bmad-method 4.42.1 → 4.43.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (105) hide show
  1. package/CONTRIBUTING.md +2 -9
  2. package/README.md +0 -98
  3. package/bmad-core/agents/bmad-master.md +6 -6
  4. package/bmad-core/data/bmad-kb.md +1 -0
  5. package/bmad-core/tasks/validate-next-story.md +1 -1
  6. package/bmad-core/templates/brownfield-architecture-tmpl.yaml +5 -5
  7. package/dist/agents/analyst.txt +1 -0
  8. package/dist/agents/architect.txt +5 -5
  9. package/dist/agents/bmad-master.txt +12 -11
  10. package/dist/agents/bmad-orchestrator.txt +1 -0
  11. package/dist/agents/dev.txt +1 -1
  12. package/dist/agents/po.txt +1 -1
  13. package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +1 -1
  14. package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +1 -1
  15. package/dist/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.txt +1513 -0
  16. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-analyst.txt +3190 -0
  17. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-architect.txt +4499 -0
  18. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-designer.txt +3925 -0
  19. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-developer.txt +666 -0
  20. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-pm.txt +2381 -0
  21. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-po.txt +1612 -0
  22. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-qa.txt +1745 -0
  23. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-sm.txt +1208 -0
  24. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.txt +958 -0
  25. package/dist/expansion-packs/bmad-godot-game-dev/teams/godot-game-team.txt +27721 -0
  26. package/dist/teams/team-all.txt +7 -6
  27. package/dist/teams/team-fullstack.txt +7 -6
  28. package/dist/teams/team-ide-minimal.txt +2 -1
  29. package/dist/teams/team-no-ui.txt +7 -6
  30. package/docs/GUIDING-PRINCIPLES.md +3 -3
  31. package/docs/expansion-packs.md +3 -83
  32. package/docs/flattener.md +91 -0
  33. package/docs/versions.md +1 -1
  34. package/docs/working-in-the-brownfield.md +15 -6
  35. package/expansion-packs/bmad-godot-game-dev/README.md +244 -0
  36. package/expansion-packs/bmad-godot-game-dev/agent-teams/godot-game-team.yaml +18 -0
  37. package/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.md +147 -0
  38. package/expansion-packs/bmad-godot-game-dev/agents/game-analyst.md +84 -0
  39. package/expansion-packs/bmad-godot-game-dev/agents/game-architect.md +146 -0
  40. package/expansion-packs/bmad-godot-game-dev/agents/game-designer.md +78 -0
  41. package/expansion-packs/bmad-godot-game-dev/agents/game-developer.md +124 -0
  42. package/expansion-packs/bmad-godot-game-dev/agents/game-pm.md +82 -0
  43. package/expansion-packs/bmad-godot-game-dev/agents/game-po.md +115 -0
  44. package/expansion-packs/bmad-godot-game-dev/agents/game-qa.md +160 -0
  45. package/expansion-packs/bmad-godot-game-dev/agents/game-sm.md +66 -0
  46. package/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.md +75 -0
  47. package/expansion-packs/bmad-godot-game-dev/checklists/game-architect-checklist.md +377 -0
  48. package/expansion-packs/bmad-godot-game-dev/checklists/game-change-checklist.md +250 -0
  49. package/expansion-packs/bmad-godot-game-dev/checklists/game-design-checklist.md +225 -0
  50. package/expansion-packs/bmad-godot-game-dev/checklists/game-po-checklist.md +448 -0
  51. package/expansion-packs/bmad-godot-game-dev/checklists/game-story-dod-checklist.md +202 -0
  52. package/expansion-packs/bmad-godot-game-dev/config.yaml +30 -0
  53. package/expansion-packs/bmad-godot-game-dev/data/bmad-kb.md +811 -0
  54. package/expansion-packs/bmad-godot-game-dev/data/brainstorming-techniques.md +36 -0
  55. package/expansion-packs/bmad-godot-game-dev/data/development-guidelines.md +893 -0
  56. package/expansion-packs/bmad-godot-game-dev/data/elicitation-methods.md +156 -0
  57. package/expansion-packs/bmad-godot-game-dev/data/technical-preferences.md +3 -0
  58. package/expansion-packs/bmad-godot-game-dev/tasks/advanced-elicitation.md +110 -0
  59. package/expansion-packs/bmad-godot-game-dev/tasks/apply-qa-fixes.md +224 -0
  60. package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-epic.md +162 -0
  61. package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-story.md +149 -0
  62. package/expansion-packs/bmad-godot-game-dev/tasks/correct-course-game.md +159 -0
  63. package/expansion-packs/bmad-godot-game-dev/tasks/create-deep-research-prompt.md +278 -0
