summer-engine 3.0.0 → 3.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +1 -1
- package/.codex-plugin/plugin.json +1 -1
- package/.cursor-plugin/plugin.json +1 -1
- package/.factory-plugin/plugin.json +1 -1
- package/CHANGELOG.md +18 -0
- package/README.md +4 -4
- package/dist/cli/commands/setup.js +6 -19
- package/dist/cli/commands/skills.js +40 -33
- package/dist/core/capabilities/runtime-control.d.ts +4 -4
- package/dist/core/skills-registry.d.ts +9 -1
- package/dist/core/skills-registry.js +25 -2
- package/dist/installer/agent-config.d.ts +9 -4
- package/dist/installer/agent-config.js +192 -392
- package/dist/installer/agent-table.d.ts +103 -0
- package/dist/installer/agent-table.js +584 -0
- package/dist/installer/setup.js +4 -2
- package/dist/installer/skill-locations.d.ts +8 -17
- package/dist/installer/skill-locations.js +22 -101
- package/dist/installer/version-check.d.ts +5 -1
- package/dist/installer/version-check.js +38 -28
- package/gemini-extension.json +1 -1
- package/integrations/README.md +48 -19
- package/integrations/amp/README.md +12 -0
- package/integrations/amp/manifest-target.json +3 -0
- package/integrations/antigravity/README.md +12 -0
- package/integrations/antigravity/manifest-target.json +3 -0
- package/integrations/claude-desktop/README.md +12 -0
- package/integrations/claude-desktop/manifest-target.json +3 -0
- package/integrations/cline/README.md +8 -9
- package/integrations/cline-cli/README.md +12 -0
- package/integrations/cline-cli/manifest-target.json +3 -0
- package/integrations/copilot-jetbrains/README.md +12 -0
- package/integrations/copilot-jetbrains/manifest-target.json +3 -0
- package/integrations/crush/README.md +12 -0
- package/integrations/crush/manifest-target.json +3 -0
- package/integrations/github-copilot/README.md +8 -8
- package/integrations/goose/README.md +12 -0
- package/integrations/goose/manifest-target.json +3 -0
- package/integrations/grok-build/README.md +12 -0
- package/integrations/grok-build/manifest-target.json +3 -0
- package/integrations/hermes/README.md +12 -0
- package/integrations/hermes/manifest-target.json +3 -0
- package/integrations/junie/README.md +12 -0
- package/integrations/junie/manifest-target.json +3 -0
- package/integrations/kilo-code/README.md +6 -10
- package/integrations/kimi-code/README.md +12 -0
- package/integrations/kimi-code/manifest-target.json +3 -0
- package/integrations/kiro/README.md +12 -0
- package/integrations/kiro/manifest-target.json +3 -0
- package/integrations/lm-studio/README.md +8 -8
- package/integrations/mistral-vibe/README.md +12 -0
- package/integrations/mistral-vibe/manifest-target.json +3 -0
- package/integrations/opencode/README.md +9 -12
- package/integrations/qoder/README.md +12 -0
- package/integrations/qoder/manifest-target.json +3 -0
- package/integrations/qwen-code/README.md +12 -0
- package/integrations/qwen-code/manifest-target.json +3 -0
- package/integrations/roo-code/README.md +8 -7
- package/integrations/rovo-dev/README.md +12 -0
- package/integrations/rovo-dev/manifest-target.json +3 -0
- package/integrations/trae/README.md +12 -0
- package/integrations/trae/manifest-target.json +3 -0
- package/integrations/visual-studio/README.md +12 -0
- package/integrations/visual-studio/manifest-target.json +3 -0
- package/integrations/vscode-copilot/README.md +9 -9
- package/integrations/warp/README.md +12 -0
- package/integrations/warp/manifest-target.json +3 -0
- package/integrations/windsurf/README.md +8 -9
- package/integrations/zed/README.md +12 -0
- package/integrations/zed/manifest-target.json +3 -0
- package/library/skills/README.md +242 -0
- package/package.json +3 -3
- package/registry/generated/gemini-extension.json +1 -1
- package/registry/generated/marketplace.claude.json +1 -1
- package/registry/generated/plugin.claude.json +1 -1
- package/registry/generated/plugin.codex.json +1 -1
- package/registry/generated/plugin.cursor.json +1 -1
- package/registry/generated/plugin.factory.json +1 -1
- package/registry/generated/skills-index.md +242 -0
- package/registry/generated/skills-registry.json +492 -94
package/package.json
CHANGED
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{
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"name": "summer-engine",
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"version": "3.
