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godot-genre-idle-clicker

godot-genre-idle-clicker

github.com/thedivergentaiDevelopment925301 installsUpdated 3w ago
Repository

About godot-genre-idle-clicker

A Godot development skill for idle clicker games, covering large-number economies, generator scaling, offline earnings, and performance. Its reusable components address very large values, offline catch-up, and throttled UI updates.

Key features

  1. 01Mantissa-exponent large-number arithmetic
  2. 02Exponential generator costs and income
  3. 03Scientific-notation number formatting
  4. 04UNIX-time-based offline earnings
  5. 05Signal-driven and throttled UI updates

Use cases

  1. 01Implementing a steadily scaling idle-game economy
  2. 02Calculating earnings while the game is closed
  3. 03Building generator, upgrade, and prestige loops

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-genre-idle-clicker

After installing, type/godot-genre-idle-clickerin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
expert-idle-clicker-patterns.md
migration-notes.md
scripts/
big_int_save_parser.gd
big_number.gd
big_real.gd
click_juice_manager.gd
decoupled_economy_signal_bus.gd
functional_income_reducer.gd
generator.gd
idle_performance_setup.gd
lightweight_upgrade_resource.gd
offline_progress_calculator.gd
offline_progression_manager.gd
precision_cost_validator.gd
scientific_notation_formatter.gd
scientific_notation_math.gd
thread_safe_ui_updater.gd
threaded_catchup_simulator.gd

Details

From the project README

NEVER Do (Expert Anti-Patterns)

Economics & Math
  • NEVER use standard floats for currency; strictly implement a BigNumber (Mantissa/Exponent) system (e.g., 1.5e300) to prevent INF crashes at 1e308.
  • NEVER use Timer nodes for revenue generation; strictly use a manual accumulator in _process(delta) to prevent drift during frame fluctuations.
  • NEVER hardcode generator costs or growth; strictly use an exponential formula: Cost = BasePrice * pow(GrowthFactor, OwnedCount) (industry standard 1.15x).
  • NEVER evaluate exact float equality (==); strictly use is_equal_approx() or >= to prevent "stuck" progress due to precision loss.
  • NEVER parse scientific notation strings with to_int(); strictly use to_float() or a dedicated BigNumber parser.
Performance & Optimization
  • NEVER update all UI labels every frame; strictly use Signals to update labels ONLY when values change, or throttle updates to 10 FPS.
  • NEVER ignore Low Processor Usage Mode for mobile; strictly enable OS.low_processor_usage_mode = true to preserve battery life.
  • NEVER instantiate/delete hundreds of text nodes per second; strictly use Object Pooling or MultiMeshInstance for click-feedback.
  • NEVER update massive logs by modifying the text property; strictly use append_text() to prevent main thread blocking.
Player Experience & Persistence
  • NEVER ignore Offline Progress; strictly calculate seconds_offline * total_revenue using system UNIX timestamps (Time.get_unix_time_from_system()).
  • NEVER make the "Prestige" reset feel like a loss; strictly provide a global multiplier that makes the next run significantly faster (2-5x).
  • NEVER calculate offline time using Time.get_ticks_msec(); strictly use Persistent UNIX timestamps as ticks reset on app restart.
  • NEVER use Node hierarchies for raw data; strictly use RefCounted or Resource objects for lightweight, serializable logic.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. big_number.gd — mantissa + exponent beyond float INF
  2. generator.gd — exponential cost / rate units
  3. scientific_notation_formatter.gd — K/M/B/T + scientific display
  4. offline_progress_calculator.gd — UNIX offline catch-up (not ticks_msec)
Original Expert Patterns
Modular Components

Core Loop

  1. Click → 2. Buy generators → 3. Idle income → 4. Upgrade → 5. Prestige

Decision Trees

Numbers & display
NeedAction
Values past ~1e308MANDATORY big_number.gd
Labels / abbreviationsMANDATORY scientific_notation_formatter.gd
Cost curve ~1.15^ngenerator.gd + precision_cost_validator.gd
Offline & perf
NeedAction
Offline catch-upMANDATORY offline_progress_calculator.gd (UNIX time)
Long catch-upthreaded_catchup_simulator.gd
Battery / idle CPUidle_performance_setup.gd

Do not re-inline BigNumber/Offline tutorials in the skill body — load the scripts above.