  64. package/expansion-packs/bmad-godot-game-dev/tasks/create-doc.md +103 -0
  65. package/expansion-packs/bmad-godot-game-dev/tasks/create-game-story.md +202 -0
  66. package/expansion-packs/bmad-godot-game-dev/tasks/document-project.md +343 -0
  67. package/expansion-packs/bmad-godot-game-dev/tasks/execute-checklist.md +88 -0
  68. package/expansion-packs/bmad-godot-game-dev/tasks/facilitate-brainstorming-session.md +136 -0
  69. package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-epic.md +160 -0
  70. package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-story.md +147 -0
  71. package/expansion-packs/bmad-godot-game-dev/tasks/game-design-brainstorming.md +290 -0
  72. package/expansion-packs/bmad-godot-game-dev/tasks/game-risk-profile.md +368 -0
  73. package/expansion-packs/bmad-godot-game-dev/tasks/game-test-design.md +219 -0
  74. package/expansion-packs/bmad-godot-game-dev/tasks/generate-ai-frontend-prompt.md +51 -0
  75. package/expansion-packs/bmad-godot-game-dev/tasks/kb-mode-interaction.md +77 -0
  76. package/expansion-packs/bmad-godot-game-dev/tasks/review-game-story.md +364 -0
  77. package/expansion-packs/bmad-godot-game-dev/tasks/shard-doc.md +187 -0
  78. package/expansion-packs/bmad-godot-game-dev/tasks/validate-game-story.md +208 -0
  79. package/expansion-packs/bmad-godot-game-dev/templates/brainstorming-output-tmpl.yaml +156 -0
  80. package/expansion-packs/bmad-godot-game-dev/templates/brownfield-prd-tmpl.yaml +281 -0
  81. package/expansion-packs/bmad-godot-game-dev/templates/competitor-analysis-tmpl.yaml +306 -0
  82. package/expansion-packs/bmad-godot-game-dev/templates/game-architecture-tmpl.yaml +1111 -0
  83. package/expansion-packs/bmad-godot-game-dev/templates/game-brief-tmpl.yaml +356 -0
  84. package/expansion-packs/bmad-godot-game-dev/templates/game-design-doc-tmpl.yaml +724 -0
  85. package/expansion-packs/bmad-godot-game-dev/templates/game-prd-tmpl.yaml +209 -0
  86. package/expansion-packs/bmad-godot-game-dev/templates/game-qa-gate-tmpl.yaml +186 -0
  87. package/expansion-packs/bmad-godot-game-dev/templates/game-story-tmpl.yaml +406 -0
  88. package/expansion-packs/bmad-godot-game-dev/templates/game-ui-spec-tmpl.yaml +601 -0
  89. package/expansion-packs/bmad-godot-game-dev/templates/level-design-doc-tmpl.yaml +620 -0
  90. package/expansion-packs/bmad-godot-game-dev/templates/market-research-tmpl.yaml +418 -0
  91. package/expansion-packs/bmad-godot-game-dev/utils/bmad-doc-template.md +327 -0
  92. package/expansion-packs/bmad-godot-game-dev/utils/workflow-management.md +71 -0
  93. package/expansion-packs/bmad-godot-game-dev/workflows/game-dev-greenfield.yaml +245 -0
  94. package/expansion-packs/bmad-godot-game-dev/workflows/game-prototype.yaml +213 -0
  95. package/package.json +1 -1
  96. package/release_notes.md +19 -2
  97. package/tools/flattener/ignoreRules.js +2 -0
  98. package/tools/installer/bin/bmad.js +37 -1
  99. package/tools/installer/config/install.config.yaml +35 -7
  100. package/tools/installer/lib/ide-setup.js +285 -80
  101. package/tools/installer/lib/installer.js +6 -1
  102. package/tools/installer/package.json +1 -1
  103. package/tools/upgraders/v3-to-v4-upgrader.js +1 -0
  104. package/test.md +0 -1
  105. /package/{implement-fork-friendly-ci.sh → tools/implement-fork-friendly-ci.sh} +0 -0
@@ -0,0 +1,377 @@
1
+ # Game Architect Solution Validation Checklist (Godot)
2
+
3
+ This checklist serves as a comprehensive framework for the Game Architect to validate the technical design and architecture for Godot game development. The Game Architect should systematically work through each item, ensuring the game architecture is robust, scalable, performant, and aligned with the Game Design Document requirements while leveraging Godot's strengths.
4
+
5
+ [[LLM: INITIALIZATION INSTRUCTIONS - REQUIRED ARTIFACTS
6
+
7
+ Before proceeding with this checklist, ensure you have access to:
8
+
9
+ 1. architecture.md - The primary game architecture document (check docs/architecture.md)
10
+ 2. game-design-doc.md - Game Design Document for game requirements alignment (check docs/game-design-doc.md)
11
+ 3. Any system diagrams referenced in the architecture
12
+ 4. Godot project structure documentation
13
+ 5. Game balance and configuration specifications
14
+ 6. Platform target specifications
15
+ 7. Performance profiling data if available
16
+
17
+ IMPORTANT: If any required documents are missing or inaccessible, immediately ask the user for their location or content before proceeding.
