming
91

godot-mechanic-secrets

Use when implementing cheat codes, hidden interactions, or unlockable content based on player input/behavior.

thedivergentai
thedivergentai
development
open
gaming
91

godot-master

Consolidated expert library for professional Godot 4.x game and application development. Orchestrates 94 specialized blueprints through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms. Primary entry point for ALL Godot development tasks.

thedivergentai
thedivergentai
development
open
gaming
91

godot-genre-platformer

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.

thedivergentai
thedivergentai
development
open
mobile
91

godot-export-builds

Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.

thedivergentai
thedivergentai
development
open
mobile
91

godot-adapt-desktop-to-mobile

Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.

thedivergentai
thedivergentai
development
open
mobile
91

flutter-duit-bdui

Integrate Duit framework into Flutter applications including setup, driver configuration, HTTP/WebSocket transports, custom widgets, and themes. Use when integrating backend-driven UI, configuring Duit, or adding Duit to Flutter applications.

MADTeacher
MADTeacher
development
open
mobile
91

create-activity

Use this skill when the user asks to create a new Android Activity or screen. It ensures consistency across Java code, XML layouts, and Manifest registration.

yztz
yztz
development
open
mobile
91

design-system

Cosmic Harbor design system for OrbitDock. Covers the full visual language: color tokens (status, feedback, tool, model, autonomy, diff, syntax), spacing (4pt grid), typography scale, corner radii, elevation/shadow/glow, opacity tiers, motion presets, icon sizing, component patterns (badges, cards, buttons, banners, session rows, composer), interaction patterns (urgency hierarchy, progressive disclosure), cross-platform layout rules (phoneCompact, pad, desktop), and accessibility standards (WCAG contrast, reduced motion, VoiceOver). Use when creating or modifying any UI — native Swift or web — to ensure visual consistency across all OrbitDock clients.

Robdel12
Robdel12
development
open
cms-platforms
90

understanding-db-schema

Deep expertise in Logseq's Datascript database schema. Auto-invokes when users ask about Logseq DB schema, Datascript attributes, built-in classes, property types, entity relationships, schema validation, or the node/block/page data model. Provides authoritative knowledge of the DB graph architecture.

aiskillstore
aiskillstore
development
open
frontend
90

tailwind-css-v4-mastery

Expert guidance for leveraging Tailwind CSS V4's new Oxide engine, CSS-first configuration, and modern styling paradigms. This skill transforms Claude into a Tailwind V4 architecture specialist, capable of designing component systems, optimizing performance, and executing complex styling challenges with precision.

aiskillstore
aiskillstore
development
open
full-stack
90

delon-form-dynamic-schema-forms

Create dynamic schema-based forms using @delon/form (SF component). Use this skill when building complex forms with validation, conditional rendering, async data loading, custom widgets, and multi-step workflows. Ensures forms follow JSON Schema standards, integrate with Angular reactive forms, support internationalization, and maintain consistent validation patterns across the application.

aiskillstore
aiskillstore
development
open
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