godot-genre-roguelike
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-roguelikeIs this agent skill safe to install?
- Gen Agent Trust Hubwarn
The skill provides a robust framework for roguelike development but contains hardcoded encryption keys in its template scripts, which is a poor security practice. It also introduces a minor attack surface for indirect prompt injection through the parsing of local game save files.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
3/3 files flagged
- ZeroLeakspass
Score: 93/100 · 2 sections analyzed
What does this agent skill do?
NEVER Do (Expert Anti-Patterns)
Generation & RNG
- NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
- NEVER use unseeded RNG for world generation; strictly initialize isolated
RandomNumberGeneratorwith a predictable seed for daily runs/debugging. - NEVER rely on
@GlobalScope.randi()for critical logic; strictly use local RNG instances to prevent global state pollution. - NEVER use
Array.pick_random()for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks. - NEVER generate massive dungeons on the main thread; strictly use
WorkerThreadPool.add_task()oradd_group_task()to distribute generation across cores and prevent frame freezes. - NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.
Data & State
- NEVER allow Save Scumming; strictly delete mid-run save files immediately upon loading to enforce permadeath.
- NEVER allow the player to see the "Edge of the World"; strictly use Fog of War or limited vision cones to maintain the mystery of the unknown.
- NEVER evaluate complex "Director" heuristics every frame; strictly use Frame-Slicing (
Engine.get_process_frames()) to run heavy pacing logic only once every 60-120 frames for CPU efficiency. - NEVER move rooms individually by pixel values during procedural generation; strictly use
Marker2DConnection Points in pre-authored scenes to calculate exact offsets for seamless room stitching. - NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for
RunManagerandMetaManager. - NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play.
- NEVER forget to call
duplicate(true)on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance. - NEVER save run states to
.tscnfiles; strictly serialize to JSON or binary inuser://to prevent bloat. - NEVER rely on the
SceneTreeas the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array.
Grid & Performance
- NEVER forget to handle Navigation re-baking; strictly rebake
NavigationRegion2DAFTER procedural tiles are placed. - NEVER use AStar2D for tile grids; strictly use
AStarGrid2Dwithjumping_enabled = true(Jump Point Search) for O(1) queries and high-performance pathing across open areas. - NEVER forget to call
update()onAStarGrid2Dafter modifying states; strictly ensures pathfinding queries aren't stale. - NEVER use floats (
Vector2) for discrete grid coordinates; strictly use Vector2i to prevent precision drift. - NEVER use Manhattan heuristics for 8-way movement; strictly use
HEURISTIC_CHEBYSHEVorHEURISTIC_OCTILE. - NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use
get_used_cells()for optimized tile access. - NEVER clear procedural levels using
free(); strictly usequeue_free()to avoid mid-frame segmentation faults. - NEVER broadcast mass state changes to a grid immediately; strictly use
call_deferred()orcall_group_flagsto avoid frame spikes during turn transitions. - NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a GPU Shader Mask via
ColorRectand anImageTextureupdated viaRenderingServer.texture_2d_update().
🛠 Expert Components (scripts/)
MANDATORY before implementing generation, seed sharing, or meta unlocks — read these first (do not reinvent from inline samples):
- dungeon_generator_walker.gd — Drunkard's Walk with local
RandomNumberGenerator(rng.randi() % n, neverArray.pick_random()).- seeded_rng_resource.gd — seed persistence for shareable / daily runs.
- meta_progression_manager.gd — permanent unlock currency + save boundaries vs run state.
Do NOT Load the full scripts/ folder for a single task. Open only the script that matches the phase below.
Original Expert Patterns
- meta_progression_manager.gd - Foundational meta-progression logic with secure data persistence and currency unlocks.
- roguelike_patterns.gd - 10 Essential Roguelike Expert Snippets (AStar, BSP, WorkerThreadPool, ShuffleBag, etc.).