Skill Chain

PhaseSkillsPurpose
1. Mathgodot-gdscript-masteryBig-number arithmetic
2. UIgodot-ui-containers, labelsScientific / suffix labels
3. Datagodot-save-load-systemsOffline timestamps + prestige
4. LogicsignalsThrottled economy UI
5. Balancegodot-monte-carlo-balancerMinutes-to-milestone bands

Common Pitfalls

PitfallSolution
Wrong Expert Component hrefsLinks above point at canonical big_number / generator / formatter
Time.get_ticks_msec offlineUse UNIX via offline calculator
UI every frameSignal-throttle via economy bus / performance setup

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

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
  • Idle and physics processing — Revenue must accumulate in _process(delta) (or a fixed sim tick), not drifting Timer nodes, so generators stay frame-rate independent.
  • Time — Offline catch-up uses Time.get_unix_time_from_system(); never get_ticks_msec(), which resets when the app restarts.
  • Saving games — Persist currency, generator counts, prestige multipliers, and last-save UNIX timestamps so welcome-back earnings survive restarts.
  • Data paths — Keep save blobs under user:// so offline timestamps and big-number strings remain writable across platforms.
  • Resources — Generators, upgrades, and prestige curves belong as .tres Resources so designers retune cost_growth_factor without code changes.
  • GDScript exports — @export base costs, revenue rates, and growth factors so balance sheets stay Inspector-driven.
  • Using signals — Emit currency_updated only when balances change so HUD labels do not rewrite every frame.
  • OS — Enable OS.low_processor_usage_mode (and sleep usec) for mobile idle sessions that spend most time waiting on generators.
  • Using multiple threads — Long offline catch-up sims belong on WorkerThreadPool; UI must not block while thousands of ticks replay.
  • Thread-safe APIs — Marshaling sim results to Labels requires call_deferred / main-thread rules from this page.
  • Formatting strings — K/M/B suffixes and %.2fe%d scientific display depend on correct format strings (and String.num_scientific when appropriate).
  • RefCounted — BigNumber and upgrade payloads should be lightweight RefCounted/Resource data, not Node trees.
Related Skills
Prerequisites
  • godot-gdscript-mastery — Mantissa/exponent classes, pow growth, and precision-safe compares (is_equal_approx) are core GDScript patterns before building idle economies.
  • godot-resource-data-patterns — Generator and upgrade definitions should be Resource-first so balance curves stay data-driven .tres assets.
  • godot-signal-architecture — Decoupled currency buses must signal up to UI and never let Labels mutate the simulation wallet.
  • godot-save-load-systems — Offline progress and prestige state need versioned save handlers that store UNIX timestamps and big-number strings safely.
Complements
  • godot-economy-system — Soft-currency wallets, sinks, and transaction APIs compose with idle generators when the game grows shops or prestige shops.
  • godot-ui-containers — Generator lists and upgrade grids are GridContainer/VBoxContainer layouts bound to throttle-friendly labels.
  • godot-ui-rich-text — Scientific notation, suffix strings, and append-only logs belong in Label/RichTextLabel patterns rather than rebuilding huge text blobs.
  • godot-performance-optimization — Low-processor mode, UI throttling, and pooled click-juice keep idle loops battery-friendly on mobile.
  • godot-autoload-architecture — Simulation managers and economy buses that survive scene reloads should follow Autoload ownership rules.
  • godot-particles — Click-feedback bursts should use batched GPUParticles2D.emit_particle rather than spawning Label nodes per tap.
Downstream / consumers
  • godot-monte-carlo-balancer — After cost curves and prestige multipliers are Resource-driven, Monte Carlo career sims prove minutes-to-milestone bands (not win%) before shipping growth factors.
  • godot-platform-mobile — Shipping idle on phones consumes low-processor mode, background resume, and offline catch-up patterns from this genre skill.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

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