Game Dev

A pro-grade game development toolkit for Godot 4, Phaser 3, and ECS architectures from prototype to Steam publishing.

Install
cmdop skills install agensi-game-dev

Game Dev is a skill published by agensi that adds a structured game development logic framework to an AI agent. It targets three specific engines and languages: Godot 4 with GDScript, Phaser 3 with TypeScript, and Bevy using Rust and an Entity-Component-System architecture.

The skill covers engine architecture by applying best practices for each framework, including “Signal Up, Call Down” decoupling patterns for Godot and ECS patterns for Bevy. On the systems side, it handles player controllers, physics algorithms (AABB, SAT, and raycasting), and state machine logic. For game loops, it addresses frame-independent movement, delta time handling, and fixed versus variable timesteps — avoiding the common pitfall of frame-rate-dependent motion.

Production asset work is also in scope: the skill guides implementation of sprite animations, tilemaps, auto-tiling, and audio buses. For shipping, it covers save and load systems using JSON or encrypted formats, memory-efficient object pooling, and export workflows targeting Steam and itch.io.

This skill is relevant when an agent needs to go beyond general code generation and follow opinionated, architecture-level patterns specific to these three engines. It is not a general-purpose coding assistant and does not cover engines outside Godot 4, Phaser 3, and Bevy. There are no listed environment variables or external service dependencies.

Use cases

  • Scaffold a Godot 4 project with Signal Up, Call Down node architecture
  • Implement AABB or SAT physics collision logic in a Phaser 3 TypeScript project
  • Build a state machine for player controller behavior in Godot 4 or Bevy
  • Set up frame-independent movement using delta time across game loop iterations
  • Implement an object pooling system to manage memory in performance-sensitive scenes
  • Configure save/load systems with JSON or encrypted storage and prepare an export workflow for itch.io or Steam

When to use it

  • When building games specifically with Godot 4, Phaser 3, or Bevy
  • When an agent needs architecture-level guidance, not just syntax help
  • When the project requires ECS patterns, state machines, or physics collision handling
  • When preparing a game for export to Steam or itch.io

When not to use it

  • When the target engine is Unity, Unreal, Pygame, or any engine not listed in the facts
  • When the task is general-purpose TypeScript, Rust, or GDScript coding unrelated to game development
  • When a graphical editor or asset pipeline tool is needed rather than code-level logic
  • When the project requires multiplayer networking — no such scope is mentioned in the facts