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/godot-master

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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

This session only. Nothing lands on disk.

referencesagent-vision-color-icon-receptors.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Color & icon receptors (deep criteria)

Supports COLOR-* and ICON-* rows in taste-receptors.md. Score from pixels only.


Color as feedback language

Games train players: red → damage/danger, gold/yellow → reward/XP. Violating that without diegetic retrain burns trust.

Role map (COLOR-ROLES / COLOR-LAYERS)

Typical production set: 4–6 semantic roles (+ tints for states). Players cannot learn 12+ competing meanings mid-combat.

Role Typical hues Must NOT also mean
Danger / damage / blocked Red, crimson Bonus pickup, primary brand spam
Reward / value Gold, yellow Map hazard, error
Heal / safe (if used) Green / cyan — with shape backup Enemy telegraph
Interactable / action Accent distinct from danger/reward Decorative chrome
Caution / objective Mid-urgency yellow — sparingly Equal scream to danger
Neutral / structure Muted family Competing with accents

Four-layer UI stack: deep base → panel → muted info → vivid action. Action hues must not match world props (false affordance).

Accent budget (COLOR-BUDGET / COLOR-ACC-JOB)

Rule Target Fail
Accent area ~5–15% UI surface at full chroma >~30% saturated chrome
Accent jobs Urgency, primary CTA, rare/special Neon borders on all cards
Glow Optional local highlight Box-glow-as-structure

CVD / simultaneous / tokens

Receptor PASS FAIL
COLOR-ONLY / COLOR-CB Shape/icon/pattern/text twin Color-only team/rarity/error
COLOR-DL Competing meanings also differ in value Same-value hue swap
COLOR-SIM Roles survive brightest+darkest BG Status hue mush vs world
COLOR-TOK States are tints of role tokens Per-widget random hues
COLOR-RED / COLOR-GOLD Reserved meanings Red accent tourism; gold as hazard
COLOR-UI-WORLD / COLOR-FX / COLOR-COUNT Same family; FX on-brand; limited feel SaaS kit; unbound FX; infinite lottery

Contrast floors (shared with CTRST)

  • Body text vs local plate: ~4.5:1 intent.
  • Non-text UI components: ~3:1 intent (WCAG 1.4.11).
  • Icons vs BG: ≥ ~3:1.

Unsafe alone: red↔green, magenta↔cyan extremes, blue↔purple low ΔL, yellow↔lime on bright BG, health bar hue-only G→Y→R.


Icon set discipline

Unit of design is the set, not a single icon.

Grid & stroke (ICON-GRID / KEYLINE / STROKE / CORNER / PIXEL-LOCK / OPSZ)

Icon CSS size (approx) Stroke heuristic
~16px ~1–1.5px (heavier opsz)
~24px ~2px
~32px ~2–2.5px
~48px ~3px

Shared: canvas, padding, stroke, corner/terminal, detail level, light direction. Circles optically larger than squares on keylines. On-pixel at target HUD size.

Silhouette / metaphor / perspective

  1. Mentally fill solid black (ICON-SIL).
  2. At ~24–32px: sword ≠ axe ≠ potion?
  3. Twin blobs → 0.

ICON-META / ICON-PERSP: one skeuomorph dial; front/¾ agreement — not Lucide next to painted RPG loot next to neon glass.

Category / chrome / state

  • ICON-CAT: category frames include shape backup (not hue-only rarity).
  • ICON-CHROME: shared radius/border/shadow across buttons/panels.
  • ICON-STATE: default / selected / disabled (and pressed if shown).
  • ICON-LUCIDE: Lucide-in-gradient-squares as whole identity → 0.
  • ICON-DETAIL: detail that only reads at 2K fails inventory size.

Scoring tips

  • COLOR-RED=0 — shop sale badge red while damage numbers also red; no shape difference.
  • ICON-SIL=0 — two inventory weapons identical in black-fill mental test.
  • COLOR-BUDGET=0 — >30% of chrome at full chroma.

Sources

  • GameJuice — Color as a Feedback Language
  • Made Good Designs — Game icon sets, silhouette test
  • Material Design — System icons (grid, keylines, optical corrections)
  • WCAG 1.4.1 Use of Color; 1.4.11 Non-text Contrast
  • ColorPick / ColorArchive — game UI palette roles, 4-layer stack
  • Xbox / PlayStation accessibility culture — colorblind modes + non-color cues

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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