What problem does it solve?
Building card game interfaces in Godot requires producing card frames, rarity borders, state overlays, and badges as art sources, then manually compiling them into nine-slice StyleBoxTexture and AtlasTexture resources. This Skill automates that pipeline from a structured request to validated native Godot resources.
Core Features & Use Cases
- Provider-based art generation: Generates card frames, portrait frames, rarity frames, and overlays through declared image providers (native, codex, gemini, openai) with reference image attachment support.
- Deterministic processing pipeline: Finalizes images, slices component sheets, curates selections, and assembles transparent atlases using repository tools.
- Native Godot resource compilation: Compiles StyleBoxTexture resources with nine-slice borders, AtlasTexture components, and optional Theme resources, then validates them through L0-L4 checks including headless Godot loading.
- Use Case: A developer building a roguelike deckbuilder requests a card kit with front frames, three rarity variants, and hover/disabled state overlays, and receives ready-to-bind .tres resources validated in headless Godot.
Quick Start
Ask the agent to generate a card-kit asset with a JSON request specifying asset_type card-kit, the needed frame and state pairs, and your chosen image provider.