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"version": "3.1.0",
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"description": "Local Summer CLI and MCP server for Summer Engine. Install and run the engine, connect Claude Code, Cursor, Codex, Gemini, and other agents, and build real games with bundled skills, hooks, and plugins.",
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"keywords": [
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"summer-engine",
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"@modelcontextprotocol/sdk": "^1.30.0",
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"commander": "^12.0.0",
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"open": "^10.0.0",
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"yaml": "^2.9.0",
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"zod": "^3.23.0"
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},
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"devDependencies": {
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"@types/node": "^20.0.0",
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"typescript": "^5.5.0",
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"vitest": "^3.2.4"
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"vitest": "^3.2.4"
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}
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}
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{
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"_generated": "GENERATED from integrations/gemini — do not edit; npm run generate:registry",
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"name": "summer",
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"version": "3.
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"version": "3.1.0",
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"description": "Agent tooling for Summer Engine: MCP bridge, context primer, and game-dev skills. Use with the npm CLI for skill files on disk.",
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"contextFileName": "GEMINI.md",
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"mcpServers": {
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{
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"name": "summer",
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"source": "./",
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"version": "3.
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"version": "3.1.0",
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"description": "Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 86-tool MCP bridge to the local desktop app.",
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"author": {
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"name": "Summer Engine",
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"$schema": "https://json.schemastore.org/claude-code-plugin-manifest.json",
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"_generated": "GENERATED from integrations/claude — do not edit; npm run generate:registry",
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"name": "summer",
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"version": "3.
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"version": "3.1.0",
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"description": "Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 86-tool MCP bridge to the local desktop app.",
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"author": {
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"name": "Summer Engine",
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{
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"_generated": "GENERATED from integrations/codex — do not edit; npm run generate:registry",
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"name": "summer",
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"version": "3.1.0",
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"description": "Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 86-tool MCP bridge. Build games by talking.",
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"author": {
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"name": "Summer Engine",
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"_generated": "GENERATED from integrations/cursor — do not edit; npm run generate:registry",
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"name": "summer",
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"displayName": "Summer",
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"version": "3.1.0",
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"description": "Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 86-tool MCP bridge to the local desktop app.",
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"author": {
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"name": "Summer Engine",
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"_generated": "GENERATED from integrations/factory — do not edit; npm run generate:registry",
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"name": "summer",
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"description": "Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 86-tool MCP bridge to the local desktop app.",
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"version": "3.
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"version": "3.1.0",
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"author": {
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"name": "Summer Engine",
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"email": "founders@summerengine.com",
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# Summer skills
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> 94 skills, grouped by their primary domain. **Generated** by `npm run generate:registry` from each skill's `resource.yaml`; `--check` fails when this file and the library disagree. Do not edit by hand.
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The folder is flat on purpose (`docs/design/DECISIONS.md`, D3): a skill usually belongs to several domains, so categories live in each skill's `facets.domains` and this index is rendered from them. The first domain listed is the primary one. `summer skills list --by-domain` prints the same grouping; `summer skills info <slug>` shows one skill.
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Status: **stable** unless marked; *preview* = not yet exercised in-engine by the Summer team; ~~deprecated~~ installs only by name. ★ = installed by `--recommended`.
