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Expert blueprint for genre-specific project boilerplates (2D platformer, top-down RPG, 3D FPS) including directory structures, AutoLoad patterns, and core systems. Use when bootstrapping new projects or migrating architecture. Keywords project templates, boilerplate, 2D platformer, RPG, FPS, AutoLoad, scene structure.
npx skill4agent add thedivergentai/gd-agentic-skills godot-project-templatesget_tree().change_scene_to_file("res://levels/level_1.tscn")game_manager.gdget_tree().pausedPROCESS_MODE_PAUSABLEPROCESS_MODE_ALWAYS_ready()my_platformer/
├── project.godot
├── autoloads/
│ ├── game_manager.gd
│ ├── audio_manager.gd
│ └── scene_transitioner.gd
├── scenes/
│ ├── main_menu.tscn
│ ├── game.tscn
│ └── pause_menu.tscn
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd
│ │ └── player_states/
│ └── enemies/
│ ├── base_enemy.gd
│ └── goblin/
├── levels/
│ ├── level_1.tscn
│ └── tilesets/
├── ui/
│ ├── hud.tscn
│ └── themes/
├── audio/
│ ├── music/
│ └── sfx/
└── resources/
└── data/extends Node
signal game_started
signal game_paused(paused: bool)
signal level_completed
var current_level: int = 1
var score: int = 0
var is_paused: bool = false
func start_game() -> void:
score = 0
current_level = 1
SceneTransitioner.change_scene("res://levels/level_1.tscn")
game_started.emit()
func pause_game(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func complete_level() -> void:
current_level += 1
level_completed.emit()my_rpg/
├── autoloads/
│ ├── game_data.gd
│ ├── dialogue_manager.gd
│ └── inventory_manager.gd
├── entities/
│ ├── player/
│ ├── npcs/
│ └── interactables/
├── maps/
│ ├── overworld/
│ ├── dungeons/
│ └── interiors/
├── systems/
│ ├── combat/
│ ├── dialogue/
│ ├── quests/
│ └── inventory/
├── ui/
│ ├── inventory_ui.tscn
│ ├── dialogue_box.tscn
│ └── quest_log.tscn
└── resources/
├── items/
├── quests/
└── dialogues/extends Node
signal item_added(item: Resource)
signal item_removed(item: Resource)
var inventory: Array[Resource] = []
func add_item(item: Resource) -> void:
inventory.append(item)
item_added.emit(item)
func remove_item(item: Resource) -> bool:
if item in inventory:
inventory.erase(item)
item_removed.emit(item)
return true
return false
func has_item(item_id: String) -> bool:
for item in inventory:
if item.id == item_id:
return true
return falsemy_fps/
├── autoloads/
│ ├── game_manager.gd
│ └── weapon_manager.gd
├── player/
│ ├── player.tscn
│ ├── player.gd
│ ├── camera_controller.gd
│ └── weapons/
│ ├── weapon_base.gd
│ ├── pistol/
│ └── rifle/
├── enemies/
│ ├── ai_controller.gd
│ └── soldier/
├── levels/
│ ├── level_1/
│ └── level_2/
├── ui/
│ ├── hud.tscn
│ └── crosshair.tscn
└── resources/
├── weapons/
└── pickups/extends CharacterBody3D
@export var speed := 5.0
@export var jump_velocity := 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
@onready var weapon_holder: Node3D = $Camera3D/WeaponHolder
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()# All templates should include these actions:
[input]
move_left=Keys: A, Left, Gamepad Left
move_right=Keys: D, Right, Gamepad Right
move_up=Keys: W, Up, Gamepad Up
move_down=Keys: S, Down, Gamepad Down
jump=Keys: Space, Gamepad A
interact=Keys: E, Gamepad X
pause=Keys: Escape, Gamepad Start
ui_accept=Keys: Enter, Gamepad A
ui_cancel=Keys: Escape, Gamepad Bproject.godot