18
+
19
+ GAME PROJECT TYPE DETECTION:
20
+ First, determine the game project type by checking:
21
+
22
+ - Is this a 2D or 3D Godot game project?
23
+ - What platforms are targeted (mobile, desktop, web, console)?
24
+ - What are the core game mechanics from the GDD?
25
+ - Are there specific performance requirements (60 FPS, mobile constraints)?
26
+ - Will the project use GDScript, C#, or both?
27
+
28
+ VALIDATION APPROACH:
29
+ For each section, you must:
30
+
31
+ 1. Deep Analysis - Don't just check boxes, thoroughly analyze each item against the provided documentation
32
+ 2. Evidence-Based - Cite specific sections or quotes from the documents when validating
33
+ 3. Critical Thinking - Question assumptions and identify gaps, not just confirm what's present
34
+ 4. Performance Focus - Consider frame rate impact, draw calls, and memory usage for every architectural decision
35
+ 5. Language Balance - Evaluate whether GDScript vs C# choices are appropriate for each system
36
+
37
+ EXECUTION MODE:
38
+ Ask the user if they want to work through the checklist:
39
+
40
+ - Section by section (interactive mode) - Review each section, present findings, get confirmation before proceeding
41
+ - All at once (comprehensive mode) - Complete full analysis and present comprehensive report at end]]
42
+
43
+ ## 1. GAME DESIGN REQUIREMENTS ALIGNMENT
44
+
45
+ [[LLM: Before evaluating this section, fully understand the game's core mechanics and player experience from the GDD. What type of gameplay is this? What are the player's primary actions? What must feel responsive and smooth? Consider Godot's node-based architecture and how it serves these requirements.]]
46
+
47
+ ### 1.1 Core Mechanics Coverage
48
+
49
+ - [ ] Architecture supports all core game mechanics from GDD
50
+ - [ ] Node hierarchy properly represents game entities and systems
51
+ - [ ] Player controls and input handling leverage Godot's Input system
52
+ - [ ] Game state management uses Godot's scene tree effectively
53
+ - [ ] All gameplay features map to appropriate Godot nodes and scenes
54
+
55
+ ### 1.2 Performance & Platform Requirements
56
+
57
+ - [ ] Target frame rate requirements (60+ FPS) with specific solutions
58
+ - [ ] Mobile platform constraints addressed (draw calls, texture memory)
59
+ - [ ] Memory usage optimization strategies using Godot's monitoring tools
60
+ - [ ] Battery life considerations for mobile platforms
61
+ - [ ] Cross-platform compatibility leveraging Godot's export system
62
+
63
+ ### 1.3 Godot-Specific Requirements Adherence
64
+
65
+ - [ ] Godot version (4.x or 3.x) is specified with justification
66
+ - [ ] .NET/Mono version requirements for C# projects defined
67
+ - [ ] Target platform export templates identified
68
+ - [ ] Asset import pipeline configuration specified
69
+ - [ ] Node lifecycle usage (\_ready, \_process, \_physics_process) planned
70
+
71
+ ## 2. GAME ARCHITECTURE FUNDAMENTALS
72
+
73
+ [[LLM: Godot's node-based architecture requires different thinking than component systems. As you review, consider: Are scenes properly composed? Is the node tree structure optimal? Are signals used effectively for decoupling? Is the architecture leveraging Godot's strengths?]]
74
+
75
+ ### 2.1 Game Systems Clarity
76
+
77
+ - [ ] Game architecture documented with node tree diagrams
78
+ - [ ] Major scenes and their responsibilities defined
79
+ - [ ] Signal connections and event flows mapped
80
+ - [ ] Resource data flows clearly illustrated
81
+ - [ ] Scene inheritance and composition patterns specified
82
+
83
+ ### 2.2 Godot Node Architecture
84
+
85
+ - [ ] Clear separation between scenes, nodes, and resources
86
+ - [ ] Node lifecycle methods used appropriately
87
+ - [ ] Scene instantiation and queue_free patterns defined
88
+ - [ ] Scene transition and management strategies clear
89
+ - [ ] Autoload/singleton usage justified and documented
90
+
91
+ ### 2.3 Game Design Patterns & Practices
92
+
93
+ - [ ] Appropriate patterns for Godot (signals, groups, autoloads)
94
+ - [ ] GDScript and C# patterns used consistently
95
+ - [ ] Common Godot anti-patterns avoided (deep node paths, circular deps)
96
+ - [ ] Consistent architectural style across game systems
97
+ - [ ] Pattern usage documented with Godot-specific examples
98
+
99
+ ### 2.4 Scalability & Performance Optimization
100
+
101
+ - [ ] Object pooling implemented for frequently spawned entities
102
+ - [ ] Draw call batching strategies defined
103
+ - [ ] LOD systems planned for complex scenes
104
+ - [ ] Occlusion culling configured appropriately
105
+ - [ ] Memory management patterns established
106
+
107
+ ## 3. GODOT TECHNOLOGY STACK & LANGUAGE DECISIONS
108
+
109
+ [[LLM: Language choice (GDScript vs C#) impacts performance and development speed. For each system, verify the language choice is justified. GDScript for rapid iteration and Godot-native features, C# for compute-intensive operations and complex algorithms.]]
