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Aurelius Protocol: Genre Survival NEVER List
- NEVER use constant "Needs" decay; strictly scale with activity (e.g., Sprinting drains hunger 3x faster than idling).
- NEVER use Instant Death for starvation/dehydration; strictly trigger gradual HP drain and provide distinct visual/audio warnings.
- NEVER use float timers for exact life-critical checks; strictly use
is_equal_approx() or <= to prevent 0.0 precision misses.
- NEVER represent world time/day cycles within UI scripts; strictly use an AutoLoad (Singleton) to decouple state from visuals.
- NEVER make gathering tedious without progression; strictly implement Tiered Tool Scaling (e.g., Stone Axe = 1 wood/hit, Steel Axe = 5 wood/hit) to reward technical advancement.
- NEVER allow infinite inventory stacking; strictly use Weight Capacity or strict Stack Limits (e.g., 64 items) to force strategic resource management.
- NEVER force players to "Guess" crafting recipes; strictly use a Discovery System where recipes unlock upon acquiring materials.
- NEVER forget to duplicate(true) a shared Resource (like Item Durability); otherwise, all instances will break simultaneously.
- NEVER store heavy item/crafting definitions in Node properties; strictly use custom Resource containers for lightweight data.
- NEVER spawn threats at Respawn Points; strictly enforce a Safe Zone radius (Beds/Spawn) where enemy spawning is prohibited.
- NEVER instance 10,000 individual
MeshInstance3D nodes for foliage; strictly use MultiMeshInstance3D for batched draw calls.
- NEVER load massive world chunks synchronously; strictly use
ResourceLoader.load_threaded_request() to prevent hitches.
- NEVER save complex dictionaries to standard text files; strictly use binary serialization for speed and size efficiency.
- NEVER run procedural terrain/noise algorithms on the main thread; strictly offload to the WorkerThreadPool.
- NEVER hardcode massive crafting tables in GDScript; strictly use
ConfigFile or JSON for easy balancing and modding.
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GDSkills research links (agents)
Official docs:
- https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html
- https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html
Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-survival/SKILL.md — domain skill owning this never-list sector
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md — simulate balance impact of structural fixes
Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md
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