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## Domains
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- [2d](#2d) (10)
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- [3d](#3d) (6)
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- [agent-workflow](#agent-workflow) (17)
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- [ai](#ai) (1)
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- [animation](#animation) (6)
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- [assets](#assets) (3)
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- [audio](#audio) (6)
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- [character-controller](#character-controller) (1)
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- [debug](#debug) (1)
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- [deployment](#deployment) (2)
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- [editor](#editor) (1)
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- [gameplay](#gameplay) (3)
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- [level-design](#level-design) (2)
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- [multiplayer](#multiplayer) (3)
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- [navigation](#navigation) (1)
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- [performance](#performance) (1)
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- [rendering](#rendering) (4)
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- [runtime](#runtime) (1)
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- [scenes](#scenes) (11)
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- [scripting](#scripting) (1)
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- [ui](#ui) (1)
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- [vfx](#vfx) (9)
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- [video](#video) (3)
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## 2d
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| skill | when to use | also |
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| [character-portrait](./character-portrait/SKILL.md) ★ | Generate a single polished character bust for dialogue UI, character select, lore cards, or codex entries. One character, locked composition, VN-style. | assets |
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| [concept-art](./concept-art/SKILL.md) ★ | Explore art direction with 3-4 rough concept variants of a character, environment, or prop to pick a vibe before committing to a final asset. | assets |
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| [create-asset-sheet](./create-asset-sheet/SKILL.md) | Generate a pack of 2D game assets from one prompt — tile sheet, UI kit, character pack, or biome set — sliced, classified, and saved as one pack ArtAsset. | assets |
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| [instantiate-asset-pack](./instantiate-asset-pack/SKILL.md) | Import a whole create-asset-sheet pack into the scene: groups composites, sorts paint order, emits Sprite2D/Node2D/NinePatchRect ops to lay it out. | assets |
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| [pixel-art](./pixel-art/SKILL.md) ★ | Generate pixel-art assets — sprites, items, tiles, portraits — at a specific resolution with pixel-perfect grid, limited palette, retro feel. | assets |
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| [skybox-panorama](./skybox-panorama/SKILL.md) | Generate a 360-degree equirectangular sky panorama and wire it as a PanoramaSkyMaterial Sky resource on WorldEnvironment in a 3D scene. | assets |
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| [sprite-sheet](./sprite-sheet/SKILL.md) | Generate animated 2D character sprites laid out as a sprite sheet — walk cycle, attack, idle, death — wired into AnimatedSprite2D / SpriteFrames. | assets |
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| [tileable-texture](./tileable-texture/SKILL.md) | Generate a seamless tileable texture for walls, floors, or terrain — repeats cleanly on all four edges, wired as a StandardMaterial3D albedo. | assets |
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| [ui-graphics](./ui-graphics/SKILL.md) | Generate game-UI elements — icons, buttons, panels, frames, HUD widgets, badges — flat design, transparent background, wired via TextureRect/NinePatchRect. | assets |
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| [use-widget-asset](./use-widget-asset/SKILL.md) | Wire a widget slice from a create-asset-sheet pack (panel, button, slider, bar, toggle) into NinePatchRect, TextureProgressBar, or TextureRect via sliceMeta. | assets |
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## 3d
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| skill | when to use | also |
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| [character-model](./character-model/SKILL.md) ★ | Generate a rigged humanoid — player, NPC, enemy, boss — via T-pose reference, user-gated preview, and Meshy auto-rig, wired as CharacterBody3D or Node3D. | assets |
