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Godot Mechanic Revival

Community
thedivergentai
godot-mechanic-revival

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-mechanic-revival
Stars
782
Forks
48
Bundled files
17
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 17 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Mechanic Revival AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-mechanic-revival
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-mechanic-revival .claude/skills/godot-mechanic-revival
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Mechanic Revival in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Mechanic Revival on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Mechanic Revival is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Overview

Mortality beyond Game Over: progress-index checkpoints, soul graves, ghost/spirit collision layers, I-frame restitution, world-progress bitmasks, and death analytics (Sekiro / Hades / Souls-like).

Golden Path — Death → Fade → Restore → I-frame → World Persist

MANDATORY script order (read before improvising):

  1. revival_global_manager.gd — Autoload owns death → delay → respawn; resolve player via group Player.
  2. revival_death_timer.gd — 1–2s fade / death anim; never snap-respawn.
  3. revival_state_reset_guard.gd — zero velocity / clear locks before teleport.
  4. revival_health_restitution.gd — health restore + I-frames.
  5. revival_checkpoint_persistence.gd — write world-progress bitmask to user://. Optional layers: revival_soul_grave.gd, revival_ghost_mode.gd, revival_death_analytics.gd.

NEVER Do (Expert Revival Rules)

Lifecycle & State

  • NEVER respawn the player with existing velocity — Always zero out velocity and angular_velocity in revival_state_reset_guard.gd or the player will fly into a wall upon respawning.
  • NEVER trust the nearest checkpoint by distance — Always use a 'Progress Index' (revival_checkpoint_validator.gd). Players in non-linear games may wander back to the start area; don't downgrade their respawn point.
  • NEVER skip 'Invincibility Frames' (I-frames) — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.

Persistence & Data

  • NEVER save checkpoints solely in RAM — If the game crashes, the player loses progress. Use revival_checkpoint_persistence.gd to write to user:// immediately.
  • NEVER hardcode checkpoint coordinates — Use Marker3D or Area3D nodes in the scene. Hardcoded coords break as soon as level geometry changes.
  • NEVER delete the player node on death — queue_free()ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.

UX & Pacing

  • NEVER respawn instantly — An instant snap is disorienting. Always use a 1-2s delay with a screen fade or death animation to allow the player to process the failure.
  • NEVER reset the entire world on player death — In modern design, opened doors and collected unique items should stay persisted. Use a bitmask in the checkpoint resource to track 'World Progress'.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

revival_global_manager.gd

Expert singleton for the global respawn loop. Autoload boot: register as RevivalGlobalManager before level scenes. Resolves the living body with get_tree().get_first_node_in_group("Player") — put the player in group Player (exact name). Owns player_died / player_respawned; levels and UI must not queue_free() the player.

revival_checkpoint_persistence.gd

Resource-based system for saving last checkpoint and world state to disk.

revival_health_restitution.gd

Professional I-frame and health replenishment logic for post-revive stability.

revival_soul_grave.gd

Expert 'Soul Retrieval' mechanic for spawning graves at death coordinates.

revival_checkpoint_validator.gd

Progress-aware shrine/Area3D gate. Export progress_index + checkpoint_id; on enter, call RevivalGlobalManager.set_active_checkpoint(...) only if progress_index >= RevivalGlobalManager.get_progress(). Group the detector / player interact area so backtracking cannot downgrade the active shrine. Pair with revival_checkpoint_persistence.gd for durable writes.

revival_death_timer.gd

Professional respawn delay manager with UI and animation hooks.

revival_ghost_mode.gd

Expert 'Spirit World' transition logic involving collision layer swapping.

revival_state_reset_guard.gd

Essential utility for purging velocity and state locks upon player respawn.

revival_checkpoint_visuals.gd

Material-swapping logic for providing clear 'Active' feedback to players.

revival_auto_save_manager.gd

Automatic save-trigger logic for ensuring checkpoint persistence.

revival_spectral_shader.gdshader

Translucent, glowing "ghost" effect for downed players.

revival_async_restorer.gd

Smooth stat restoration logic using Tweens for organic recovery.

revival_death_analytics.gd

Persistent logging of death telemetry (cause, location, time) for balancing.