110
+
111
+ ### 3.1 Language Strategy
112
+
113
+ - [ ] GDScript vs C# decision matrix for each system
114
+ - [ ] Performance-critical systems identified for C# implementation
115
+ - [ ] Rapid iteration systems appropriate for GDScript
116
+ - [ ] Interop boundaries between languages minimized
117
+ - [ ] Language-specific best practices documented
118
+
119
+ ### 3.2 Godot Technology Selection
120
+
121
+ - [ ] Godot version with specific features needed
122
+ - [ ] Rendering backend choice (Vulkan/OpenGL) justified
123
+ - [ ] Physics engine (2D/3D) configuration specified
124
+ - [ ] Navigation system usage planned
125
+ - [ ] Third-party plugins justified and version-locked
126
+
127
+ ### 3.3 Game Systems Architecture
128
+
129
+ - [ ] Game Manager using autoload pattern defined
130
+ - [ ] Audio system using AudioStreamPlayers and buses specified
131
+ - [ ] Input system with InputMap configuration outlined
132
+ - [ ] UI system using Control nodes or immediate mode determined
133
+ - [ ] Scene management and loading architecture clear
134
+ - [ ] Save/load system using Godot's serialization defined
135
+ - [ ] Multiplayer architecture using RPCs detailed (if applicable)
136
+ - [ ] Rendering optimization strategies documented
137
+ - [ ] Shader usage guidelines and performance limits
138
+ - [ ] Particle system budgets and pooling strategies
139
+ - [ ] Animation system using AnimationPlayer/AnimationTree
140
+
141
+ ### 3.4 Data Architecture & Resources
142
+
143
+ - [ ] Resource usage for game data properly planned
144
+ - [ ] Custom Resource classes for game configuration
145
+ - [ ] Save game serialization approach specified
146
+ - [ ] Data validation and versioning handled
147
+ - [ ] Hot-reload support for development iteration
148
+
149
+ ## 4. PERFORMANCE OPTIMIZATION & PROFILING
150
+
151
+ [[LLM: Performance is critical. Focus on Godot-specific optimizations: draw calls, physics bodies, node count, signal connections. Consider both GDScript and C# performance characteristics. Look for specific profiling strategies using Godot's built-in tools.]]
152
+
153
+ ### 4.1 Rendering Performance
154
+
155
+ - [ ] Draw call optimization through batching
156
+ - [ ] Texture atlasing strategy defined
157
+ - [ ] Viewport usage and render targets optimized
158
+ - [ ] Shader complexity budgets established
159
+ - [ ] Culling and LOD systems configured
160
+
161
+ ### 4.2 Memory Management
162
+
163
+ - [ ] Object pooling for bullets, particles, enemies
164
+ - [ ] Resource preloading vs lazy loading strategy
165
+ - [ ] Scene instance caching approach
166
+ - [ ] Reference cleanup patterns defined
167
+ - [ ] C# garbage collection mitigation (if using C#)
168
+
169
+ ### 4.3 CPU Optimization
170
+
171
+ - [ ] Process vs physics_process usage optimized
172
+ - [ ] Signal connection overhead minimized
173
+ - [ ] Node tree depth optimization
174
+ - [ ] GDScript static typing for performance
175
+ - [ ] C# for compute-intensive operations
176
+
177
+ ### 4.4 Profiling & Monitoring
178
+
179
+ - [ ] Godot profiler usage documented
180
+ - [ ] Performance metrics and budgets defined
181
+ - [ ] Frame time analysis approach
182
+ - [ ] Memory leak detection strategy
183
+ - [ ] Platform-specific profiling planned
184
+
185
+ ## 5. TESTING & QUALITY ASSURANCE
186
+
187
+ [[LLM: Testing in Godot requires specific approaches. GUT for GDScript, GoDotTest for C#. Consider how TDD will be enforced, how performance will be validated, and how gameplay will be tested.]]
188
+
189
+ ### 5.1 Test Framework Strategy
190
+
191
+ - [ ] GUT framework setup for GDScript testing
192
+ - [ ] GoDotTest/GodotTestDriver configuration for C# testing
193
+ - [ ] Test scene organization defined
194
+ - [ ] CI/CD pipeline with test automation
195
+ - [ ] Performance benchmark tests specified
196
+
197
+ ### 5.2 Test Coverage Requirements
198
+
199
+ - [ ] Unit test coverage targets (80%+)
200
+ - [ ] Integration test scenarios defined
201
+ - [ ] Performance test baselines established
202
+ - [ ] Platform-specific test plans
203
+ - [ ] Gameplay experience validation tests
204
+
205
+ ### 5.3 TDD Enforcement
206
+
207
+ - [ ] Red-Green-Refactor cycle mandated
208
+ - [ ] Test-first development workflow documented
209
+ - [ ] Code review includes test verification
210
+ - [ ] Performance tests before optimization
211
+ - [ ] Regression test automation
212
+
213
+ ## 6. GAME DEVELOPMENT WORKFLOW
214
+
215
+ [[LLM: Efficient Godot development requires clear workflows. Consider scene organization, asset pipelines, version control with .tscn/.tres files, and collaboration patterns.]]
