Use when setting up lighting in a 3D scene — adding lights, configuring WorldEnvironment, sky, or shadows. Covers DirectionalLight3D vs Omni vs Spot, shadow tuning, ambient/sky-driven lighting, and Godot 4.6.3-era conventions. Trigger on "lighting", "shadows", "WorldEnvironment", "sun", "ambient", "sky", "light".
Use when defining the visual style of the game — references, palette, mood, lighting plan, post-processing, do/don't list. Outputs an art bible at .onyx/art-bible.md. Trigger on "art direction", "art bible", "visual style", "color palette", "what should it look like", "the look".
Use when the user wants help deciding what game to make, scoping a new project, or turning a vague idea into a buildable plan. Walks through genre, scope, core loop, mechanics, and art direction, then writes a 1-page brief to .onyx/GameSoul.md. Trigger on "brainstorm a game", "what should I make", "I want to make a…
Use when the user wants to see available Onyx Engine project templates, start from an existing template, or asks "what templates exist?" — fetches the live list from github.com/OnyxEngine, presents the choices, and creates a project from the chosen template via onyx create . Trigger on "templates", "starter"…
Use when the user says "make me a game", "build me a game", "I want to make a [genre] game", "let's build something" — the orchestration spine that runs the full game-dev pipeline: brainstorm → plan → scaffold → build core mechanics → art direction → audio → polish/VFX → verify → ship. Delegates to specialist skills…
Use when the user wants a fresh blank Onyx Engine project — not from a template. Asks one question (project name) and runs onyx create empty . Trigger on "new project", "blank project", "empty project", "from scratch", "start fresh", "create new game", "blank canvas", "scaffold a project".
Use when the user says "play", "run it", "test it", "let me see it", or "start the game". Runs the project in Onyx Engine, briefly waits, then reports what's happening — clean run, errors, or warnings.
Use when building or organizing scenes in Godot — node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, instance vs add-node decisions. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy", "scene structure", "PackedScene".
Use when writing or refactoring GDScript — type hints, signals, exports, onready, lifecycle methods (ready vs process vs physicsprocess), getnode vs $NodePath, naming conventions. Trigger on "GDScript", "script", "signals", "exports", "onready", "ready", "process".
Use when building Godot UI — HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme vs inline styling. Trigger on "UI", "HUD", "menu", "health bar", "Control", "anchors", "VBoxContainer", "main…
Use when generating a short looping video clip — splash screen background, animated logo backdrop, idle title-screen footage, looping environment ambience. Output must loop seamlessly and is wired as a VideoStreamPlayer with autoplay and loop set true. Trigger on "looping background", "splash loop", "title screen…
Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on "cutscene", "intro cinematic", "opening scene"…