Modular Components
- dungeon_generator_walker.gd - Drunkard's Walk algorithm for carving procedural rooms and caves.
- fov_raycast_calculator.gd - High-performance LOS checking using physics server queries.
- seeded_rng_resource.gd - RNG state persistence for deterministic and shareable replayability.
- turn_manager_decoupled.gd - Signal-driven turn coordination for decoupled entity logic.
- astar_grid_handler.gd - Specialised AStarGrid2D wrapper for optimized roguelike pathfinding.
- weighted_loot_table.gd - Native-optimized weighted random item drops with drop-rate controls.
- json_state_serializer.gd - Persistent serialization for procedural entity data and run states.
- fog_of_war_masker.gd - TileMapLayer-based visibility masking and discovery system.
- meta_progression_resource.gd - Data separation for permanent game unlocks and skill trees.
- move_command_object.gd - Command pattern implementation for reversible turn-based actions.
- dungeon_generator.gd - High-level procedural orchestrator for room-and-hallway layout generation.
- run_manager.gd - Autoload run seed/floor/inventory lifecycle (
start_run/end_run). - director_ai.gd - Pacing manager — spawn intensity from player power + time-in-run.
- room_assembler.gd - Marker-based procedural room stitching from prefab scenes.
- synergy_manager.gd - Relic tag synergy detection and stacked modifier application.
- example_relic_vampirism.gd - Sample
RelicResource hook (on_damage_dealt).
Core Loop
- Preparation: Select character, equip meta-upgrades (see
meta_progression_resource.gd). - The Run: complete procedural levels (
dungeon_generator_walker.gd), acquire temporary power-ups. - The Challenge: Survive increasingly difficult encounters using A* pathfinding (
astar_grid_handler.gd). - Death/Victory: Run ends, resources calculated.
- Meta-Progression: Spend resources on permanent unlocks (
meta_progression_resource.gd). - Repeat: Start a new run with new capabilities.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Architecture | godot-autoload-architecture, godot-state-machine-advanced | Run State vs Meta State boundaries |
| 2. World Gen | godot-procedural-generation, godot-tilemap-mastery | Unique levels every run (walker/BSP/noise) |
| 3. Combat | godot-combat-system, godot-ai-navigation | High-stakes encounters + FOV/pathing |
| 4. Progression | godot-inventory-system, godot-resource-data-patterns | Run items/relics + typed Resources |
| 5. Persistence | godot-save-load-systems | Meta unlocks + anti-scum mid-run deletes |
| 6. Balance | godot-monte-carlo-balancer | Win% vs meta level; dead-item detection |
Architecture Overview
Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).
- Run lifespan / seed: Own an AutoLoad that resets on death; seed via MANDATORY seeded_rng_resource.gd. Never leak run HP/gold into meta saves.
- Meta unlocks: MANDATORY meta_progression_manager.gd + meta_progression_resource.gd — subtle permanent bonuses only (+5–15%).
- Serialize: Prefer json_state_serializer.gd /
user://JSON-binary; never treat.tscnas a run save.
Key Mechanics (route to scripts/)
Procedural Dungeon Generation
- Drunkard's Walk: MANDATORY dungeon_generator_walker.gd — pass a local seeded
RandomNumberGenerator; directions viarng.randi() % directions.size()(neverArray.pick_random()). - Critical drops / fairness: Use Shuffle Bag patterns in roguelike_patterns.gd or weights in weighted_loot_table.gd.
- BSP / room orchestrator: dungeon_generator.gd; deeper WFC/noise → peer
godot-procedural-generation. - Pathing after gen: astar_grid_handler.gd — call
update()after solid-cell edits; rebakeNavigationRegion2Dif using nav meshes.
Relics, turns, fog, pacing
- Relic hooks / synergy tags: Resource subclasses + weighted_loot_table.gd; inventory peer
godot-inventory-system. - Turns: turn_manager_decoupled.gd + move_command_object.gd.