216
+
217
+ ### 6.1 Godot Project Organization
218
+
219
+ - [ ] Project folder structure clearly defined
220
+ - [ ] Scene and resource naming conventions
221
+ - [ ] Asset organization (sprites, audio, scenes)
222
+ - [ ] Script attachment patterns documented
223
+ - [ ] Version control strategy for Godot files
224
+
225
+ ### 6.2 Asset Pipeline
226
+
227
+ - [ ] Texture import settings standardized
228
+ - [ ] Audio import configuration defined
229
+ - [ ] 3D model pipeline established (if 3D)
230
+ - [ ] Font and UI asset management
231
+ - [ ] Asset compression strategies
232
+
233
+ ### 6.3 Build & Deployment
234
+
235
+ - [ ] Export preset configuration documented
236
+ - [ ] Platform-specific export settings
237
+ - [ ] Build automation using Godot headless
238
+ - [ ] Debug vs release build optimization
239
+ - [ ] Distribution pipeline defined
240
+
241
+ ## 7. GODOT-SPECIFIC IMPLEMENTATION GUIDANCE
242
+
243
+ [[LLM: Clear Godot patterns prevent common mistakes. Consider node lifecycle, signal patterns, resource management, and language-specific idioms.]]
244
+
245
+ ### 7.1 GDScript Best Practices
246
+
247
+ - [ ] Static typing usage enforced
248
+ - [ ] Signal naming conventions defined
249
+ - [ ] Export variable usage guidelines
250
+ - [ ] Coroutine patterns documented
251
+ - [ ] Performance idioms specified
252
+
253
+ ### 7.2 C# Integration Patterns
254
+
255
+ - [ ] C# coding standards for Godot
256
+ - [ ] Marshalling optimization patterns
257
+ - [ ] Dispose patterns for Godot objects
258
+ - [ ] Collection usage guidelines
259
+ - [ ] Async/await patterns in Godot
260
+
261
+ ### 7.3 Node & Scene Patterns
262
+
263
+ - [ ] Scene composition strategies
264
+ - [ ] Node group usage patterns
265
+ - [ ] Signal vs method call guidelines
266
+ - [ ] Tool scripts usage defined
267
+ - [ ] Custom node development patterns
268
+
269
+ ## 8. MULTIPLAYER & NETWORKING (if applicable)
270
+
271
+ [[LLM: Godot's high-level multiplayer API has specific patterns. If multiplayer is required, validate the architecture leverages Godot's networking strengths.]]
272
+
273
+ ### 8.1 Network Architecture
274
+
275
+ - [ ] Client-server vs peer-to-peer decision
276
+ - [ ] RPC usage patterns defined
277
+ - [ ] State synchronization approach
278
+ - [ ] Lag compensation strategies
279
+ - [ ] Security considerations addressed
280
+
281
+ ### 8.2 Multiplayer Implementation
282
+
283
+ - [ ] Network node ownership clear
284
+ - [ ] Reliable vs unreliable RPC usage
285
+ - [ ] Bandwidth optimization strategies
286
+ - [ ] Connection handling robust
287
+ - [ ] Testing approach for various latencies
288
+
289
+ ## 9. AI AGENT IMPLEMENTATION SUITABILITY
290
+
291
+ [[LLM: This architecture may be implemented by AI agents. Review for clarity: Are Godot patterns consistent? Is the node hierarchy logical? Are GDScript/C# responsibilities clear? Would an AI understand the signal flows?]]
292
+
293
+ ### 9.1 Implementation Clarity
294
+
295
+ - [ ] Node responsibilities singular and clear
296
+ - [ ] Signal connections documented explicitly
297
+ - [ ] Resource usage patterns consistent
298
+ - [ ] Scene composition rules defined
299
+ - [ ] Language choice per system justified
300
+
301
+ ### 9.2 Development Patterns
302
+
303
+ - [ ] Common Godot patterns documented
304
+ - [ ] Anti-patterns explicitly called out
305
+ - [ ] Performance pitfalls identified
306
+ - [ ] Testing patterns clearly defined
307
+ - [ ] Debugging approaches specified
308
+
309
+ ### 9.3 AI Implementation Support
310
+
311
+ - [ ] Template scenes provided
312
+ - [ ] Code snippets for common patterns
313
+ - [ ] Performance profiling examples
314
+ - [ ] Test case templates included
315
+ - [ ] Build automation scripts ready
316
+
317
+ ## 10. PLATFORM & PERFORMANCE TARGETS
318
+
319
+ [[LLM: Different platforms have different constraints in Godot. Mobile needs special attention for performance, web has size constraints, desktop can leverage more features.]]
