godot-narrative-workflow
Skill1 starsChanged 53 days agoMITView on GitHub
Use when working on Godot narrative, visual-novel, puzzle-narrative, systems-story, or low-art playable projects that need docs-first workflow, source/development doc layering, module breakdowns, JSON/manifest content, Godot headless/import checks, playtest logs, or workflow migration.
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The file
We split this skill into the rules it gives an agent
11 rules. About 0 are common, 7 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 12
If the task is only story/prototype planning without Godot production work, use a narrative prototype skill instead.
- Very specific: line 14
Read references/godot-narrative-workflow.md for the concrete checklist when the task touches docs, JSON data, manifests, smoke tests, …
- Very specific: line 24
Read AGENTS.md, CLAUDE.md, docs/README.md, source docs, development docs, devlog, and playtest log only as needed.
- Very specific: line 25
Treat docs/source/ as facts/specs and docs/development/ as execution notes when that split exists.
- Distinctive: line 26
Before saying a feature is missing, check live JSON, scripts, manifests, tests, and devlog.
- Distinctive: line 29
Prefer one runtime shell plus JSON/config tables for fragments, chapters, outcomes, manifests, and reward states.
- Distinctive: line 30
Keep wrappers thin when a shared runtime exists.
- Distinctive: line 36
Do not block all progress on final art when data and runtime contracts can move forward.
- Distinctive: line 39
Use static contracts for JSON, manifests, required IDs, node paths, text routing, and unlock conditions.
- Distinctive: line 40
Use official Godot console headless/import or project-specific smoke scripts when the project exists.
- Very specific: line 41
Write logs under a project work/ folder when user://logs is unreliable.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Godot Narrative Workflow
Overview
Use this skill for Godot narrative-game production work that sits between design and implementation. It is meant for repeatable project workflows: orienting a Godot narrative project, reconciling docs with runtime state, migrating a proven workflow into a new project, splitting work into modules, implementing low-art playable slices, and verifying changes with fast contracts before manual playtests.
If the task is only story/prototype planning without Godot production work, use a narrative prototype skill instead. If the task is a generic UI/event change with no narrative-doc layer, combine this skill with the existing game UI or event workflow skills.
Read references/godot-narrative-workflow.md for the concrete checklist when the task touches docs, JSON data, manifests, smoke tests, module indexes, or project workflow migration.
Workflow
- Identify the project stage.
- Pre-engine: no
project.godot; do not claim runtime verification. - Graybox/runtime: Godot project exists; verify scene/script/data load paths.
- Polish/release hardening: separate automated proof from real-window playtest needs.
- Pre-engine: no
- Locate the authority chain.
- Read
AGENTS.md,CLAUDE.md,docs/README.md, source docs, development docs, devlog, and playtest log only as needed. - Treat
docs/source/as facts/specs anddocs/development/as execution notes when that split exists. - Before saying a feature is missing, check live JSON, scripts, manifests, tests, and devlog.
- Read
- Keep content data-driven.
- Prefer one runtime shell plus JSON/config tables for fragments, chapters, outcomes, manifests, and reward states.
- Keep wrappers thin when a shared runtime exists.
- Preserve stable IDs and runtime keys unless the project has a migration plan.
- Advance low-art work deliberately.
- Separate no-art playable progress from art-dependent polish.
- Good low-art work includes graybox chapters, save/restore, reward locks, progress UI, hint/feedback text, settings, debug unlocks, static contracts, and smoke tests.
- Do not block all progress on final art when data and runtime contracts can move forward.
- Verify before completion.
- Use static contracts for JSON, manifests, required IDs, node paths, text routing, and unlock conditions.
- Use official Godot console headless/import or project-specific smoke scripts when the project exists.
- Write logs under a project
work/folder whenuser://logsis unreliable. - Record unresolved manual QA needs separately from automated checks.
Output Expectations
End with:
- evidence inspected: docs, data, scripts, manifests, tests, logs
- changed files or proposed files
- verification actually run, with scope clearly labeled
- manual playtest steps or remaining real-window QA gaps
- boundaries: what was intentionally not touched
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Your trail
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