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| [environment-kit](./environment-kit/SKILL.md) | Generate a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corners — snap-together meshes sharing one visual style. | assets |
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| [*fabricating-assets*](./fabricating-assets/SKILL.md) (preview) | Fabricate meshes with a bpy script in the user's own Blender (summer_fabricate_3d) — kits with exact dimensions, VFX meshes, post-processing generated models. | assets, scripting, agent-workflow |
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| [organic-model](./organic-model/SKILL.md) | Generate organic 3D shapes — trees, rocks, mushrooms, coral, plants, vines, crystals — where AI artifacts read as natural irregularity. | assets |
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| [prop-model](./prop-model/SKILL.md) ★ | Generate a single static 3D prop — sword, barrel, chest, lantern, throne, statue — one isolated object, no rigging, wired as a MeshInstance3D. | assets |
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| [vehicle-model](./vehicle-model/SKILL.md) | Generate a hard-surface vehicle — car, spaceship, mech, boat, tank — static mesh with optional detail-texture pass, wired as Vehicle3D or MeshInstance3D. | assets |
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## agent-workflow
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| [brainstorming](./brainstorming/SKILL.md) ★ | Explore user intent, requirements, and design before implementation — must run before any creative work: features, components, mechanics, behavior. | game-design |
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| [debugging-game-feel](./debugging-game-feel/SKILL.md) | Debug features that work but feel wrong — floaty jumps, mushy combat, sluggish camera — subjective bugs living in tuning, timing, and feedback layers. | gameplay |
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| [diagnosing-perf-regressions](./diagnosing-perf-regressions/SKILL.md) | Find why frame rate, frame time, or load time got worse since a known-good state — regression hunting, not general performance tuning. | performance |
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| [dispatching-parallel-agents](./dispatching-parallel-agents/SKILL.md) | Work 2+ independent tasks in parallel when they share no state and have no sequential dependencies. | meta |
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| [gameskill](./gameskill/SKILL.md) | Capture what a game-dev session just learned as a reusable skill (project, user or Summer library) so the next session starts smarter. | meta |
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| [*godogen-visual-proof-game-generation*](./godogen-visual-proof-game-generation/SKILL.md) (preview) | Godogen-style game generation with a visual QC loop — capture frames from the running game, self-verify against the brief, bounded fix rounds, proof clip. | verification |
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| [headless-scripting](./headless-scripting/SKILL.md) ★ | Run a GDScript file against Summer Engine from the shell for operations no MCP tool exposes — navmesh baking, collision shapes, TileSets, re-imports. | headless |
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| [investigating-bugs](./investigating-bugs/SKILL.md) ★ | Systematic investigation of any bug, test failure, or unexpected behavior before proposing fixes. | debug |
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| [playtesting-a-feature](./playtesting-a-feature/SKILL.md) ★ | Before claiming a gameplay feature done: actually run the game and walk through the feature. Static diagnostics and type checks do not count. | verification |
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| [running-in-the-cloud](./running-in-the-cloud/SKILL.md) | Run Summer Engine on a Linux box with no display — install it, launch headless, know when xvfb + software GL are needed, authenticate without a browser. | project |
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| [skill-create](./skill-create/SKILL.md) | Bootstrap a new Summer library skill (library/skills/<slug>/ with resource.yaml and SKILL.md), frontmatter, and stub sections. | meta |
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| [skill-improve](./skill-improve/SKILL.md) | Upgrade an underperforming Summer skill — run it against a behavioral spec with and without changes via a parallel-eval harness; ship the winner. | meta |
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| [skill-test](./skill-test/SKILL.md) | Lint a Summer skill before commit, audit the whole library, or check a behavioral spec assertion — static structural rules plus behavioral specs. | meta |
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| [using-summer](./using-summer/SKILL.md) | Session bootstrap for Summer projects — establishes how to find and use Summer skills and the summer-engine MCP before any response. | meta |
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| [verification-before-completion](./verification-before-completion/SKILL.md) ★ | Run verification commands and confirm output before claiming work complete, fixed, or passing — evidence before assertions, always. | verification |