320
+
321
+ ### 10.1 Platform-Specific Optimization
322
+
323
+ - [ ] Mobile performance targets achieved (60 FPS)
324
+ - [ ] Desktop feature utilization maximized
325
+ - [ ] Web build size optimization planned
326
+ - [ ] Console certification requirements met
327
+ - [ ] Platform input handling comprehensive
328
+
329
+ ### 10.2 Performance Validation
330
+
331
+ - [ ] Frame time budgets per system defined
332
+ - [ ] Memory usage limits established
333
+ - [ ] Load time targets specified
334
+ - [ ] Battery usage goals for mobile
335
+ - [ ] Network bandwidth limits defined
336
+
337
+ [[LLM: FINAL GODOT ARCHITECTURE VALIDATION REPORT
338
+
339
+ Generate a comprehensive validation report that includes:
340
+
341
+ 1. Executive Summary
342
+ - Overall architecture readiness (High/Medium/Low)
343
+ - Critical performance risks
344
+ - Key architectural strengths
345
+ - Language strategy assessment (GDScript/C#)
346
+
347
+ 2. Godot Systems Analysis
348
+ - Pass rate for each major section
349
+ - Node architecture completeness
350
+ - Signal system usage effectiveness
351
+ - Resource management approach
352
+
353
+ 3. Performance Risk Assessment
354
+ - Top 5 performance bottlenecks
355
+ - Platform-specific concerns
356
+ - Memory management risks
357
+ - Draw call and rendering concerns
358
+
359
+ 4. Implementation Recommendations
360
+ - Must-fix items before development
361
+ - Godot-specific improvements needed
362
+ - Language choice optimizations
363
+ - Testing strategy gaps
364
+
365
+ 5. Development Workflow Assessment
366
+ - Asset pipeline completeness
367
+ - Build system readiness
368
+ - Testing framework setup
369
+ - Version control preparedness
370
+
371
+ 6. AI Agent Implementation Readiness
372
+ - Clarity of Godot patterns
373
+ - Complexity assessment
374
+ - Areas needing clarification
375
+ - Template completeness
376
+
377
+ After presenting the report, ask the user if they would like detailed analysis of any specific system, performance concern, or language consideration.]]
@@ -0,0 +1,250 @@
1
+ # Game Development Change Navigation Checklist (Godot)
2
+
3
+ **Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Godot game development.
4
+
5
+ **Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
6
+
7
+ [[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
8
+
9
+ Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
10
+
11
+ Before proceeding, understand:
12
+
13
+ 1. This checklist is for SIGNIFICANT changes affecting game architecture or features
14
+ 2. Minor tweaks (shader adjustments, UI positioning) don't require this process
15
+ 3. The goal is to maintain playability while adapting to technical realities
16
+ 4. Performance (60+ FPS) and player experience are paramount
17
+ 5. Consider both GDScript and C# implementation options
18
+
19
+ Required context:
20
+
21
+ - The triggering issue (performance metrics, crash logs, feedback)
22
+ - Current development state (implemented features, current sprint)
23
+ - Access to GDD, technical specs, and performance budgets
24
+ - Understanding of remaining features and milestones
25
+ - Current language usage (GDScript vs C#) per system
26
+
27
+ APPROACH:
28
+ This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Godot/game dev guidance.
29
+
30
+ REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
31
+
32
+ ---
33
+
34
+ ## 1. Understand the Trigger & Context
35
+
36
+ [[LLM: Start by understanding the game-specific issue. Ask technical questions:
37
+
38
+ - What performance metrics triggered this? (FPS, frame time, memory)
39
+ - Is this platform-specific or universal?
40
+ - Can we reproduce it consistently?
41
+ - What Godot profiler data do we have?
42
+ - Is this a GDScript performance issue that C# could solve?
43
+ - Are we hitting Godot engine limits?
44
+
45
+ Focus on measurable impacts and technical specifics.]]
46
+
47
+ - [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
48
+ - [ ] **Define the Issue:** Articulate the core problem precisely.
49
+ - [ ] Performance bottleneck (CPU/GPU/Memory)?
50
+ - [ ] Draw call or batching issue?
51
+ - [ ] Platform-specific limitation?
52
+ - [ ] Godot engine constraint?
53
+ - [ ] GDScript vs C# performance difference?
54
+ - [ ] Node tree complexity issue?
55
+ - [ ] Signal overhead problem?
56
+ - [ ] Physics engine bottleneck?
57
+ - [ ] Gameplay/balance issue from playtesting?
58
+ - [ ] Asset import or resource loading problem?
59
+ - [ ] Export template or platform issue?
