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godot-genre-horror戈多类型恐怖

Agent Skill

godot-genre-horror 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,934

周安装

79

GitHub Stars

138

下载量

619
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-genre-horror(戈多类型恐怖)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-horror
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-horror
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-horror

简介

godot-genre-horror 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Genre: Horror

Expert blueprint for horror games balancing tension, atmosphere, and player agency.

NEVER Do (Expert Anti-Patterns)

Atmosphere & Tension

  • NEVER maintain 100% tension at all times; strictly use a Sawtooth Pacing model (buildup → peak/scare → dedicated relief period) to prevent player "numbing" and exhaustion.
  • NEVER rely on jump-scares as the primary source of horror; focus on atmosphere, spatial audio cues, and the *anticipation* of a threat to build genuine dread.
  • NEVER make environments pitch black to the point of frustrating navigation; darkness should obscure *threats* (details), not the *floor*. Use rim lighting or a limited-battery flashlight.
  • NEVER grant the player unlimited resources; survival horror relies on Scarcity. Limited battery, rare ammo, and slow animations are mandatory to force stressful decision-making.

AI & Senses

  • NEVER allow AI to detect the player instantly; implement a Suspicion Meter or a 1-3s reaction window before the AI enters full aggression to avoid "unfair cheating" feel.
  • NEVER use predictable AI paths; an enemy on a perfect loop is a puzzle, not a predator. Use the Director to periodically "hint" a new destination near the player.
  • NEVER use Area3D overlap signals for instant, frame-perfect Line-of-Sight (LoS) checks; use nodeless raycasting via PhysicsDirectSpaceState3D.intersect_ray() for fixed-physics sync.
  • NEVER calculate complex AI vision or pathfinding for monsters far outside the camera's frustum; use VisibleOnScreenNotifier3D to disable processing logic.
  • NEVER leave navigation avoidance layers unconfigured on chasing monsters; explicitly assign avoidance masks to prevent visual "stacking" in tight corridors.

Technical & Scarcity

  • NEVER use the visual SceneTree (like GridContainer children) as the source of truth for inventory; strictly maintain a typed memory structure like Dictionary[StringName, Resource].
  • NEVER rely on instantiating standard Nodes to store base item stats/definitions; use custom Resource scripts to reduce memory overhead and allow direct Inspector editing.
  • NEVER forget to call duplicate(true) on an item's Resource when adding to inventory; if items have mutable states (ammo/durability), you will overwrite the global resource otherwise.
  • NEVER parse massive JSON save files synchronously; strictly offload heavy parsing to the WorkerThreadPool to prevent auto-save freezes.
  • NEVER use standard strings for hot-path IDs (states, item types); strictly use StringName (&"chasing") for pointer-speed comparisons.
  • NEVER evaluate exact floating-point equality (sanity == 0.0); strictly use is_equal_approx() or threshold checks for deterministic triggers.
  • NEVER write screen-reading shaders expecting Godot 3 SCREEN_TEXTURE; strictly use sampler2D with hint_screen_texture.
  • NEVER instantiate detailed monster meshes or lights without culling; strictly configure visibility_range for automatic HLOD efficiency.
  • NEVER rely on AnimationPlayer for random flickering; use Tween for programmatic, clean energy manipulation.
  • NEVER load heavy scare scenes or 4K textures synchronously via load(); strictly use ResourceLoader.load_threaded_request() to prevent frame stalls.
  • NEVER scale CollisionShape3D non-uniformly; strictly adjust internal shape resource parameters (radius, height) to prevent erratic physics.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • predator_stalking_ai.gd - Sophisticated "Stalker" AI using dual-brain logic (Director + Senses) and player view-cone avoidance.
  • director_pacing.gd - Invisible orchestrator managing the "Sawtooth" tension wave and relief periods.

Modular Components


Core Loop

  1. Explore: Player navigates a threatening environment.
  2. Sense: Player hears/sees signs of danger.
  3. React: Player hides, runs, or fights (disempowered combat).
  4. Survive: Player reaches safety or solves a puzzle.
  5. Relief: Brief moment of calm before tension builds again.

