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.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-partyIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides a collection of Godot scripts and architectural patterns for developing local multiplayer party games, focusing on dynamic input routing, split-screen management, and minigame orchestration. No security risks or malicious patterns were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
2/2 files flagged
What does this agent skill do?
NEVER Do (Expert Anti-Patterns)
Multiplayer & Input
- NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via
Input.get_connected_joypads(). - NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
- NEVER use
Input.is_action_pressed()for assigning new player joins; strictly parse rawInputEventJoypadButtonin_unhandled_input()for device metadata. - NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
- NEVER assume a disconnected joypad removes a player; strictly connect to the
joy_connection_changedsignal to pause and handle dropouts gracefully. - NEVER use boolean polling for analog sticks; strictly use
Input.get_vector()for precision and deadzones.
User Experience & Feedback
- NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
- NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
- NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
- NEVER leave UI Control nodes with
FOCUS_NONEfor gamepad menus; strictly set toFOCUS_ALLwith explicit focus neighbors for accessible navigation.
Rendering & Architecture
- NEVER use heavy scene transitions; strictly keep minigame assets light and use Threaded Background Loading while the instructions screen is active.
- NEVER draw global
CanvasLayerUI for individual split-screen players; strictly use per-viewportCanvasLayerchildren. - NEVER manually set sizes on
SubViewportchildren; strictly useGridContainerorBoxContainerfor automatic split-screen layout. - NEVER store tournament state or scores inside minigame scenes; strictly use a Persistent Autoload (Singleton).
- NEVER use a static
Camera2Dfor shared-room games; strictly use a dynamic group camera that zooms/pans to fit all players in frame. - NEVER overlap
SubViewportContainernodes without settingmouse_filtertoPASS; otherwise, top viewports will block input.
🛠 Expert Components (scripts/)
MANDATORY reads before implementing the matching system:
- party_input_router.gd — lobby join + device→player routing (golden path)
- minigame_orchestrator.gd — hub ↔ minigame scene cycle
- connection_monitor.gd — joy disconnect pause / reconnect
Original Expert Patterns
- party_input_router.gd - Device-ID join +
pN_*InputMap routing (complete, not a stub).
Modular Components
- minigame_orchestrator.gd - Autoload-style minigame sequencing.
- minigame_async_loader.gd - Threaded PackedScene load during instruction screens.
- split_screen_setup.gd - 2–4 SubViewportContainer grid.
- split_screen_manager.gd - Viewport sync / shared world helpers.
- local_input_manager.gd - Runtime InputMap remaps for 4+ pads.
- connection_monitor.gd -
joy_connection_changedpause + reconnect UI group. - player_join_manager.gd - Slot mapping from raw JoypadButton events.
- deferred_scene_switcher.gd - Safe deferred free/instantiate.
- tournament_state.gd - Persistent scores / roster Autoload.
- character_select_grid.gd - Focus-safe character select.
- minigame_player_controller.gd - Per-player pawn bound to routed actions.
- player_haptic_feedback.gd - Per-device rumble.
- shared_party_camera.gd - Shared-camera minigames (non-split).
- minigame_data.gd -
MinigameDataResource (scene path, rules, duration). - party_manager.gd - Round/score orchestration + minigame scene handoff.
- impact_camera_shake.gd - Global screen-shake observer for party impacts.
