godot-genre-horror

安装量: 47
排名: #15574

安装

npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-horror
Genre: Horror
Expert blueprint for horror games balancing tension, atmosphere, and player agency.
NEVER Do
NEVER maintain constant tension
— Players get numb. Enforce "Relief" periods (safe rooms, calm music) between scares for sawtooth pacing.
NEVER make AI instantly detect player
— Instant detection feels unfair. Give AI 1-3s reaction time or "suspicion meter" before full aggro.
NEVER make environments too dark
— Darkness should obscure
details
, not
navigation
. Use rim lighting or weak flashlight.
NEVER rely on jump scares alone
— Jump scares lose effectiveness after 2-3 uses. Build dread through atmosphere and anticipation.
NEVER give players too much power
— Unlimited ammo/healing breaks horror. Scarcity creates tension (limited battery, health, ammo).
Available Scripts
MANDATORY
Read the appropriate script before implementing the corresponding pattern.
predator_stalking_ai.gd
AI that stalks player while avoiding line-of-sight. Checks player view cone via dot product, retreats perpendicular when detected, maintains stalking distance.
Core Loop
Explore
Player navigates a threatening environment.
Sense
Player hears/sees signs of danger.
React
Player hides, runs, or fights (disempowered combat).
Survive
Player reaches safety or solves a puzzle.
Relief
Brief moment of calm before tension builds again. Skill Chain Phase Skills Purpose 1. Atmosphere godot-3d-lighting , godot-audio-systems Volumetric fog, dynamic shadows, spatial audio 2. AI godot-state-machine-advanced , godot-navigation-pathfinding Hunter AI, sensory perception 3. Player characterbody-3d Leaning, hiding, slow movement 4. Scarcity godot-inventory-system Limited battery, ammo, health 5. Logic game-manager The "Director" system controlling pacing Architecture Overview 1. The Director System (Macro AI) Controls the pacing of the game to prevent constant exhaustion.

director.gd

extends Node enum TensionState { BUILDUP , PEAK , RELIEF , QUIET } var current_tension : float = 0.0 var player_stress_level : float = 0.0 func _process ( delta : float ) -> void : match current_tension_state : TensionState . BUILDUP : current_tension += 0.5 * delta if current_tension

75.0 : trigger_event ( ) TensionState . RELIEF : current_tension -= 2.0 * delta func trigger_event ( ) -> void :

Hints the Monster AI to check a room NEAR the player, not ON the player

monster_ai . investigate_area ( player . global_position + Vector3 ( randf ( ) , 0 , randf ( ) ) * 10 ) 2. Sensory Perception (Micro AI) The monster's actual senses.

sensory_component.gd

extends Area3D signal sound_heard ( position : Vector3 , volume : float ) signal player_spotted ( position : Vector3 ) func check_vision ( target : Node3D ) -> bool : var space_state = get_world_3d ( ) . direct_space_state var query = PhysicsRayQueryParameters3D . create ( global_position , target . global_position ) var result = space_state . intersect_ray ( query ) if result and result . collider == target : return true return false 3. Sanity / Stress System Distorting the world based on fear.

sanity_manager.gd

func update_sanity ( amount : float ) -> void : current_sanity = clamp ( current_sanity + amount , 0.0 , 100.0 )

Effect: Camera Shake

camera_shake_intensity

( 100.0 - current_sanity ) * 0.01

Effect: Audio Distortion

audio_bus
.
get_effect
(
0
)
.
drive
=
(
100.0
-
current_sanity
)
*
0.05
Key Mechanics Implementation
Pacing (The Sawtooth Wave)
Horror needs peaks and valleys.
Safety
Save room.
Unease
Strange noise, lights flicker.
Dread
Monster is known to be close.
Terror
Chase sequence / Combat.
Relief
Escape to Safety.
The "Dual Brain" AI
Director (All-knowing)
Cheats to keep the alien relevant (teleports it closer if far away, guides it to player's general area).
Alien (Senses only)
Honest AI. Must actually see/hear the player to attack.
Godot-Specific Tips
Volumetric Fog
Use
WorldEnvironment
->
VolumetricFog
for instant atmosphere. Animate
density
for dynamic dread.
Light Occluder 2D
For 2D horror, shadow casting is essential.
AudioBus
Use
Reverb
and
LowPassFilter
on the Master bus, controlled by scripts, to simulate "muffled" hearing when scared or hiding.
AnimationTree
Use blend spaces to smooth transitions between "Sneak", "Walk", and "Run" animations.
Common Pitfalls
Constant Tension
Player gets numb.
Fix
Enforce "Relief" periods where nothing happens.
Frustrating AI
AI sees player instantly.
Fix
Give AI a "reaction time" or "suspicion meter" before full aggro.
Too Dark
Player can't see anything.
Fix
Darkness should obscure details , not navigation . Use rim lighting or a weak flashlight. Reference Master Skill: godot-master
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