Skill Chain

PhaseSkillsPurpose
1. Atmospheregodot-3d-lighting, godot-audio-systemsVolumetric fog, dynamic shadows, spatial audio
2. AIgodot-state-machine-advanced, godot-navigation-pathfindingHunter AI, sensory perception
3. Playercharacterbody-3dLeaning, hiding, slow movement
4. Scarcitygodot-inventory-systemLimited battery, ammo, health
5. Logicgame-managerThe "Director" system controlling pacing

Architecture Overview

1. The Director System (Macro AI)

Controls the pacing of the game to prevent constant exhaustion.

# director.gd
extends Node

enum TensionState { BUILDUP, PEAK, RELIEF, QUIET }
var current_tension: float = 0.0
var player_stress_level: float = 0.0

func _process(delta: float) -> void:
    match current_tension_state:
        TensionState.BUILDUP:
            current_tension += 0.5 * delta
            if current_tension > 75.0:
                 trigger_event()
        TensionState.RELIEF:
            current_tension -= 2.0 * delta

func trigger_event() -> void:
    # Hints the Monster AI to check a room NEAR the player, not ON the player
    monster_ai.investigate_area(player.global_position + Vector3(randf(), 0, randf()) * 10)

2. Sensory Perception (Micro AI)

The monster's actual senses.

# sensory_component.gd
extends Area3D

signal sound_heard(position: Vector3, volume: float)
signal player_spotted(position: Vector3)

func check_vision(target: Node3D) -> bool:
    var space_state = get_world_3d().direct_space_state
    var query = PhysicsRayQueryParameters3D.create(global_position, target.global_position)
    var result = space_state.intersect_ray(query)

    if result and result.collider == target:
        return true
    return false

3. Sanity / Stress System

Distorting the world based on fear.

# sanity_manager.gd
func update_sanity(amount: float) -> void:
    current_sanity = clamp(current_sanity + amount, 0.0, 100.0)
    # Effect: Camera Shake
    camera_shake_intensity = (100.0 - current_sanity) * 0.01
    # Effect: Audio Distortion
    audio_bus.get_effect(0).drive = (100.0 - current_sanity) * 0.05

Key Mechanics Implementation

Pacing (The Sawtooth Wave)

Horror needs peaks and valleys.

  1. Safety: Save room.
  2. Unease: Strange noise, lights flicker.
  3. Dread: Monster is known to be close.
  4. Terror: Chase sequence / Combat.
  5. Relief: Escape to Safety.

The "Dual Brain" AI

  • Director (All-knowing): Cheats to keep the alien relevant (teleports it closer if far away, guides it to player's general area).
  • Alien (Senses only): Honest AI. Must actually see/hear the player to attack.

Godot-Specific Tips

  • Volumetric Fog: Use WorldEnvironment -> VolumetricFog for instant atmosphere. Animate density for dynamic dread.
  • Light Occluder 2D: For 2D horror, shadow casting is essential.
  • AudioBus: Use Reverb and LowPassFilter on the Master bus, controlled by scripts, to simulate "muffled" hearing when scared or hiding.
  • AnimationTree: Use blend spaces to smooth transitions between "Sneak", "Walk", and "Run" animations.

Common Pitfalls

  1. Constant Tension: Player gets numb. Fix: Enforce "Relief" periods where nothing happens.
  2. Frustrating AI: AI sees player instantly. Fix: Give AI a "reaction time" or "suspicion meter" before full aggro.
  3. Too Dark: Player can't see anything. Fix: Darkness should obscure *details*, not *navigation*. Use rim lighting or a weak flashlight.

Reference

适合场景

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能力概览

能力 1

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能力 2

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能力 3

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.26%
按下载量换算231

Claude

28.8%
按下载量换算178

Cursor

18.37%
按下载量换算114

Gemini CLI

8.76%
按下载量换算54

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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