$npx -y skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-educationalExpert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confet
| 1 | ## Godot 4.7 Baseline |
| 2 | |
| 3 | - Expert patterns in this skill target **Godot 4.7+** (stable, 2026-06-18). |
| 4 | - Consult the [Godot 4.7 migration guide](https://docs.godotengine.org/en/4.7/tutorials/migrating/upgrading_to_godot_4.7.html) when upgrading projects from 4.6. |
| 5 | - **NEVER** assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes. |
| 6 | |
| 7 | # Genre: Educational / Gamification |
| 8 | |
| 9 | Expert blueprint for educational games that make learning engaging through game mechanics. |
| 10 | |
| 11 | ## NEVER Do (Expert Anti-Patterns) |
| 12 | |
| 13 | ### Pedagogy & Flow |
| 14 | - NEVER punish failure with a "Game Over"; strictly use **"Try Again"** or **Contextual Hints** to ensure a safe, encouraging learning environment. |
| 15 | - NEVER separate learning from gameplay ("Chocolate-covered broccoli"); strictly ensure the **mechanic IS the learning** (e.g., math-based trajectory calc). |
| 16 | - NEVER use walls of text for instructions; strictly use **Show, Don't Tell** methods: interactive diagrams, non-verbal tutorials, or 3-second looping GIFs. |
| 17 | - NEVER skip **Spaced Repetition** logic; strictly ensure successfully answered questions reappear at increasing intervals to verify long-term retention. |
| 18 | - NEVER focus on failure; strictly prominently display **Mastery %**, **XP Bars**, and **Skill Trees** to motivate through visible progress. |
| 19 | - NEVER assume a fixed difficulty; strictly implement **Dynamic Scaffolding** that adjusts challenge based on the student's mastery level to keep them in the "Zone of Proximal Development". |
| 20 | - NEVER hardcode student stats in UI components; strictly use **`Resource` scripts (`StudentProfile`)** to decouple student data from the presentation layer for persistence and scalability. |
| 21 | - NEVER build custom debug dashboards for performance tracking during development; strictly use **`Performance.add_custom_monitor()`** to inject live student metrics into the Godot Editor Debugger. |
| 22 | |
| 23 | ### Technical & Accessibility |
| 24 | - NEVER hardcode text into UI; strictly use **Translation Keys (PO files)** for internationalization and classroom localized support. |
| 25 | - NEVER force TTS without user consent; strictly provide an in-game toggle and respect OS-level screen reader settings. |
| 26 | - NEVER use absolute pixel positioning; strictly use the **Anchoring & Container** system for responsive scaling across tablets and classroom laptops. |
| 27 | - NEVER perform heavy data grading on the main thread; strictly use **WorkerThreadPool** to prevent UI freezes during automated assessments. |
| 28 | - NEVER forget to handle **IME updates**; strictly monitor `NOTIFICATION_OS_IME_UPDATE` for complex character input support (e.g., East Asian). |
| 29 | - NEVER ignore `mouse_filter` on overlays; strictly set to `PASS` to prevent invisible containers from silently consuming clicks. |
| 30 | - NEVER update static strings in `_process()`; strictly update labels ONLY on state change events to save mobile/tablet battery. |
| 31 | - NEVER embed sensitive database credentials in exports; strictly use **Environment Variables** or proxy APIs for student data security. |
| 32 | --- |
| 33 | |
| 34 | ## 🛠 Expert Components (scripts/) |
| 35 | |
| 36 | > **MANDATORY**: Read the appropriate script before implementing the corresponding pattern. |
| 37 | |
| 38 | ### Original Expert Patterns |
| 39 | - [adaptive_difficulty_adjuster.gd](scripts/adaptive_difficulty_adjuster.gd) - Sophisticated logic engine for Flow-State targeting (70%) and progressive hints. |
| 40 | |
| 41 | ### Modular Components |
| 42 | - [tts_manager.gd](scripts/tts_manager.gd) - displayServer Text-to-Speech integration for accessibility. |
| 43 | - [dynamic_localization.gd](scripts/dynamic_localization.gd) - Runtime localization switching and pluralization support. |
| 44 | - [interactive_rich_text.gd](scripts/interactive_rich_text.gd) - Meta-click handling for interactive glossaries. |
| 45 | - [threaded_scoring_engine.gd](scripts/threaded_scoring_engine.gd) - WorkerThreadPool patterns for grading algorithms. |
| 46 | |
| 47 | --- |
| 48 | |
| 49 | ## Core Loop |
| 50 | 1. **Learn**: Player receives new information (text, diagram, video). |
| 51 | 2. **Apply**: Player solves a problem or completes a task using that info. |
| 52 | 3. **Feedback**: Game provides immediate correction or reward. |
| 53 | 4. **Adapt**: System adjusts future questions based on performance. |
| 54 | 5. **Master**: Player unlocks new topics or cosmetic rewards. |
| 55 | |
| 56 | ## Skill Chain |
| 57 | |
| 58 | | Phase | Skills | Purpose | |
| 59 | |-------|--------|---------| |
| 60 | | 1. UI | `godot-ui-rich-text`, `godot-ui-theming` | Readable text, drag-and-drop answers | |
| 61 | | 2. Data | `godot-save-load-systems`, `json-serialization` | Student profiles, progre |