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Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
Passed 21 of 22 test cases with the skill, and 18 of 22 without it.
and 2 more in the full report
3 fixed18 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
In a Godot 4 2D action game, I am creating Orc and Goblin enemy types. Both share identical node layouts (Sprite2D, CollisionShape2D, HealthComponent, AI state machine) and identical movement logic, differing only in sprite textures, max health, and movement speed settings. Provide architectural guidance on whether to build these using composition or scene inheritance, and explain why.
| Checked | Without skill | With skill |
|---|---|---|
| Recommend scene inheritance from a base Enemy scene for Orc and Goblin. | Missed | Passed |
| Explain that inheritance is preferred because the entities share identical node structure. | Missed | Passed |
The instructions your model reads when the skill loads.
A guide for structuring Godot 4.3+ scene trees: when to split, when to compose, and how nodes should communicate.
Related skills: component-system for composition patterns, event-bus for decoupled communication, godot-brainstorming for scene tree planning, 2d-essentials for TileMapLayer and CanvasLayer organization.
Scenes are building blocks. Each scene encapsulates exactly one concept — a player, an enemy, a health bar, a weapon. A scene should be understandable in isolation, reusable without modification, and replaceable without breaking its neighbors.
One scene = one responsibility. If you struggle to name a scene in two words or fewer, it is probably doing too much.
Player (CharacterBody2D)
├── Sprite2D
├── CollisionShape2D
├── HealthComponent
├── HitboxComponent
├── StateMachine
└── AnimationPlayer
HealthComponent, HitboxComponent, and StateMachine are separate .tscn files instantiated as child scenes. Any entity that needs health — enemy, destructible crate, boss — can include HealthComponent without duplicating logic.
GDScript
# health_component.gd
class_name HealthComponent
extends Node
test cases passed, vs 18 / 22 without
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