godot-genre-idle-clicker
Installation
SKILL.md
Genre: Idle / Clicker
Expert blueprint for idle/clicker games with exponential progression and prestige mechanics.
NEVER Do (Expert Anti-Patterns)
Economics & Math
- NEVER use standard floats for currency; strictly implement a BigNumber (Mantissa/Exponent) system (e.g.,
1.5e300) to preventINFcrashes at 1e308. - NEVER use
Timernodes for revenue generation; strictly use a manual accumulator in_process(delta)to prevent drift during frame fluctuations. - NEVER hardcode generator costs or growth; strictly use an exponential formula:
Cost = BasePrice * pow(GrowthFactor, OwnedCount)(industry standard 1.15x). - NEVER evaluate exact float equality (
==); strictly useis_equal_approx()or>=to prevent "stuck" progress due to precision loss. - NEVER parse scientific notation strings with
to_int(); strictly useto_float()or a dedicated BigNumber parser.
Performance & Optimization
- NEVER update all UI labels every frame; strictly use Signals to update labels ONLY when values change, or throttle updates to 10 FPS.
- NEVER ignore Low Processor Usage Mode for mobile; strictly enable
OS.low_processor_usage_mode = trueto preserve battery life. - NEVER instantiate/delete hundreds of text nodes per second; strictly use Object Pooling or
MultiMeshInstancefor click-feedback. - NEVER update massive logs by modifying the
textproperty; strictly useappend_text()to prevent main thread blocking.
Player Experience & Persistence
- NEVER ignore Offline Progress; strictly calculate
seconds_offline * total_revenueusing system UNIX timestamps (Time.get_unix_time_from_system()). - NEVER make the "Prestige" reset feel like a loss; strictly provide a global multiplier that makes the next run significantly faster (2-5x).
- NEVER calculate offline time using
Time.get_ticks_msec(); strictly use Persistent UNIX timestamps as ticks reset on app restart. - NEVER use Node hierarchies for raw data; strictly use
RefCountedorResourceobjects for lightweight, serializable logic.
🛠Expert Components (scripts/)
Original Expert Patterns
- big_number.gd - The foundation for handling e308+ scales using Mantissa + Exponent math.
- generator.gd - Generic template for exponential cost units and rate calculation.
- scientific_notation_formatter.gd - readable formatting for K, M, B, T suffixes and scientific notation.
Modular Components
- offline_progress_calculator.gd - Real-world delta tracking using UNIX timestamps.
- functional_income_reducer.gd - C++ optimized array reduction for fast income summation.
- threaded_catchup_simulator.gd - WorkerThreadPool background simulation patterns.
Core Loop
- Click: Player performs manual action to gain currency.
- Buy: Player purchases "generators" (auto-clickers).
- Wait: Game plays itself, numbers go up.
- Upgrade: Player buys multipliers to increase efficiency.
- Prestige: Player resets progress for a permanent global multiplier.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Math | godot-gdscript-mastery |
Handling numbers larger than 64-bit float |
| 2. UI | godot-ui-containers, labels |
Displaying "1.5e12" or "1.5T" cleanly |
| 3. Data | godot-save-load-systems |
Saving progress, offline time calculation |
| 4. Logic | signals |
Decoupling UI from the economic simulation |
| 5. Meta | json-serialization |
Balancing hundreds of upgrades via data |
Architecture Overview
1. Big Number System
Standard float goes to INF around 1.8e308. Idle games often go beyond.
You need a custom BigNumber class (Mantissa + Exponent).
# big_number.gd
class_name BigNumber
var mantissa: float = 0.0 # 1.0 to 10.0
var exponent: int = 0 # Power of 10
func _init(m: float, e: int) -> void:
mantissa = m
exponent = e
normalize()
func normalize() -> void:
if mantissa >= 10.0:
mantissa /= 10.0
exponent += 1
elif mantissa < 1.0 and mantissa != 0.0:
mantissa *= 10.0
exponent -= 1
2. Generator System
The core entities that produce currency.
# generator.gd
class_name Generator extends Resource
@export var id: String
@export var base_cost: BigNumber
@export var base_revenue: BigNumber
@export var cost_growth_factor: float = 1.15
var count: int = 0
func get_cost() -> BigNumber:
# Cost = Base * (Growth ^ Count)
return base_cost.multiply(pow(cost_growth_factor, count))
3. Simulation Manager (Offline Progress)
Calculating gains while the game was closed.
# game_manager.gd
func _ready() -> void:
var last_save_time = save_data.timestamp
var current_time = Time.get_unix_time_from_system()
var seconds_offline = current_time - last_save_time
if seconds_offline > 60:
var revenue = calculate_revenue_per_second().multiply(seconds_offline)
add_currency(revenue)
show_welcome_back_popup(revenue)
Key Mechanics Implementation
Prestige System (Reset)
Resetting generators but keeping prestige_currency.
func prestige() -> void:
if current_money.less_than(prestige_threshold):
return
# Formula: Cube root of money / 1 million
# (Just an example, depends on balance)
var gained_keys = calculate_prestige_gain()
save_data.prestige_currency += gained_keys
save_data.global_multiplier = 1.0 + (save_data.prestige_currency * 0.10)
# Reset
save_data.money = BigNumber.new(0, 0)
save_data.generators = ResetGenerators()
save_game()
reload_scene()
Formatting Numbers
Displaying 1234567 as 1.23M.
static func format(bn: BigNumber) -> String:
if bn.exponent < 3:
return str(int(bn.mantissa * pow(10, bn.exponent)))
var suffixes = ["", "K", "M", "B", "T", "Qa", "Qi"]
var suffix_idx = bn.exponent / 3
if suffix_idx < suffixes.size():
return "%.2f%s" % [bn.mantissa * pow(10, bn.exponent % 3), suffixes[suffix_idx]]
else:
return "%.2fe%d" % [bn.mantissa, bn.exponent]
Godot-Specific Tips
- Timers: Do NOT use
Timernodes for revenue generation (drifting). Use_process(delta)and accumulate time. - GridContainer: Perfect for the "Generators" list.
- Resources: Use
.tresfiles to define every generator (Farm, Mine, Factory) so you can tweak balance without touching code.
Common Pitfalls
- Floating Point Errors: Using standard
floatfor money. Fix: Use BigNumber implementation immediately. - Boring Prestige: Resetting feels like a punishment. Fix: Ensure the post-prestige run is significantly faster (2x-5x speed).
- UI Lag: Updating 50 text labels every frame. Fix: Only update labels when values actually change (Signal-based), or throttling updates to 10fps.
Reference
- Master Skill: godot-master
Weekly Installs
82
Repository
thedivergentai/…c-skillsGitHub Stars
137
First Seen
1 day ago
Security Audits