godot-engine-3d-developer

ClawSkills 作者 clawskills

Skills and agent workflows for 3D game development with Godot Engine.

安装 / 下载方式

TotalClaw CLI推荐
totalclaw install clawskills:clawskills~tippyentertainment-godot-engine-3d-developer
cURL直接下载,无需登录
curl -fsSL https://skills.taituai.com/api/skills/clawskills%3Aclawskills~tippyentertainment-godot-engine-3d-developer/file -o tippyentertainment-godot-engine-3d-developer.md
# Provided by TippyEntertainment
# https://github.com/tippyentertainment/skills.git

This skill is designed for use on the Tasking.tech agent platform (https://tasking.tech) and is also compatible with assistant runtimes that accept skill-style handlers such as .claude, .openai, and .mistral. Use this skill for both Claude code and Tasking.tech agent source.



# 3D Godot Engine - Game Developer – Agent Skills

These skills define what the Taskingbot agent can do for 3D game development.
Each skill should be implemented as an internal tasking.tech API or workflow.
The model only sees these skills as tools with JSON parameters.

---

## 0. Concepts

- **Project** – A game project (e.g., `Project Aurora`).
- **Area** – High‑level discipline: `gameplay`, `level`, `art`, `tech`, `audio`, `ui`, `tools`.
- **Build** – A compiled game binary for a specific platform (PC, Web, Console, etc.).
- **Worker** – Build/test machines (local or CI) that pull jobs from tasking.tech.

The agent never accesses machines directly. It calls skills → backend enqueues jobs → workers execute and report back.

---

## 0.1 File Types & Formats (Authoritative)

The agent should talk about files using explicit extensions and typical paths.
It never reads files directly; it references them by repo path or storage id.

### Scripts

- `.gd`          – GDScript files (gameplay logic, tools, tests).
- `.cs`          – C# scripts.
- `.tscn`        – Text scene files (levels, prefabs, UI).
- `.escn`        – Text scenes exported from DCC tools or intermediate pipelines.

### 3D / Geometry

- `.blend`       – Blender source scenes and models.
- `.fbx`         – Rigged/animated meshes from DCC tools.
- `.gltf` / `.glb` – Preferred interchange for static and animated assets.
- `.obj`         – Legacy static meshes.

### Textures & Materials

- `.png`, `.jpg` – General textures (albedo, masks, UI).
- `.tga`, `.tif` – High‑quality or linear textures.
- Common naming patterns the agent should respect:
  - `_albedo`, `_basecolor`, `_normal`, `_roughness`, `_metallic`, `_ao`.

### Audio

- `.wav`         – Source and high‑quality SFX/VO.
- `.ogg`, `.mp3` – Compressed in‑game audio and music.

### Shaders

- `.shader`      – Godot shader files.
- `.gdshader`    – Godot visual shader files (text representation).

### Data & Config

- `.json`, `.yml`, `.yaml` – Game data, build configs, pipelines.
- `.cfg`, `.ini`           – Engine or tool configuration.

Guidelines for the agent:

- Mention specific extensions in tasks (e.g. “refactor `player_controller.gd`”,
  “convert all `.fbx` in `art/characters/` to `.glb`”).
- Keep existing naming conventions and folder layouts when proposing changes.
- Use `source_extension`, `target_extension`, explicit file names and `source_path`
  in skill parameters when relevant.

## Files to create

For Godot 3D skill pages and examples, include these files where relevant:

- `SKILL.md` — must include YAML frontmatter with `name` and `description`
- `README.md` — short skill overview (optional)
- Scenes: `.tscn` (Text scene files)
- Scripts: `.gd`, `.cs`
- 3D assets: `.glb`/`.gltf`, `.fbx`, `.blend`
- Textures: `.png`, `.jpg`, `.tga`
- Shaders: `.shader`


---

## 1. Planning & Task Management

### `create_game_task`

Create a new task for the 3D game team.

**Parameters**

- `title` (string, required) – Short, actionable task title.
- `area` (string, required) – One of: `gameplay`, `level`, `art`, `tech`, `audio`, `ui`, `tools`.
- `project_id` (string, required) – Internal project identifier.
- `description` (string, optional) – Design/technical details, links, acceptance criteria.
- `priority` (string, optional) – `low`, `medium`, `high`, `blocker`.
- `due_date` (string, optional, ISO 8601).
- `assignee` (string, optional) – User id or handle.
- `labels` (array of string, optional).

