Loading...
Loading...
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
npx skill4agent add thedivergentai/gd-agentic-skills godot-genre-battle-royalecurrent_radius - target_radius_process()MANDATORY: Read the appropriate script before implementing the corresponding pattern.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Net | | Authoritative server, lag compensation |
| 2. Map | | Large terrain, chunking, distant trees |
| 3. Items | | Managing backpack, attachments, armor |
| 4. Combat | | Projectile physics, damage calculation |
| 5. Logic | | Managing the Storm/Zone state |
# zone_manager.gd
extends Node
@export var phases: Array[ZonePhase]
var current_phase_index: int = 0
var current_radius: float = 2000.0
var target_radius: float = 2000.0
var center: Vector2 = Vector2.ZERO
var target_center: Vector2 = Vector2.ZERO
var shrink_speed: float = 0.0
func start_next_phase() -> void:
var phase = phases[current_phase_index]
target_radius = phase.end_radius
# Pick new center WITHIN current circle but respecting new radius
var random_angle = randf() * TAU
var max_offset = current_radius - target_radius
var offset = Vector2.RIGHT.rotated(random_angle) * (randf() * max_offset)
target_center = center + offset
shrink_speed = (current_radius - target_radius) / phase.shrink_time
func _process(delta: float) -> void:
if current_radius > target_radius:
current_radius -= shrink_speed * delta
center = center.move_toward(target_center, (shrink_speed * delta) * (center.distance_to(target_center) / (current_radius - target_radius)))# loot_manager.gd
func spawn_loot() -> void:
for spawn_point in get_tree().get_nodes_in_group("loot_spawns"):
if randf() < spawn_point.spawn_chance:
var item_id = loot_table.roll_item()
var loot_instance = loot_scene.instantiate()
loot_instance.setup(item_id)
add_child(loot_instance)# player_controller.gd
enum State { IN_PLANE, FREEFALL, PARACHUTE, GROUNDED }
func _physics_process(delta: float) -> void:
match current_state:
State.FREEFALL:
velocity.y = move_toward(velocity.y, -50.0, gravity * delta)
move_and_slide()
if position.y < auto_deploy_height:
deploy_parachute()func check_zone_damage() -> void:
var dist = Vector2(global_position.x, global_position.z).distance_to(ZoneManager.center)
if dist > ZoneManager.current_radius:
take_damage(ZoneManager.dps * delta)replication_interval_process