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Skill

/project-scaffold

Generate a new Godot game project with standardized ECS structure and tooling. Use when starting a new game: "create a project", "set up a new game", "scaffold", "initialize", "new project", "start building", "let's make it". Triggers after game-planner produces a confirmed

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godotmaker
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Install
$ npx -y skills add RandallLiuXin/GodotMaker --skill project-scaffold --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/project-scaffold

Context preview

The summary Claude sees to decide when to auto-load this skill.

Generate a new Godot game project with standardized ECS structure and tooling. Use when starting a new game: "create a project", "set up a new game", "scaffold", "initialize", "new project", "start building", "let's make it". Triggers after game-planner produces a confirmed

SKILL.md

project-scaffold.SKILL.md
name: project-scaffold
description: |
  Generate a new Godot game project with standardized ECS structure and tooling.
  Use when starting a new game: "create a project", "set up a new game",
  "scaffold", "initialize", "new project", "start building", "let's make it".
  Triggers after game-planner produces a confirmed plan, or when the user
  provides a game name + genre directly. Even for simple requests like
  "make me a new Godot project", use this skill to ensure proper ECS structure.
  Creates directory structure, project.godot, CLAUDE.md, gecs World setup,
  addon stubs, and template source files based on the game plan or user input.

Project Scaffold

$ARGUMENTS

Generate a new Godot game project with GodotMaker's ECS architecture. Read templates from this skill's `templates/` directory, fill `{{placeholders}}` with values from the game plan or user input, and write results to the target.

Step 1 — Gather Variables

If a confirmed Game Plan exists in the conversation (from game-planner), extract variables from it. Otherwise, ask the user for **game name** and **genre** at minimum — use genre defaults for everything else.

| Variable | Source | Default | |----------|--------|---------| | `{{game_name}}` | user input, snake_case, used as directory name | *required* | | `{{game_title}}` | user input or Title Case of game_name | *required* | | `{{genre}}` | Game Plan "Genre" or user | `"platformer"` | | `{{perspective}}` | Fixed framework target | `"2D"` | | `{{viewport_width}}` | genre defaults table | `1280` | | `{{viewport_height}}` | genre defaults table | `720` | | `{{rendering_method}}` | fixed 2D renderer | `"gl_compatibility"` | | `{{root_node_type}}` | fixed 2D root | `"Node2D"` | | `{{camera_type}}` | fixed 2D camera | `"Camera2D"` | | `{{game_description}}` | Game Plan summary or one-line from user | genre name + " game" |

**Genre defaults:**

| Genre | Viewport | Gravity | Input Actions | |-------|----------|---------|---------------| | Platformer | 1280x720 | 980.0 | move_left, move_right, jump | | Top-down | 1280x720 | none | move_up, move_down, move_left, move_right | | Puzzle | 1280x720 | none | select, confirm, cancel | | Endless runner | 720x1280 | 980.0 | jump |

Step 2 — Create Directory Structure

Create the project root and all subdirectories:

{{game_name}}/
├── project.godot
├── CLAUDE.md
├── .gitignore
├── src/
│   ├── components/          # C_ prefixed component scripts
│   ├── systems/             # NameSystem scripts
│   ├── entities/            # Entity scene definitions
│   └── ui/                  # UI scenes and scripts
├── scenes/
│   ├── main.tscn            # Entry point scene
│   └── game_world.tscn      # Gameplay scene with camera
├── test/
│   └── test_example.gd      # gdUnit4 test template
├── e2e/
│   └── conftest.py           # E2E test config (GODOT_PROJECT = "..")
├── assets/
│   ├── sprites/
│   ├── audio/
│   ├── fonts/
│   └── ui/
├── references/              # Scene reference images (generated by /gm-asset)
└── addons/                  # gecs + gdUnit4 + godot_e2e installed here

.tscn Generation Rules

When writing `.tscn` files (from templates or manually), follow these rules strictly:

1. **No UID references** — use `res://path/to/script.gd` paths, never `uid://xxx`. UID references fail in headless/CI environments because `uid_cache.bin` cannot be rebuilt. 2. **load_steps formula** — `load_steps = ext_resource_count + sub_resource_count + 1`. Count carefully; mismatch causes parse errors. 3. **parent attribute required** — only the root `[node]` omits `parent`. Every other node MUST have `parent="."` (direct child of root) or `parent="path/to/parent"`. 4. **World node setup** — always set `system_nodes_root = NodePath(".")` and `entity_nodes_root = NodePath(".")` when using SystemGroups.

Step 3 — Fill Templates

Read each template from `templates/`, replace all `{{placeholders}}`, write output. Remove any template comments (lines starting with `; TEMPLATE:`) from the output.

| Template | Output Path | Notes | |----------|------------|-------| | `project.godot.tmpl` | `project.godot` | Must be valid Godot ConfigFile | | `claude.md.tmpl` | `CLAUDE.md` | Fill game info + ECS reference | | `gitignore.tmpl` | `.gitignore` | Use as-is, no placeholders | | `main_scene.tmpl` | `scenes/main.tscn` | Use a 2D root node | | `world_scene.tmpl` | `scenes/game_world.tscn` | Use 2D node + camera types; gameplay scene gets a World child node added during `/gm-build` | | `test_example.tmpl` | `test/test_example.gd` | Replace `{{GameNamePascal}}` | | `component.tmpl` | `src/components/c_example.gd` | Example stub | | `system.tmpl` | `src/systems/example_system.gd` | Example stub |

gecs World setup

gecs v7.1.0 ships `class_name World` in `addons/gecs/ecs/world.gd`. The canonical scene-node pattern:

  • Add a `Node` child to your gameplay scene with

`script = res://addons/gecs/ecs/world.gd`, named `World`, with `system_nodes_root = NodePath("Systems")` and `entity_nodes_root = NodePath("Entities")`.

  • The main scene script wires it up:

`@onready var world: World = $World` then `ECS.world = world` in `_ready()`.

  • Drive systems via `world.process(delta, "gameplay")` /

`world.process(delta, "physics")` from `_process` / `_physics_process`.

Scaffold leaves the World node out — gameplay scene structure is filled in during `/gm-build`. See the gecs skill for the full World API.

Game Plan ECS stubs

If the Game Plan includes an ECS Architecture section with components and systems:

  • **Components**: for each planned component (e.g., `C_Velocity`), create a file in

`src/components/` based on `component.tmpl`. Fill the class name and add `@export` vars from the plan.

  • **Systems**: for each planned system (e.g., `MovementSystem`), create a file in

`src/systems/` based on `system.tmpl`. Fill the class name and `query()` with the required components.

  • **World**: register systems by adding them as chil
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