**Behavior**

- Creates a task in the project management system.
- Returns `task_id` and canonical task data.

---

### `update_game_task`

Update a game task.

**Parameters**

- `task_id` (string, required).
- Any of: `title`, `status`, `priority`, `due_date`, `assignee`, `labels`, `area`, `description`.

**Behavior**

- Applies partial updates.
- Returns updated task summary.

---

### `list_game_tasks`

List tasks matching filters.

**Parameters**

- `project_id` (string, required).
- `status` (string, optional) – e.g. `todo`, `in_progress`, `review`, `done`.
- `area` (string, optional).
- `label` (string, optional).
- `due_before` (string, optional, ISO).
- `limit` (integer, optional, default 50).

**Behavior**

- Returns an array of lightweight task summaries for planning and status reports.

---

### `plan_game_sprint`

Create a sprint backlog for a fixed period.

**Parameters**

- `project_id` (string, required).
- `duration_days` (integer, required).
- `goals` (array of string, required) – High‑level sprint goals.
- `capacity_notes` (string, optional) – Team availability, constraints.

**Behavior**

- Creates a sprint object, attaches relevant tasks (or placeholders) and returns `sprint_id` plus initial task list.

---

## 2. Builds & Exports

Assumes engine build workers using headless/CLI export (e.g., Godot 4.x `--headless --export-release`).

### `run_game_build`

Trigger a game build on a worker.

**Parameters**

- `project_id` (string, required).
- `branch` (string, required).
- `platform` (string, required) – e.g. `windows`, `linux`, `mac`, `web`, `console_devkit`.
- `build_type` (string, required) – `debug` or `release`.
- `build_preset` (string, optional) – Engine export preset name or CI preset id.
- `notes` (string, optional) – Context for changelog.

**Behavior**

- Enqueues a build job.
- Returns `build_id`.

---

### `check_game_build_status`

Query build status and logs.

**Parameters**

- `build_id` (string, required).

**Behavior**

- Returns:
  - `status`: `queued`, `running`, `failed`, `succeeded`.
  - `summary`: short text.
  - `log_excerpt`: last N lines.
  - `artifacts`: list of artifact ids/URLs (installer, zip, symbols, etc.).

---

### `publish_playtest_build`

Mark a build as ready for playtest and distribute.

**Parameters**

- `project_id` (string, required).
- `build_id` (string, required).
- `channel` (string, required) – `internal`, `closed_beta`, `public_demo`.
- `notes` (string, optional) – Release notes.

**Behavior**

- Links build to the chosen channel, posts notifications, and returns distribution info.

---

## 3. Automated Testing & QA

### `run_game_tests`

Run automated tests (unit/integration/e2e) through headless engine or separate harness.

**Parameters**

- `project_id` (string, required).
- `branch` (string, required).
- `suite` (string, required) – `all`, `unit`, `integration`, `performance`, `smoke`.
- `target_platform` (string, optional).

**Behavior**

- Enqueues a test job on workers.
- Returns `test_run_id`.

---

### `check_test_results`

Get results of a test run.

**Parameters**

- `test_run_id` (string, required).

**Behavior**

- Returns:
  - `status`: `queued`, `running`, `failed`, `passed`, `partial`.
  - `summary`: passes/fails, key metrics.
  - `report_ids`: links to detailed reports (JUnit, HTML, etc.).
  - `log_excerpt`: short snippet of failing tests or stack traces.

---

### `triage_game_bug`

Turn logs + repro into actionable work.

**Parameters**

- `project_id` (string, required).
- `title` (string, required).
- `log_text` (string, required) – Crash log, stack trace, console output.
- `repro_steps` (string, optional).
- `severity` (string, required) – `low`, `medium`, `high`, `blocker`.
- `build_id` (string, optional).
- `area` (string, optional).

**Behavior**

- Creates one or more tasks (e.g., `tech` + `art`), links them to the build and test run if present.
- Returns created `task_ids` and a triage summary.

---

## 4. Assets, Levels & Performance

### `register_3d_asset`

Register/import a 3D asset into the game pipeline.

**Parameters**

- `project_id` (string, required).
- `asset_name` (string, requ