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| [writing-plans](./writing-plans/SKILL.md) | Turn a spec or requirements for a multi-step task into a written implementation plan before touching code. | meta |
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| [writing-skills](./writing-skills/SKILL.md) | Create, edit, and verify agent skills — format, structure, testing with subagents, and best practices. | meta |
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## ai
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| [design-npc](./design-npc/SKILL.md) ★ | Design enemy/NPC/boss/companion behavior — perception, personality, intent, action state machine, telegraphs — outputs a GDScript stub plus node tree. | npc |
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## animation
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| [animation-tree](./animation-tree/SKILL.md) | Design and wire AnimationTree state machines and blend trees so clips respond to gameplay — locomotion blends, attack interrupts, hit reactions. | 3d |
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| [character-animation-wiring](./character-animation-wiring/SKILL.md) | Wire a rigged, animated character end to end — inspect real clips and bones, locomotion state machine, method-track events, poses, blend shapes, root motion. | 3d |
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| [facial-and-lipsync](./facial-and-lipsync/SKILL.md) | Make a character's mouth move with a voice-over — phoneme extraction from audio, viseme blendshape mapping, and emotional facial expressions. | 3d |
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| [generate-motion](./generate-motion/SKILL.md) ★ | Attach an animation clip to a rigged character from the curated Meshy motion library — idle, walk, run, attack — wired via AnimationPlayer. | 3d |
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| [procedural-animation](./procedural-animation/SKILL.md) | Runtime bone modification on top of clips — head look-at, foot IK, hand-grabs-prop, additive lean, recoil. Code-and-modifier patterns, not generation. | 3d |
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| [retarget](./retarget/SKILL.md) | Apply existing animation clips from one rigged character to a different rigged character — same library, multiple models, no regeneration. | 3d |
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99
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+
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100
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+
## assets
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101
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+
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102
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+
| skill | when to use | also |
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103
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+
|---|---|---|
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104
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+
| [asset-strategy](./asset-strategy/SKILL.md) ★ | Route any 'I need a [thing]' asset request to the right specialist skill — disambiguates 2D / 3D / audio / video / VFX / animation pipelines. | pipeline |
|
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105
|
+
| [*lumera-single-image-scene-reconstruction*](./lumera-single-image-scene-reconstruction/SKILL.md) (preview) | Lumera-style single image to editable 3D scene — VLM-parsed object boxes and parametric lights, per-object meshes, HDR probe, .tscn assembly, refinement loop. | pipeline, 3d, scenes |
|
|
106
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+
| [*skintokens-auto-rigging*](./skintokens-auto-rigging/SKILL.md) (preview) | Offline auto-rigging with skin-tokens.cpp (GGML SkinTokens/TokenRig port) — skeleton and skin weights from a static GLB mesh on CPU/Vulkan, into Godot 4. | pipeline, 3d, animation |
|
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107
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+
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108
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+
## audio
|
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109
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+
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110
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+
| skill | when to use | also |
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111
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+
|---|---|---|
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112
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+
| [adaptive-music](./adaptive-music/SKILL.md) | Wire music stems to game state — combat/explore/boss/tension crossfades on a shared bus, paired with a state machine and AudioBus structure. | gameplay |
|
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113
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+