60
+ - [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target 60+ FPS, frame time ms, draw calls, memory usage).
61
+ - [ ] **Gather Technical Evidence:** Note Godot profiler data, performance monitor stats, platform test results, player feedback.
62
+
63
+ ## 2. Game Feature Impact Assessment
64
+
65
+ [[LLM: Game features are interconnected in Godot's node system. Evaluate systematically:
66
+
67
+ 1. Can we optimize the current feature without changing gameplay?
68
+ 2. Should this system move from GDScript to C#?
69
+ 3. Do dependent scenes/nodes need adjustment?
70
+ 4. Are there Godot-specific optimizations available?
71
+ 5. Does this affect our performance budget allocation?
72
+
73
+ Consider both technical and gameplay impacts.]]
74
+
75
+ - [ ] **Analyze Current Sprint Features:**
76
+ - [ ] Can the current feature be optimized?
77
+ - [ ] Object pooling for frequently instantiated nodes?
78
+ - [ ] LOD system implementation?
79
+ - [ ] Draw call batching improvements?
80
+ - [ ] Move hot code from GDScript to C#?
81
+ - [ ] Static typing in GDScript for performance?
82
+ - [ ] Does it need gameplay simplification?
83
+ - [ ] Should it be platform-specific (high-end only)?
84
+ - [ ] **Analyze Dependent Systems:**
85
+ - [ ] Review all scenes and nodes interacting with the affected feature.
86
+ - [ ] Do physics bodies need optimization?
87
+ - [ ] Are Control nodes/UI systems impacted?
88
+ - [ ] Do Resource save/load systems require changes?
89
+ - [ ] Are multiplayer RPCs affected?
90
+ - [ ] Do signal connections need optimization?
91
+ - [ ] **Language Migration Assessment:**
92
+ - [ ] Would moving this system to C# improve performance?
93
+ - [ ] What's the interop overhead if we split languages?
94
+ - [ ] Can we maintain rapid iteration with C#?
95
+ - [ ] **Summarize Feature Impact:** Document effects on node hierarchy, scene structure, and technical architecture.
96
+
97
+ ## 3. Game Artifact Conflict & Impact Analysis
98
+
99
+ [[LLM: Game documentation drives development. Check each artifact:
100
+
101
+ 1. Does this invalidate GDD mechanics?
102
+ 2. Are technical architecture assumptions still valid?
103
+ 3. Do performance budgets need reallocation?
104
+ 4. Are platform requirements still achievable?
105
+ 5. Does our language strategy (GDScript/C#) need revision?
106
+
107
+ Missing conflicts cause performance issues later.]]
108
+
109
+ - [ ] **Review GDD:**
110
+ - [ ] Does the issue conflict with core gameplay mechanics?
111
+ - [ ] Do game features need scaling for performance?
112
+ - [ ] Are progression systems affected?
113
+ - [ ] Do balance parameters need adjustment?
114
+ - [ ] **Review Technical Architecture:**
115
+ - [ ] Does the issue conflict with Godot architecture (scene structure, node hierarchy)?
116
+ - [ ] Are autoload/singleton systems impacted?
117
+ - [ ] Do shader/rendering approaches need revision?
118
+ - [ ] Are Resource structures optimal for the scale?
119
+ - [ ] Is the GDScript/C# split still appropriate?
120
+ - [ ] **Review Performance Specifications:**
121
+ - [ ] Are target framerates (60+ FPS) still achievable?
122
+ - [ ] Do memory budgets need reallocation?
123
+ - [ ] Are load time targets realistic?
124
+ - [ ] Do we need platform-specific targets?
125
+ - [ ] Are draw call budgets exceeded?
126
+ - [ ] **Review Asset Specifications:**
127
+ - [ ] Do texture import settings need adjustment?
128
+ - [ ] Are mesh instance counts appropriate?
129
+ - [ ] Do audio bus configurations need changes?
130
+ - [ ] Is the animation tree complexity sustainable?
131
+ - [ ] Are particle system limits appropriate?
132
+ - [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
133
+
134
+ ## 4. Path Forward Evaluation
135
+
136
+ [[LLM: Present Godot-specific solutions with technical trade-offs:
137
+
138
+ 1. What's the performance gain (FPS improvement)?
139
+ 2. How much rework is required?
140
+ 3. What's the player experience impact?
141
+ 4. Are there platform-specific solutions?
142
+ 5. Should we migrate systems from GDScript to C#?
143
+ 6. Can we leverage Godot 4.x features if on 3.x?
144
+
145
+ Be specific about Godot implementation details.]]
146
+
147
+ - [ ] **Option 1: Optimization Within Current Design:**
148
+ - [ ] Can performance be improved through Godot optimizations?
149
+ - [ ] Object pooling with node reuse?
150
+ - [ ] MultiMesh for instancing?
151
+ - [ ] Viewport optimization?
152
+ - [ ] Occlusion culling setup?