Core Loop
- Lobby join → 2. Meta/board → 3. Minigame → 4. Score → 5. Repeat
Decision Trees
Input & dropout
| Need | Action |
|---|---|
| Lobby join + route | MANDATORY party_input_router.gd |
Runtime pN_* remaps | local_input_manager.gd |
| Pad battery death mid-game | MANDATORY connection_monitor.gd — pause tree + reconnect overlay |
Scenes & viewports
| Need | Action |
|---|---|
| Cycle minigames | MANDATORY minigame_orchestrator.gd (+ deferred_scene_switcher.gd) |
| Prefetch during how-to | minigame_async_loader.gd |
| 2–4 split | split_screen_setup.gd — per-viewport CanvasLayer; mouse_filter on containers |
| Shared camera party | shared_party_camera.gd |
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Input | godot-input-handling | 2–4 local controllers |
| 2. Scene | godot-scene-management | Load/unload minigames |
| 3. Data | godot-resource-data-patterns | Minigame .tres defs |
| 4. UI | godot-ui-containers | Lobby / score / reconnect |
| 5. Balance | godot-monte-carlo-balancer | Asymmetric 1v3 power |
Common Pitfalls
| Pitfall | Solution |
|---|---|
Shared jump action | Device-bound pN_* via router / local_input_manager |
| Global CanvasLayer in split | Per-SubViewport UI layers |
| Generic screen-shake Elite | Prefer split + reconnect procedures above |
Split-screen + reconnect procedure
- Build viewports with split_screen_setup.gd.
- Bind devices through party_input_router.gd before the minigame starts.
- Keep connection_monitor.gd alive as Autoload; on disconnect pause and
call_group("ui_overlays", "show_reconnect", device). - On reconnect, re-bind the same
player_id→ newdevice_idthen unpause — do not remap other players.
MANDATORY for depth beyond decision trees and script catalog: party-elite-implementations.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
Architecture Overview
1. Minigame Definition
Using Resources to define what a minigame is.
## Godot-Specific Tips
* **SubViewport**: Powerful for 4-player split-screen. Each player gets a camera, all rendering the same world (or different worlds!).
* **InputEventJoypadButton**: Use `Input.get_connected_joypads()` to auto-detect controllers on the Lobby screen.
* **Remapping**: Godot's `InputMap` system can be modified at runtime using `InputMap.action_add_event()`. Creating "p1_jump", "p2_jump" dynamically is a common pattern.
## Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.
### Official Documentation
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — Joypad connect/disconnect, device IDs, and multi-pad mapping for lobby join and local isolation.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Event order and `_unhandled_input` so join presses and per-device routing run after UI focus.
- [Controller vibration and features](https://docs.godotengine.org/en/stable/tutorials/inputs/controller_features.html) — Per-device rumble APIs used for localized hit/eliminate feedback.
- [Using Viewports](https://docs.godotengine.org/en/stable/tutorials/rendering/viewports.html) — SubViewport worlds, cameras, and UI layers required for 2–4 player split-screen.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader` threaded load while the instructions screen stays interactive.
- [Change scenes manually](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) — Deferred free/instantiate patterns for hub ↔ minigame swaps without mid-frame crashes.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — Persistent tournament scores, device maps, and party roster across scene changes.
- [GUI navigation](https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html) — Focus neighbors and gamepad menu traversal for character select and lobby UI.
- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Tree pause + reconnect overlays when a joypad drops mid-minigame.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — `.tres` minigame definitions (title, scene path, 1v3 flags) without hardcoding catalogs.
- [InputMap](https://docs.godotengine.org/en/stable/classes/class_inputmap.html) — Runtime `action_add_event` for per-player device-bound actions (`pN_*`).
### Related Skills
#### Prerequisites
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Device IDs, `InputMap` remaps, deadzones, and `_unhandled_input` ownership before party routing.
- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Clean load/unload and deferred scene swaps between hub, instructions, and minigames.
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Typed `Resource` / `.tres` catalogs that define each minigame's scene and metadata.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Singleton placement for tournament state that must outlive every minigame scene.
#### Complements
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Scoreboards, instruction overlays, and `GridContainer` split-screen / character-select layouts with focus.
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — Shared-room framing and per-viewport cameras that zoom/pan to keep all players on screen.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — `player_joined`, `game_ended`, and reconnect prompts without hard refs across lobby and minigames.
- [godot-turn-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-turn-system/SKILL.md) — Board / meta round phases between short competitive minigames.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Short stingers, countdown cues, and per-player SFX buses that survive rapid scene cycling.
#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Simulate asymmetric 1v3 / handicap power offsets so party roles stay socially fair across rounds.
- [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Typical consumer of per-device move vectors inside shared-screen 2D party arenas.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns input, scenes, or UI pieces of a party stack.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
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