| [ambient-bed](./ambient-bed/SKILL.md) | Generate a long looping location ambience — forest, dungeon, city, spaceship, cave — a looping AudioStreamPlayer on the Ambient bus with a seamless loop. | assets |
|
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114
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+
| [audio-direction](./audio-direction/SKILL.md) ★ | Define the game's sonic identity — music style, instruments, SFX vocabulary, dynamic music plan — output as an audio bible at .summer/audio-bible.md. | game-design |
|
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115
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+
| [music-track](./music-track/SKILL.md) ★ | Generate a looped or cinematic music track — loops authored at >=30s with a marked loop point, cinematic tracks at >=60s linear. | assets |
|
|
116
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+
| [sound-effect](./sound-effect/SKILL.md) ★ | Generate short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts — wired as AudioStreamPlayer/2D/3D that auto-frees on finished. | assets |
|
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117
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+
| [voice-line](./voice-line/SKILL.md) ★ | Generate TTS voice lines — NPC barks, narrator, dialogue — with voice-id sourcing, a character-to-voice decision tree, and multi-line dialogue support. | assets |
|
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118
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+
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119
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+
## character-controller
|
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120
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+
|
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121
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+
| skill | when to use | also |
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122
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+
|---|---|---|
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123
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+
| [fps-controller](./fps-controller/SKILL.md) ★ | Production-quality first-person controller — WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. | gameplay |
|
|
124
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+
|
|
125
|
+
## debug
|
|
126
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+
|
|
127
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+
| skill | when to use | also |
|
|
128
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+
|---|---|---|
|
|
129
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+
| [debug](./debug/SKILL.md) ★ | Disciplined bug/crash/error loop for Summer projects — script errors, console, debugger, hypothesis, fix, verify — before making code or scene changes. | verification |
|
|
130
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+
|
|
131
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+
## deployment
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132
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+
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133
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+
| skill | when to use | also |
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134
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+
|---|---|---|
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135
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+
| [export-and-ship](./export-and-ship/SKILL.md) ★ | Assess and prepare a game export: inventory installed templates and targets, validate release assets and config, produce supported builds after approval. | project |
|
|
136
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+
| [remote-deploy](./remote-deploy/SKILL.md) ★ | Run or test the game on a real device — phone, tablet, another computer — via the Remote Deploy button, runnable export presets, and on-device debugging. | project |
|
|
137
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+
|
|
138
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+
## editor
|
|
139
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+
|
|
140
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+
| skill | when to use | also |
|
|
141
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+
|---|---|---|
|
|
142
|
+
| [*driving-the-editor-ui*](./driving-the-editor-ui/SKILL.md) (preview) | Drive the editor UI by name: invoke actions, clear blocking dialogs, switch the main screen, read a dock — and route scene work to the scene tools instead. | agent-workflow, verification |
|
|
143
|
+
|
|
144
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+
## gameplay
|
|
145
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+
|
|
146
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+
| skill | when to use | also |
|
|
147
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+
|---|---|---|
|
|
148
|
+
| [auto-fire-targeting](./auto-fire-targeting/SKILL.md) | Design or fix auto-fire weapon targeting (survivors, top-down ARPG, tower defense) — the pending-damage pattern that prevents over-commit and overkill. | game-design |
