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/godot-genre-tower-defense

@9d6e91e

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-genre-tower-defense

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referencesmigration-notes.md

≈818 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-genre-tower-defense

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • NavigationAgent2D/3D.set_velocity → velocity property.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed.
  • NavigationObstacle*.estimate_radius removed; get_rid → get_agent_rid.
  • NavigationServer*.agent_set_callback → agent_set_avoidance_callback; target velocity / time_horizon server APIs split/removed.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • TileMap.cell_quadrant_size → rendering_quadrant_size.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • AStar2D/3D/Grid2D.get_*_path gain allow_partial_path.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed with no replacement.
  • TileMap layers moved to TileMapLayer nodes — migrate scenes/scripts to per-layer nodes.
  • TileData.get_navigation_polygon / get_occluder gain flip/transpose optionals.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path gains optional callback.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Nav regions update asynchronously by default (navigation/world/region_use_async_iterations) — expect sync delay.
  • Navmesh merge order changed; edge merge errors may surface — tune merge_rasterizer_cell_scale / fix overlapping navmeshes.
  • TileMapLayer.get_coords_for_body_rid less precise with physics chunking — set physics_quadrant_size = 1 for old precision.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks.
  • AStar*.get_point_path / get_id_path return empty path when from_id is disabled/solid.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.

Source: SKILL.md on GitHub

No alerts17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    No security issues detected. The skill provides legitimate Godot 4 blueprints and scripts for tower defense game mechanics, including wave management and targeting systems. It follows standard game development patterns, such as using the PhysicsServer for optimization and recommending authoritative server validation for multiplayer interactions.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    4 files scanned · No issues

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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