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godot-game-loop-collection

godot-game-loop-collection

github.com/thedivergentaiDevelopment907290 installsUpdated 2w ago
Repository

About godot-game-loop-collection

An implementation guide for collectible loops in Godot, covering pickups, progress management, compasses, and persistence. It uses stable item IDs as the source of progress to avoid duplicate counts and state loss across reloads.

Key features

  1. 01Pickups with unique IDs
  2. 02Centralized collected-ID tracking
  3. 03Compass to the nearest remaining item
  4. 04Save and restore progress by ID
  5. 05Marker-based hidden-item spawning

Use cases

  1. 01Create level-based scavenger hunts
  2. 02Persist collection progress across levels
  3. 03Build an archive UI with uncollected-item silhouettes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-game-loop-collection

After installing, type/godot-game-loop-collectionin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
collection-loop-advanced.md
migration-notes.md
scripts/
collectible_item.gd
collection_compass.gd
collection_loop_patterns.gd
collection_manager.gd
hidden_item_spawner.gd

Details

From the project README

NEVER Do (collection landmines)

  • NEVER reuse or omit stable collectible IDs — Duplicate IDs double-count or overwrite; missing IDs break completion % and saves.
  • NEVER count the same Area overlap twice — body_entered can re-fire on re-entry; gate with "already collected" / one-shot disable of monitoring.
  • NEVER persist NodePaths as the identity of collectibles — Paths break on scene moves; save IDs (StringName / int), not get_path().
  • NEVER soft-lock the last item — If compass / spawn logic depends on "remaining > 1", the final pickup becomes unfindable.
  • NEVER store hunt progress only in scene-local nodes — Level reload wipes progress; keep collected set in collection_manager.gd + save.
  • NEVER queue_free() collectibles with zero juice and no ID commit — Commit ID first (signal), then VFX, then free.
  • NEVER scale collectible collision shapes non-uniformly — Breaks overlap math; edit shape resources.
  • NEVER hardcode spawn positions in code — Use Marker3D / designer points with hidden_item_spawner.gd.
  • NEVER drive collection truth from UI silhouettes — Archive UI mirrors manager state; manager is authoritative.
  • NEVER load massive levels synchronously on hunt complete — use threaded ResourceLoader (see references).
  • NEVER manipulate SceneTree from worker threads — call_deferred only.

Golden Path (MANDATORY)

  1. collectible_item.gd — item_id (unique) + collection_id (hunt), one-shot Area pickup
  2. collection_manager.gd — authoritative collected-ID set via register_item() + get_remaining_ids()
  3. collection_compass.gd — nearest node whose item_id is still in manager remainders
  4. Persist collected IDs via godot-save-load-systems

Optional: hidden_item_spawner.gd for randomized hunts; collection_loop_patterns.gd for advanced loop/MainLoop helpers.

Available Scripts (full set)

Expert Collection Patterns

1. Persistent Collection (Save/Load)

Serialize the manager’s collected item_id set per collection_id (PackedStringArray via get_collected_ids() / restore_collected_ids()), not node paths. Reload: manager restores set → collectibles self-disable if item_id already owned.

2. Collection Archive UI (Silhouettes)

Grid of icons: uncollected modulate silhouette; reveal when manager signals that ID. UI never invents collected state.

MANDATORY for threaded loads, MainLoop helpers, and archive/save depth: collection-loop-advanced.md. Do NOT Load for simple fixed-ID scavenger hunts.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Area3D — body_entered pickup volumes for 3D collectibles and layer/mask setup so only the player triggers collection.
  • Using Area2D — 2D overlap patterns when adapting the same collectible loop to Area2D/Sprite2D radar UIs.
  • Groups — register collectibles and broadcast resets via get_nodes_in_group / call_group without hard-coded node paths.
  • Idle and physics processing — keep collision-driven progress in _physics_process / physics frames; throttle compass/UI work in _process.
  • SceneTree — pause flags, groups, physics_frame, and current_scene ownership used by collection state transitions.
  • Change scenes manually — deferred free + instantiate handoff when finishing a hunt and loading the next level.
  • Background loading — ResourceLoader.load_threaded_request / status polling so large collectible levels do not hitch the main thread.
  • Saving games — persist collected IDs and progress dictionaries with FileAccess under user://.
  • Vector math — direction_to / get_angle_to for nearest-collectible compass pointing.
  • Marker3D — designer-placed spawn anchors for hidden-item hunts instead of hard-coded coordinates.
  • Using signals — typed item_collected / collection_updated wiring from pickups into the manager and UI.
  • MainLoop — custom loop extension surface referenced by advanced collection_loop_patterns (rarely needed over SceneTree).
Related Skills
Prerequisites
  • godot-project-foundations — scene tree, @onready, and resource basics before wiring managers, markers, and collectible scenes.
  • godot-gdscript-mastery — typed signals, match, await, and deferred calls used throughout collection managers and loop patterns.
  • godot-physics-3d — Area3D/CollisionShape3D layers and non-uniform scale pitfalls that break pickup detection.
Complements
Downstream / consumers
  • godot-quest-system — wraps collection progress as quest objectives with rewards and branching.
  • godot-inventory-system — turns collected pickups into inventory grants when items are kept rather than consumed.
  • godot-theme-easter — seasonal egg-hunt presentation layered on the same collection loop.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

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