--- name: godot-genre-metroidvania description: "Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks." --- # Genre: Metroidvania Expert blueprint for Metroidvanias balancing exploration, progression, and backtracking rewards. ## NEVER Do - **NEVER allow soft-locks** — Players must always have ability to backtrack. Design "valves" (one-way drops) carefully with escape routes. - **NEVER make empty dead ends** — Every path should have a reward (upgrade, lore, currency). Empty rooms waste player time. - **NEVER make backtracking tedious** — New abilities should speed traversal (dash, teleport). Or unlock shortcuts connecting distant areas. - **NEVER forget persistent state** — Save collectible pickup status globally. If player collects item in Room A, it must stay collected after leaving. - **NEVER hide critical path without breadcrumbs** — Use landmarks, environmental storytelling, or subtle visual cues. Players should build mental maps. --- ## Available Scripts > **MANDATORY**: Read the appropriate script before implementing the corresponding pattern. ### [minimap_fog.gd](scripts/minimap_fog.gd) Grid-based fog-of-war for minimap. Tracks revealed tiles via player position, draws only visited rooms. Scalable via TileMap for large maps. ### [progression_gate_manager.gd](scripts/progression_gate_manager.gd) Ability unlock + world persistence system. Tracks unlocked abilities and room states (doors, bosses), enables global collision gate updates. --- ## Core Loop 1. **Exploration**: Player explores available rooms until blocked by a "lock" (obstacle). 2. **Discovery**: Player finds a "key" (ability/item) or boss. 3. **Acquisition**: Player gains new traversal or combat ability. 4. **Backtracking**: Player returns to previous locks with new ability. 5. **Progression**: New areas open up, cycle repeats. ## Skill Chain | Phase | Skills | Purpose | |-------|--------|---------| | 1. Character | `godot-characterbody-2d`, `state-machines` | Tight, responsive movement (Coyote time, buffers) | | 2. World | `godot-tilemap-mastery`, `level-design` | Interconnected map, biomes, landmarks | | 3. Systems | `godot-save-load-systems`, `godot-scene-management` | Persistent world state, room transitions | | 4. UI | `ui-system`, `godot-inventory-system` | Map system, inventory, HUD | | 5. Polish | `juiciness` | Effects, atmosphere, environmental storytelling | ## Architecture Overview ### 1. Game State & Persistence Metroidvanias require tracking the state of every collectible and boss across the entire world. ```gdscript # game_state.gd (AutoLoad) extends Node var collected_items: Dictionary = {} # "room_id_item_id": true var unlocked_abilities: Array[String] = [] var map_visited_rooms: Array[String] = [] func register_collectible(id: String) -> void: collected_items[id] = true save_game() func has_ability(ability_name: String) -> bool: return ability_name in unlocked_abilities ``` ### 2. Room Transitions Seamless transitions are key. Use a `SceneManager` to handle instancing new rooms and positioning the player. ```gdscript # door.gd extends Area2D @export_file("*.tscn") var target_scene_path: String @export var target_door_id: String func _on_body_entered(body: Node2D) -> void: if body.is_in_group("player"): SceneManager.change_room(target_scene_path, target_door_id) ``` ### 3. Ability System (State Machine Integration) Abilities should be integrated into the player's State Machine. ```gdscript # player_state_machine.gd func _physics_process(delta): if Input.is_action_just_pressed("jump") and is_on_floor(): transition_to("Jump") elif Input.is_action_just_pressed("jump") and not is_on_floor() and GameState.has_ability("double_jump"): transition_to("DoubleJump") elif Input.is_action_just_pressed("dash") and GameState.has_ability("dash"): transition_to("Dash") ``` ## Key Mechanics Implementation ### Map System A grid-based or node-based map is essential for navigation. * **Grid Map**: Auto-fill cells based on player position. * **Room State**: Track "visited" status to reveal map chunks. ```gdscript # map_system.gd func update_map(player_pos: Vector2) -> void: var grid_pos = local_to_map(player_pos) if not grid_map_data.has(grid_pos): grid_map_data[grid_pos] = VISITED ui_map.reveal_cell(grid_pos) ``` ### Ability Gating (The "Lock") Obstacles that check for specific abilities. ```gdscript # breakable_wall.gd extends StaticBody2D @export var required_ability: String = "super_missile" func take_damage(amount: int, ability_type: String) -> void: if ability_type == required_ability: destroy() else: play_deflect_sound() ``` ## Common Pitfalls 1. **Softlocks**: Ensure the player cannot get stuck in an area without the ability to leave. Design "valves" (one-way drops) carefully. 2. **Backtracking Tedium**: Make backtracking interesting by changing enemies, opening shortcuts, or making traversal faster with new abilities. 3. **Empty Rewards**: Every dead end should have a reward (health upgrade, lore, currency). 4. **Lost Players**: Use visual landmarks and environmental storytelling to guide players without explicit markers (e.g., "The Statue Room"). ## Godot-Specific Tips * **Camera2D**: Use `limit_left`, `limit_top`, etc., to confine the camera to the current room bounds. Update these limits on room transition. * **Resource Preloading**: Preload adjacent rooms for seamless open-world feel if not using hard transitions. * **RemoteTransform2D**: Use this to have the camera follow the player but stay detached from the player's rotation/scale. * **TileMap Layers**: Use separate layers for background (parallax), gameplay (collisions), and foreground (visual depth). ## Design Principles (from Dreamnoid) * **Ability Versatility**: Abilities should serve both traversal and combat (e.g., a dash that dodges attacks and crosses gaps). * **Practice Rooms**: Introduce a mechanic in a safe environment before testing the player in a dangerous one. * **Landmarks**: Distinct visual features help players build a mental map. * **Item Descriptions**: Use them for "micro-stories" to build lore without interrupting gameplay. ## Reference - Master Skill: [godot-master](../godot-master/SKILL.md)