|
|
149
|
+
| [*celeste-momentum-platforming*](./celeste-momentum-platforming/SKILL.md) (preview) | Celeste-style 2D precision platformer movement — momentum running, coyote time, variable jumps, dash, wall jump/slide, climb stamina, pixel corner correction. | character-controller, game-design |
|
|
150
|
+
| [design-mechanic](./design-mechanic/SKILL.md) ★ | Design one game mechanic in detail — input, response, feedback, failure modes, depth, tunables — outputs a design doc, node-graph sketch, GDScript stub. | game-design |
|
|
151
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+
|
|
152
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+
## level-design
|
|
153
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+
|
|
154
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+
| skill | when to use | also |
|
|
155
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+
|---|---|---|
|
|
156
|
+
| [design-level](./design-level/SKILL.md) ★ | Design a single level — layout, pacing, encounters, secrets, reward gating — outputs a level design doc and a node-tree skeleton for summer_create_scene. | game-design |
|
|
157
|
+
| [scene-to-level](./scene-to-level/SKILL.md) | Go from a scene reference image or concept art to a playable scene — orchestrates concept, asset pack, terrain, composition, and scene assembly. | game-design |
|
|
158
|
+
|
|
159
|
+
## multiplayer
|
|
160
|
+
|
|
161
|
+
| skill | when to use | also |
|
|
162
|
+
|---|---|---|
|
|
163
|
+
| [host-authoritative-state](./host-authoritative-state/SKILL.md) ★ | Design the state layer of a multiplayer game — what the host owns, how clients request changes, and how the host validates and broadcasts. | game-design |
|
|
164
|
+
| [peer-to-peer-multiplayer](./peer-to-peer-multiplayer/SKILL.md) ★ | Start a multiplayer game from scratch with peer-to-peer host authority — network architecture built top-down, before writing game logic. | project |
|
|
165
|
+
| [setup-multiplayer](./setup-multiplayer/SKILL.md) ★ | Add multiplayer to an existing game — LAN/online co-op, PvP, lobbies — via MultiplayerAPI, MultiplayerSpawner, and MultiplayerSynchronizer. | scripting |
|
|
166
|
+
|
|
167
|
+
## navigation
|
|
168
|
+
|
|
169
|
+
| skill | when to use | also |
|
|
170
|
+
|---|---|---|
|
|
171
|
+
| [navigate-summer](./navigate-summer/SKILL.md) ★ | When to open a Summer web page or editor surface FOR the user (billing, their games, the scene just built) versus acting through the API, using summer_open. | agent-workflow, meta |
|
|
172
|
+
|
|
173
|
+
## performance
|
|
174
|
+
|
|
175
|
+
| skill | when to use | also |
|
|
176
|
+
|---|---|---|
|
|
177
|
+
| [tune-performance](./tune-performance/SKILL.md) ★ | Profile a slow game via summer_get_diagnostics, identify rendering/physics/scripting hotspots, propose fixes with before/after metric expectations. | debug |
|
|
178
|
+
|
|
179
|
+
## rendering
|
|
180
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+
|
|
181
|
+
| skill | when to use | also |
|
|
182
|
+
|---|---|---|
|
|
183
|
+
| [3d-lighting](./3d-lighting/SKILL.md) ★ | Set up 3D scene lighting — DirectionalLight3D vs Omni vs Spot, WorldEnvironment, sky, shadow tuning, ambient — per current Summer conventions. | lighting |
|
|
184
|
+
| [art-direction](./art-direction/SKILL.md) ★ | Define the game's visual style — references, palette, mood, lighting plan, post-processing, do/don't list — output as an art bible at .summer/art-bible.md. | lighting |
|
|
185
|
+
| [*psx-retro-rendering*](./psx-retro-rendering/SKILL.md) (preview) | Hardware-informed PlayStation 1 rendering in Godot 4 — low-res output, RGB5 and exact dither, affine textures, vertex snapping, blend modes, fog; limits named. | 3d |
|
|
186
|
+
| [*realtime-wet-surfaces*](./realtime-wet-surfaces/SKILL.md) (preview) | Real-time wetness on existing Godot 4 materials without losing their values — value-copying wet shader, geometry-driven wet mask, instance-uniform wet amount. | vfx |
|
|
187
|
+
|
|
188
|
+
## runtime
|
|
189
|
+
|
|
190
|
+
| skill | when to use | also |
|
|
191
|
+
|---|---|---|
|
|
192
|
+
| [*agent-playtesting*](./agent-playtesting/SKILL.md) ★ (preview) | Playtest by driving the LIVE game — deterministic launch, frame-stamped probes before/after each action, exact frame steps, scripted or recorded input. | playtest, verification, agent-workflow |
|
|
193
|
+
|
|
194
|
+
## scenes
|
|
195
|
+
|
|
196
|
+
| skill | when to use | also |
|
|
197
|
+
|---|---|---|
|
|
198
|
+
| [brainstorm-game](./brainstorm-game/SKILL.md) ★ | Turn a vague idea into a buildable plan — genre, scope, core loop, mechanics, art direction — written as a 1-page brief to .summer/GameSoul.md. | project |
|
|
199
|
+
| [browse-templates](./browse-templates/SKILL.md) ★ | List available Summer Engine project templates, present the choices, and create a project from the chosen one via summer create. | project |
|
|
200
|
+
| [make-game](./make-game/SKILL.md) ★ | Orchestration spine for 'make me a game': brainstorm, plan, scaffold, mechanics, art, audio, polish, verify, ship — delegates to specialist skills. | project |
|
|
201
|
+
