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/godot-master

@4c4d0ff

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-hier-contrast-receptors.md

≈1.3k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Hierarchy & contrast receptors (deep criteria)

Supports HIER-* and CTRST-* rows in taste-receptors.md. Score from pixels only. Research juice: Sidebearings, Nasty Rodent HUD, NN/G hierarchy/Gestalt, WCAG 1.4.3/1.4.11, Xbox XAG-101/102.


Hierarchy as attention budget

Visual hierarchy in games is not prettier headings. It is attention budgeting under motion, peripheral vision, and simultaneous 3D focal load.

Weight math (HIER-WEIGHT-MATH)

Composite rank ≈ size × contrast × motion × saturation. Squint the WebP: one dominant blob should win. Three equal-saturation accents (health, quest, shop) same size → 0.

Peripheral vs foveal (HIER-FOVEAL-CLEAR / HIER-PERIPH-READ)

Zone Job Fail
Center ~60% Foveal combat/action Minimap+quest+chat covering center third
Corners/edges Persistent HUD Three-digit micro numerals that force look-away

Peripheral HUD must communicate via shape / bar / icon change — not only tiny glyphs.

Urgency ladder (HIER-URGENCY-LADDER)

critical (HP red, objective pulse)
  > persistent (ammo, cooldowns)
    > meta (ping, cosmetics, battle pass)

Battle-pass / social badge competing with HP at equal weight → 0.

Layer stack (HIER-TOOLTIP-Z / HIER-MODAL-TOAST / HIER-PAUSE-SCRIM)

modal (blocks toasts)
  > tooltip (above HUD, below modal)
    > HUD
      > gameplay

Achievement toast covering “Confirm quit” → 0. Pause without scrim so gameplay text still competes → 0.

Encounter / ephemeral elevators

Receptor PASS FAIL
HIER-BOSS-BAR Wide boss HP top-center; player demoted Boss bar = ammo width
HIER-COMBO-FLASH Combo flashes large then collapses Permanent display size for combo
HIER-INTERACT-SING One “E — Open” near reticle Three equal prompts
HIER-OBJ-MARKER One pulsing waypoint; POIs greyed Every map icon same hue/size
HIER-MINIMAP-RANK Minimap ≤25% weight vs HP in squint Map border glow = boss frame
HIER-CURRENCY-DEMOTE Coin small corner SALE banner = objective
HIER-PROGRESSIVE-FADE Idle HUD ~40% opacity All HUD 100% always
HIER-DEAD-EMPTY Grey lock + label Empty = legendary saturation

Marketing / onboarding

  • HIER-MARKETING-PLAY: Play/Continue largest; Wishlist secondary.
  • HIER-TUTORIAL-CALLOUT: Arrow+plate; HP still readable — not full-screen tutorial = title size.
  • HIER-INPUT-HINT: Platform glyphs match primary input model.
  • HIER-SUBTITLE-LANE: Bottom safe band; never covers ability bar.
  • HIER-SCAN-PATH: Health → ammo → objective follows edge HUD / F-pattern.

Contrast as separation under pressure

Contrast is local and worst-case — not a spot sample on the quietest plate.

Floors (sight heuristics)

Receptor Intent Fail tell
CTRST-BODY-45 ~4.5:1 body/HUD vs local plate Mid-grey on dark grey timer
CTRST-LARGE-30 ~3:1 large/display Decorative grey title
CTRST-ICON-30 ~3:1 non-text chrome (WCAG 1.4.11) Grey-on-grey toggle
CTRST-FOCUS-30 Focus ≥~3:1 vs unfocused 1px hue shift only
CTRST-DISABLED-30 Disabled still readable Disabled = background
CTRST-HC-MODE If HC shown: ~7:1 borders+text Cosmetic recolor only

Plates / scrims / outlines

Receptor PASS FAIL
CTRST-PLATE-OPACITY ~70–85% plate; glyphs crisp 15% haze or 95% sticker
CTRST-PLATE-EDGE Shadow/bevel vs world Plate = sky luminance
CTRST-SCRIM-DEPTH Modal 50–70% dim Gameplay highlights bleed through
CTRST-OUTLINE-WEIGHT Shared 1–2px @1080 4px glow on ammo, none on HP
CTRST-GRAD-WORST Text on darkest stop; all stops pass Text crosses failing gradient band
CTRST-SIMULTANEOUS Plate over grass/sky Raw white on snow/cloud

Device class & FX

Receptor PASS FAIL
CTRST-TV-LOUNGE Couch-readable labels 12px primary on living-room capture
CTRST-HANDHELD-SUN Extra plate/shadow outdoors Thin white on bright sky
CTRST-FX-BLOOM Damage vignette edges; UI intact Bloom washes ammo numerals
CTRST-FX-CHROMA Enemy FX ≠ interact/damage UI hex Red explosion = damage UI
CTRST-SEMANTIC-NONCOLOR Poison = icon+label+pattern Red/green buff identical shape
CTRST-OVERLAP-LEG Stacked bars offset Two labels same pixel row intersect

Score language

Cite receptor ID + pixel evidence:

  • HIER-WEIGHT-MATH=0 — health, quest, and shop icons same size and saturation; no squint primary.
  • CTRST-GRAD-WORST=0 — objective text crosses light→dark sky gradient; mid stop fails.

Sources

  • Sidebearings — Game UI Type Systems (angular size, roles, diegetic split)
  • Nasty Rodent — HUD design (peripheral vs foveal)
  • NN/G — Visual hierarchy; Gestalt proximity / common region
  • WCAG 2.2 — 1.4.3 Contrast; 1.4.11 Non-text; 2.4.11 Focus Appearance
  • Xbox AGG — XAG-101 Text; XAG-102 Contrast

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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