- Fog / LOS: fog_of_war_masker.gd, fov_raycast_calculator.gd.
- Director pacing: frame-slice with
Engine.get_process_frames() % N(see NEVER); keep heuristics out of every-frame_processwork.
Common Pitfalls
- RNG Dependency: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
- Meta-progression Imbalance: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
- Lack of Variety: Procedural generation is only as good as the content it arranges. You need a lot of content (rooms, enemies, items) to keep it fresh.
- Save Scumming: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).
Godot-Specific Tips
- Seeded Runs: Always initialize
RandomNumberGeneratorwith a seed. This allows players to share specific run layouts. - ResourceSaver: Use
ResourceSaverfor meta-progression, but be careful with cyclical references in deeply nested resources. - Scenes as Rooms: Build your "rooms" as separate scenes (
Room1.tscn,Room2.tscn) and instance them into the generated layout for handcrafted quality within procedural layouts. - Navigation: Rebake
NavigationRegion2Dat runtime after generating the dungeon layout if using 2D navigation.
Advanced Techniques
- Synergy System: Tag items (
fire,projectile,companion) and check for tag combinations to create emergent power-ups. - Director AI: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like Left 4 Dead).
MANDATORY for depth beyond decision trees and script catalog: roguelike-meta-systems-deep.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Using TileMaps — TileMapLayer cells, sources, and runtime placement for procedural floors/walls.
- TileMapLayer —
set_cell/get_used_cellsAPIs used after walker/BSP generation and fog clears. - AStarGrid2D — grid pathfinding with heuristics, diagonal modes, and
update()after solid-cell edits. - RandomNumberGenerator — seeded PCG32 for shareable runs; prefer local instances over global
randi(). - WorkerThreadPool — offload heavy dungeon generation without freezing the main thread.
- Using multiple threads — when WorkerThreadPool/tasks are safe versus SceneTree ownership rules.
- Thread-safe APIs — generate data off-thread, then apply tiles/nodes on the main thread only.
- Saving games —
user://persistence patterns for meta unlocks and anti-scum mid-run deletes. - Resources — Resource-backed meta/run data,
duplicate(true), and save/load of.tres/custom resources. - Singletons (AutoLoad) — isolate RunManager vs MetaManager so run death cannot wipe permanent progress.
- Ray-casting — PhysicsDirectSpaceState queries for FOV / line-of-sight without Area2D spam.
- FastNoiseLite — noise fields for cave-style maps before connectivity validation with AStarGrid2D.
Related Skills
Prerequisites
- godot-project-foundations — project layout, Autoloads, and Resource basics before run/meta split.
- godot-tilemap-mastery — TileMapLayer authorship and runtime cell edits that procedural generators write into.
- godot-resource-data-patterns — Resource duplication, typed data, and save-friendly schemas for relics/meta stats.
- godot-autoload-architecture — singleton boundaries so Run state resets cleanly without touching Meta state.
Complements
- godot-procedural-generation — deeper Walker/BSP/WFC generators that feed this genre's dungeon loop.
- godot-navigation-pathfinding — NavigationRegion rebake and agent pathing when not using pure AStarGrid2D.
- godot-combat-system — hit/hurt pipelines and turn-paced encounters inside generated floors.
- godot-inventory-system — run bags, relic slots, and item Resources consumed by loot tables.
- godot-save-load-systems — JSON/binary persistence, floor-transition saves, and permadeath delete-on-load.
- godot-signal-architecture — decoupled turn/floor/run signals without SceneTree as grid source of truth.
- godot-performance-optimization — thread pools, fog GPU masks, and frame-sliced director heuristics at scale.
Downstream / consumers
- godot-monte-carlo-balancer — simulate win% vs meta level, pity timers, and dead-item detection across seeded runs.
- godot-genre-action-rpg — action-RPG combat/progression layers that often consume roguelike run/meta patterns.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
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.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-genre-roguelike">View godot-genre-roguelike on skillZs</a>