| [new-project](./new-project/SKILL.md) ★ | Create a fresh blank Summer Engine project — asks one question (project name) and runs summer create empty. | project |
|
|
202
|
+
| [play](./play/SKILL.md) ★ | Run the project in Summer Engine, wait briefly, then report what's happening — clean run, errors, or warnings. | project |
|
|
203
|
+
| [scene-composition](./scene-composition/SKILL.md) ★ | Scene structure conventions — node hierarchy, when to extract sub-scenes, reusable prefab patterns, and instance-versus-add-node decisions. | project |
|
|
204
|
+
| [*scene-hierarchy-design*](./scene-hierarchy-design/SKILL.md) (preview) | Structure Summer Engine scenes by access pattern — asset vs live hierarchies, wrapper nodes per operation, sub-scenes for reuse, path-agnostic logic. | project, agent-workflow |
|
|
205
|
+
| [*scene-scripting*](./scene-scripting/SKILL.md) ★ (preview) | One GDScript in the live editor (summer_run_script) builds scenes, 2D levels, HUDs and gameplay wiring instead of CRUD chains; verify with diff + screenshot. | scripting, 2d, ui, agent-workflow |
|
|
206
|
+
| [*spatial-placement*](./spatial-placement/SKILL.md) ★ (preview) | Place and verify 3D objects with Starcast evidence — inspect, place, starcast, correct, verify; floor, shelf, wall, alcove recipes and overlap repair. | 3d, world-building, level-design, verification |
|
|
207
|
+
| [*verifying-scenes*](./verifying-scenes/SKILL.md) ★ (preview) | Prove scene work landed — snapshot before, diff + screenshot after (bookmarked viewpoint, labels), live runtime reads during playtests — then claim. | verification, agent-workflow |
|
|
208
|
+
| [*world-building-3d*](./world-building-3d/SKILL.md) ★ (preview) | Compose, ground, space, and validate 3D scenes with Summer's four bounded spatial tools — exact paths, one geometric decision at a time, verified. | 3d, world-building, level-design, verification |
|
|
209
|
+
|
|
210
|
+
## scripting
|
|
211
|
+
|
|
212
|
+
| skill | when to use | also |
|
|
213
|
+
|---|---|---|
|
|
214
|
+
| [gdscript-patterns](./gdscript-patterns/SKILL.md) ★ | GDScript conventions — type hints, signals, exports, onready, lifecycle methods, get_node vs $NodePath, naming. | conventions |
|
|
215
|
+
|
|
216
|
+
## ui
|
|
217
|
+
|
|
218
|
+
| skill | when to use | also |
|
|
219
|
+
|---|---|---|
|
|
220
|
+
| [ui-basics](./ui-basics/SKILL.md) ★ | Build Summer Engine UI — HUDs, menus, health bars, dialogue boxes, Control trees — anchors, containers, responsive layout, theme vs inline styling. | ux |
|
|
221
|
+
|
|
222
|
+
## vfx
|
|
223
|
+
|
|
224
|
+
| skill | when to use | also |
|
|
225
|
+
|---|---|---|
|
|
226
|
+
| [game-feel](./game-feel/SKILL.md) ★ | Add juice: hit-flash, trauma-based camera shake, and audio ducking wired so one hit fires all three — for games that feel flat or lack impact. | gameplay |
|
|
227
|
+
| [vfx-dissolve](./vfx-dissolve/SKILL.md) | Dissolve effect — a mesh disintegrating with a glowing burning edge, driven by a noise-threshold ShaderMaterial overriding the target's material. | rendering |
|
|
228
|
+
| [vfx-fire](./vfx-fire/SKILL.md) ★ | Fire effect — animated flames built with a particle shader, GPUParticles3D, and a noise-based color ramp — torches, campfires, candles. | rendering |
|
|
229
|
+
| [vfx-hit-spark](./vfx-hit-spark/SKILL.md) | Hit-spark effect — a one-shot burst of additive billboard particles oriented to a surface normal, fired on impact. | rendering |
|
|
230
|
+
| [vfx-lightning](./vfx-lightning/SKILL.md) | Lightning bolt effect — procedural jagged path drawn via ImmediateMesh, glow shader, sparks at endpoints, screen shake. | rendering |
|
|
231
|
+
| [vfx-magic-glow](./vfx-magic-glow/SKILL.md) | Magic-glow effect — a pulsing OmniLight3D plus drifting additive motes plus optional emission shader on the source mesh. | rendering |
|
|
232
|
+
| [vfx-muzzle-flash](./vfx-muzzle-flash/SKILL.md) ★ | Muzzle-flash effect — a one-shot ~80 ms burst at a gun barrel built with a particle one-shot or a flashing quad with a star-burst shader. | rendering |
|
|
233
|
+
| [vfx-smoke](./vfx-smoke/SKILL.md) | Smoke effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. | rendering |
|
|
234
|
+
| [vfx-water-ripple](./vfx-water-ripple/SKILL.md) | Water-ripple effect — animated normal-distortion ripples on a water plane (or as a Decal) triggered by impacts. | rendering |
|
|
235
|
+
|
|
236
|
+
## video
|
|
237
|
+
|
|
238
|
+
| skill | when to use | also |
|
|
239
|
+
|---|---|---|
|
|
240
|
+
| [animated-loop](./animated-loop/SKILL.md) | Generate a short seamlessly-looping video clip — splash background, animated logo backdrop, idle title-screen footage — wired as a looping VideoStreamPlayer. | assets |
|
|
241
|
+
| [cinematic-cutscene](./cinematic-cutscene/SKILL.md) ★ | Generate a non-interactive cutscene — reference-locked look, a 5-10s image-to-video shot, optional TTS dialogue — wired as a fading VideoStreamPlayer. | assets |
|
|
242
|
+
| [trailer-shot](./trailer-shot/SKILL.md) | Generate marketing or trailer footage — slow-mo combat, establishing shots, hero beats, splash screens, pitch-deck B-roll — max punch in 5-10 seconds. | assets |
|