name: godot-architecture description: Use for architecture, refactors, or new gameplay systems in this Godot 4.6 survivor project. Enforces data-driven design, composition over inheritance, and separation between gameplay systems, resources, and UI.
Godot Architecture Skill
Use this skill when:
- creating new gameplay systems
- refactoring player/enemy/weapon architecture
- introducing resources for enemies, weapons, upgrades, or statuses
- changing scene/script boundaries
Principles
- Keep scenes thin.
- Prefer data/resources over hard-coded branches.
- Use composition before inheritance.
- Route upgrades through generic modifiers/effects.
- Avoid content identity living inside Player or Enemy scripts.
Required checks before coding
- Which existing system should own this responsibility?
- Can this be represented as data instead of code branching?
- Will this make future enemies/weapons/statuses easier to add?
- Does this accidentally couple UI and gameplay?