153
+ - [ ] Static typing in GDScript?
154
+ - [ ] Batch draw calls with CanvasItem?
155
+ - [ ] Optimize signal connections?
156
+ - [ ] Reduce node tree depth?
157
+ - [ ] Define specific optimization techniques.
158
+ - [ ] Estimate performance improvement potential.
159
+ - [ ] **Option 2: Language Migration:**
160
+ - [ ] Would moving to C# provide needed performance?
161
+ - [ ] Identify hot paths for C# conversion.
162
+ - [ ] Define interop boundaries.
163
+ - [ ] Assess development velocity impact.
164
+ - [ ] **Option 3: Feature Scaling/Simplification:**
165
+ - [ ] Can the feature be simplified while maintaining fun?
166
+ - [ ] Identify specific elements to scale down.
167
+ - [ ] Define platform-specific variations.
168
+ - [ ] Assess player experience impact.
169
+ - [ ] **Option 4: Architecture Refactor:**
170
+ - [ ] Would restructuring improve performance significantly?
171
+ - [ ] Identify Godot-specific refactoring needs:
172
+ - [ ] Scene composition changes?
173
+ - [ ] Node hierarchy optimization?
174
+ - [ ] Signal system redesign?
175
+ - [ ] Autoload restructuring?
176
+ - [ ] Resource management improvements?
177
+ - [ ] Estimate development effort.
178
+ - [ ] **Option 5: Scope Adjustment:**
179
+ - [ ] Can we defer features to post-launch?
180
+ - [ ] Should certain features be platform-exclusive?
181
+ - [ ] Do we need to adjust milestone deliverables?
182
+ - [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
183
+
184
+ ## 5. Game Development Change Proposal Components
185
+
186
+ [[LLM: The proposal must include technical specifics:
187
+
188
+ 1. Performance metrics (before/after projections with FPS targets)
189
+ 2. Godot implementation details (nodes, scenes, scripts)
190
+ 3. Language strategy (GDScript vs C# per system)
191
+ 4. Platform-specific considerations
192
+ 5. Testing requirements (GUT for GDScript, GoDotTest for C#)
193
+ 6. Risk mitigation strategies
194
+
195
+ Make it actionable for game developers.]]
196
+
197
+ (Ensure all points from previous sections are captured)
198
+
199
+ - [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
200
+ - [ ] **Feature Impact Summary:** Affected nodes, scenes, and systems.
201
+ - [ ] **Performance Projections:** Expected improvements from chosen solution (target 60+ FPS).
202
+ - [ ] **Implementation Plan:** Godot-specific technical approach.
203
+ - [ ] Node hierarchy changes
204
+ - [ ] Scene restructuring needs
205
+ - [ ] Script migration (GDScript to C#)
206
+ - [ ] Resource optimization
207
+ - [ ] Signal flow improvements
208
+ - [ ] **Platform Considerations:** Any platform-specific implementations.
209
+ - [ ] **Testing Strategy:**
210
+ - [ ] GUT tests for GDScript changes
211
+ - [ ] GoDotTest for C# changes
212
+ - [ ] Performance benchmarks
213
+ - [ ] Platform validation approach
214
+ - [ ] **Risk Assessment:** Technical risks and mitigation plans.
215
+ - [ ] **Updated Game Stories:** Revised stories with technical constraints.
216
+
217
+ ## 6. Final Review & Handoff
218
+
219
+ [[LLM: Game changes require technical validation. Before concluding:
220
+
221
+ 1. Are performance targets (60+ FPS) clearly defined?
222
+ 2. Is the Godot implementation approach clear?
223
+ 3. Is the language strategy (GDScript/C#) documented?
224
+ 4. Do we have rollback strategies?
225
+ 5. Are test scenarios defined for both languages?
226
+ 6. Is platform testing covered?
227
+
228
+ Get explicit approval on technical approach.
229
+
230
+ FINAL REPORT:
231
+ Provide a technical summary:
232
+
233
+ - Performance issue and root cause
234
+ - Chosen solution with expected FPS gains
235
+ - Implementation approach in Godot (nodes, scenes, languages)
236
+ - GDScript vs C# decisions and rationale
237
+ - Testing and validation plan (GUT/GoDotTest)
238
+ - Timeline and milestone impacts
239
+
240
+ Keep it technically precise and actionable.]]
241
+
242
+ - [ ] **Review Checklist:** Confirm all technical aspects discussed.
243
+ - [ ] **Review Change Proposal:** Ensure Godot implementation details are clear.
244
+ - [ ] **Language Strategy:** Confirm GDScript vs C# decisions documented.
245
+ - [ ] **Performance Validation:** Define how we'll measure success (profiler metrics).
246
+ - [ ] **Test Coverage:** Ensure both GUT and GoDotTest coverage planned.
247
+ - [ ] **User Approval:** Obtain approval for technical approach.
248
+ - [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
249
+
250
+ ---