Expert Revival Patterns

1. Spectral Visual Feedback

Don't just hide the player. Use a Spectral Shader to communicate the "Downed" state.

  • Implementation: Apply a ShaderMaterial with additive blending and a pulsing ALPHA to the player mesh.
  • Juice: Combine with a grayscale ColorRect post-process effect to sell the "Spirit Realm" transition.

2. Death Analytics Ledger

Use Death Analytics to find "Difficulty Spikes".

  • Tracking: Log global_position and cause_of_death to a JSON file.
  • Optimization: Export these logs to a heatmap tool to identify areas where players are struggling.

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

  • Saving games — Checkpoint and world-progress persistence must survive crashes; pair Resource/FileAccess saves with an immediate write on shrine activation.
  • File paths in Godot — Use user:// for checkpoint and death-analytics files so saves work outside the project folder and across platforms.
  • Resources — Model checkpoint payloads (last_checkpoint_id, position, triggered events) as Resource data with ResourceSaver/ResourceLoader, not ad-hoc globals.
  • Singletons (Autoload) — A revival/respawn manager Autoload owns the death → delay → restore loop so levels and UI never queue_free() the player.
  • Using signals — Emit player_died / player_respawned / true_death so HUD, graves, and analytics subscribe without coupling into the Character script.
  • Groups — Resolve the living player via the Player group for respawn teleports and soul-grave pickup without brittle node paths.
  • Physics introduction — Ghost/spirit modes swap collision layers/masks; never rely on modulate alone to stop hazard overlaps.
  • CharacterBody3D — Zero velocity (and clear angular impulse) on revive or residual momentum throws the body into walls.
  • SceneTreeTimer — Death→respawn delay and I-frame windows use create_timer / one-shot timers so fades and UI can finish before restore.
  • Tween — Smooth health restitution and I-frame opacity pulses; kill/recreate tweens if the player dies mid-restore.
  • FileAccess — Append death telemetry JSON lines under user:// for heatmaps and balancer input.
  • Spatial shader — Spectral downed visuals use spatial ALPHA/EMISSION pulses instead of hiding the mesh.

Related Skills

Prerequisites
  • godot-signal-architecture — Death, revive-available, and true-death events need clear ownership so UI, graves, and analytics stay decoupled from the player node.
  • godot-resource-data-patterns — Checkpoint state and world-progress bitmasks belong in typed Resources with safe save/load, not mutable singletons alone.
  • godot-save-load-systems — Checkpoint activation should trigger a durable auto-save path (user://) so progress survives crashes mid-run.
  • godot-composition — Keep revival charges, I-frames, and grave droppers as components rather than baking mortality into a monolithic Character script.
Complements
  • godot-combat-system — Combat died / health-zero signals are the usual entry into revival charges, true death, and corpse-run drops.
  • godot-rpg-stats — Post-revive health/mana restitution and invincibility flags should write through the same stats layer combat reads.
  • godot-tweening — Async restorers and I-frame modulate loops need interruptible Tween lifecycles, not stacked parallel flashes.
  • godot-shaders-basics — Spectral/ghost materials and spirit-realm post-process cues live in the shader skill once the revive state machine exists.
  • godot-economy-system — Corpse-run currency loss and soul-grave recovery must reconcile with the wallet/ledger so pickups cannot duplicate funds.
  • godot-scene-management — Prefer disabling/hiding the existing player instance over reloading the whole level; graves and world progress must outlive the death transition.
Downstream / consumers
  • godot-monte-carlo-balancer — Feed revival_death_analytics cause/position logs into Monte Carlo runs to prove difficulty spikes and I-frame TTK bands before shipping.
  • godot-genre-action-rpg — Souls-like shrine, ghost, and soul-retrieval loops assemble this skill with combat, stats, and save systems.
  • godot-genre-roguelike — Run-ending deaths, meta penalties, and consequence trackers consume revival/true-death outcomes for permadeath or mercy variants.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Mechanic Revival AI skill do?

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

Why use Godot Mechanic Revival on TypingMind?

Because you install it once and use it with any model. Godot Mechanic Revival is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Mechanic Revival in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-mechanic-revival. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Mechanic Revival?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Mechanic Revival?

As many as you like. As long as a model supports skills, you can use Godot Mechanic Revival with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Mechanic Revival AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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