godot-genre-moba
SKILL.md
Genre: MOBA (Multiplayer Online Battle Arena)
Expert blueprint for MOBAs emphasizing competitive balance and strategic depth.
NEVER Do
- NEVER client-side damage calculation — Client says "I cast Q at direction V", server calculates damage. Otherwise hacking trivializes game.
- NEVER ignore snowballing — Winning team gets too strong. Implement comeback mechanics (kill bounties, catchup XP).
- NEVER pathfind all minions every frame — 100+ minions cause lag. Time-slice pathfinding over multiple frames.
- NEVER sync position every frame — Use client-side prediction. Sync position corrections at 10-20Hz, not 60Hz.
- NEVER forget minion avoidance — Enable NavigationAgent3D.avoidance_enabled so minions flow around each other, not stack.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
skill_shot_indicator.gd
Mouse-following skillshot telegraph. Draws rectangular indicator, rotates toward cursor in _physics_process for ability range preview.
tower_priority_aggro.gd
Tower target priority stack: heroes-attacking-allies > minions > heroes. Deterministic targeting with closest-distance tiebreaker.
Core Loop
- Lane: Player farms minions for gold/XP in a designated lane.
- Trade: Player exchanges damage with opponent hero.
- Gank: Player roams to other lanes to surprise enemies.
- Push: Team destroys towers to open the map.
- End: Destroy the enemy Core/Nexus.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Control | rts-controls |
Right-click to move, A-move, Stop |
| 2. AI | godot-navigation-pathfinding |
Minion waves, Tower aggro logic |
| 3. Combat | godot-ability-system, godot-rpg-stats |
QWER abilities, cooldowns, scaling |
| 4. Network | godot-multiplayer-networking |
Authority, lag compensation, prediction |
| 5. Map | godot-3d-world-building |
Lanes, Jungle, River, Bases |
Architecture Overview
1. Lane Manager
Spawns waves of minions periodically.
# lane_manager.gd
extends Node
@export var lane_path: Path3D
@export var spawn_interval: float = 30.0
var timer: float = 0.0
func _process(delta: float) -> void:
timer -= delta
if timer <= 0:
spawn_wave()
timer = spawn_interval
func spawn_wave() -> void:
# Spawn 3 Melee, 3 Ranged, 1 Cannon (every 3rd wave)
for i in range(3):
spawn_minion(MeleeMinion, lane_path)
await get_tree().create_timer(1.0).timeout
2. Minion AI
Simple but follows strict rules.
# minion_ai.gd
extends CharacterBody3D
enum State { MARCH, COMBAT }
var current_target: Node3D
func _physics_process(delta: float) -> void:
match state:
State.MARCH:
move_along_path()
scan_for_enemies()
State.COMBAT:
if is_instance_valid(current_target):
attack(current_target)
else:
state = State.MARCH
3. Tower Aggro Logic
The most misunderstood mechanic by new players.
# tower.gd
func _on_aggro_check() -> void:
# Priority 1: Enemy Hero attacking Ally Hero
var hero_target = check_for_hero_aggro()
if hero_target:
current_target = hero_target
return
# Priority 2: Closest Minion
# Priority 3: Closest Hero
Key Mechanics Implementation
Click-to-Move (RTS Style)
Raycasting from camera to terrain.
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("move"):
var result = raycast_from_mouse()
if result:
nav_agent.target_position = result.position
Ability System (Data Driven)
Defining "Fireball" or "Hook" without unique scripts for everything.
# ability_data.gd
class_name Ability extends Resource
@export var cooldown: float
@export var mana_cost: float
@export var damage: float
@export var effect_scene: PackedScene
Godot-Specific Tips
- NavigationAgent3D: Use
avoidance_enabledfor minions so they flow around each other like water, rather than stacking. - MultiplayerSynchronizer: Sync Health, Mana, and Cooldowns. Do NOT sync position every frame if using Client-Side Prediction (advanced).
- Fog of War: Use a
SubViewportwith a fog texture. Paint "holes" in the texture where allies are. Project this texture onto the terrain shader.
Common Pitfalls
- Snowballing: Winning team gets too strong too fast. Fix: Implement "Comeback XP/Gold" mechanisms (bounties).
- Pathfinding Lag: 100 minions pathing every frame. Fix: Distribute pathfinding updates over multiple frames (Time Slicing).
- Hacking: Client says "I dealt 1000 damage". Fix: Client says "I cast Spell Q at Direction V". Server calculates damage.
Reference
- Master Skill: godot-master
Weekly Installs
40
Repository
thedivergentai/…c-skillsGitHub Stars
35
First Seen
Feb 10, 2026
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