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Aurelius Protocol: Theme Easter NEVER List
- NEVER use sharp edges or high-contrast blacks — Easter aesthetics favor rounded corners (
corner_radius > 12) and soft pastel tones.
- NEVER use standard linear scaling for pops — Linear scaling feels 'robotic.' Always use
TRANS_ELASTIC or TRANS_QUART for organic eggs.
- NEVER use billboarding for Easter particles — In close-up UI or VR, billboard sparkles look flat. Use mesh-based particles or axial rotation.
- NEVER modify the original .mesh or .tres resource — Swapping materials on a shared Resource changes it for EVERY instance in the game. Always use
surface_override or duplicate().
- NEVER run date-checks in _process — Checking the system calendar every frame is wasteful. Run
Time.get_date_dict_from_system() once on _ready or event trigger.
- NEVER ignore the 'No-Seasonal' toggle — Some players hate seasonal overrides. Always provide a 'Disable Seasonal Themes' option in settings.
- NEVER have 'Static' collectibles — If a player finds an egg, it MUST react (wobble, sparkle, or pop). Dead items feel like bugs.
- NEVER skip the camera feedback — A collect event without a subtle camera shake or lens kick feels 'hollow.'
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GDSkills research links (agents)
Official docs:
- https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-theme-easter/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
Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md
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