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 +1,225 @@
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+ # Game Design Document Quality Checklist (Godot)
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+
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+ ## Document Completeness
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+
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+ ### Executive Summary
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+
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+ - [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
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+ - [ ] **Target Audience** - Primary and secondary audiences defined with demographics
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+ - [ ] **Platform Requirements** - Godot export targets and requirements specified
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+ - [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified
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+ - [ ] **Technical Foundation** - Godot version (4.x/3.x) and language strategy (GDScript/C#) confirmed
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+
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+ ### Game Design Foundation
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+
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+ - [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
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+ - [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
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+ - [ ] **Win/Loss Conditions** - Clear victory and failure states defined
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+ - [ ] **Player Motivation** - Clear understanding of why players will engage
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+ - [ ] **Scope Realism** - Game scope achievable with Godot's capabilities and resources
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+
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+ ## Gameplay Mechanics
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+
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+ ### Core Mechanics Documentation
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+
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+ - [ ] **Primary Mechanics** - 3-5 core mechanics detailed with Godot implementation notes
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+ - [ ] **Node Architecture** - How mechanics map to Godot's node system
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+ - [ ] **Player Input** - InputMap configuration for each platform specified
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+ - [ ] **Signal Flow** - Game responses using Godot's signal system documented
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+ - [ ] **Performance Impact** - Frame time budget for each mechanic (target 60+ FPS)
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+
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+ ### Controls and Interaction
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+
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+ - [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad InputMap defined
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+ - [ ] **Input Responsiveness** - Requirements for game feel using \_process vs \_physics_process
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+ - [ ] **Accessibility Options** - Control remapping and accessibility in Project Settings
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+ - [ ] **Touch Optimization** - TouchScreenButton and gesture handling designed
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+ - [ ] **Input Buffer System** - Frame-perfect input handling considerations
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+
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+ ## Progression and Balance
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+
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+ ### Player Progression
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+
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+ - [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
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+ - [ ] **Save System Design** - Godot Resource-based save/load architecture
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+ - [ ] **Unlock System** - What players unlock and how it's stored in Resources
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+ - [ ] **Difficulty Scaling** - How challenge increases using export variables
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+ - [ ] **Player Agency** - Meaningful choices affecting scene flow and game state
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+
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+ ### Game Balance
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+
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+ - [ ] **Balance Parameters** - Export variables and Resources for tuning
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+ - [ ] **Difficulty Curve** - Appropriate challenge progression with scene variations
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+ - [ ] **Economy Design** - Resource systems using Godot's custom Resources
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+ - [ ] **Live Tuning** - Hot-reload support for balance iteration
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+ - [ ] **Data-Driven Design** - ScriptableObject-like Resources for configuration
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+
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+ ## Level Design Framework
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+
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+ ### Scene Structure
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+
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+ - [ ] **Scene Types** - Different scene categories with Godot scene inheritance
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+ - [ ] **Scene Transitions** - How players move between scenes (loading strategy)
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+ - [ ] **Duration Targets** - Expected play time considering scene complexity
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+ - [ ] **Difficulty Distribution** - Scene variants for different difficulty levels
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+ - [ ] **Replay Value** - Procedural elements using Godot's randomization
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+
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+ ### Content Guidelines
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+
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+ - [ ] **Scene Creation Rules** - Guidelines for Godot scene composition
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+ - [ ] **Mechanic Introduction** - Teaching through node activation and signals
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+ - [ ] **Pacing Variety** - Mix using different process modes and time scales
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+ - [ ] **Secret Content** - Hidden areas using Area2D/Area3D triggers
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+ - [ ] **Accessibility Modes** - Scene overrides for assist modes
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+
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+ ## Technical Implementation Readiness
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+
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+ ### Performance Requirements
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+
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+ - [ ] **Frame Rate Targets** - 60+ FPS with Godot profiler validation
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+ - [ ] **Draw Call Budgets** - Maximum draw calls per scene type
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+ - [ ] **Memory Budgets** - Scene memory limits using Godot's monitors
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+ - [ ] **Mobile Optimization** - Battery usage and thermal considerations
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+ - [ ] **LOD Strategy** - Level of detail using visibility ranges
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+
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+ ### Platform Specifications
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+
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+ - [ ] **Desktop Requirements** - Minimum specs for Windows/Mac/Linux exports
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+ - [ ] **Mobile Optimization** - iOS/Android specific Godot settings
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+ - [ ] **Web Compatibility** - HTML5 export constraints and optimizations
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+ - [ ] **Console Features** - Platform-specific Godot export templates
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+ - [ ] **Cross-Platform Save** - Cloud save compatibility considerations
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+
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+ ### Asset Requirements
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+
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+ - [ ] **Art Style Definition** - Visual style with Godot import settings
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+ - [ ] **Texture Specifications** - Import presets for different asset types
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+ - [ ] **Audio Requirements** - Bus layout and compression settings
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+ - [ ] **UI/UX Guidelines** - Control node theming and responsiveness
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+ - [ ] **Localization Plan** - Translation system using Godot's localization
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+
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+ ## Godot-Specific Architecture
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+
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+ ### Node System Design
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+
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+ - [ ] **Node Hierarchy** - Planned scene tree structure for major systems
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+ - [ ] **Scene Composition** - Reusable scene patterns and inheritance
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+ - [ ] **Autoload Systems** - Singleton managers and their responsibilities
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+ - [ ] **Signal Architecture** - Event flow between systems
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+ - [ ] **Group Management** - Node groups for gameplay systems
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+
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+ ### Language Strategy
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+
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+ - [ ] **GDScript Usage** - Systems appropriate for rapid iteration
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+ - [ ] **C# Integration** - Performance-critical systems requiring C#
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+ - [ ] **Interop Design** - Boundaries between GDScript and C# code
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+ - [ ] **Plugin Requirements** - Required GDExtension or C# libraries
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+ - [ ] **Tool Scripts** - Editor tools for content creation
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+
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+ ### Resource Management
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+
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+ - [ ] **Custom Resources** - Game-specific Resource classes planned
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+ - [ ] **Preload Strategy** - Resources to preload vs lazy load
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+ - [ ] **Instance Pooling** - Objects requiring pooling (bullets, effects)
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+ - [ ] **Memory Management** - Reference counting and cleanup strategy
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+ - [ ] **Asset Streaming** - Large asset loading approach
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+
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+ ## Development Planning
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+
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+ ### Implementation Phases
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+
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+ - [ ] **Prototype Phase** - Core loop in minimal Godot project
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+ - [ ] **Vertical Slice** - Single polished level with all systems
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+ - [ ] **Production Phase** - Full content creation pipeline
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+ - [ ] **Polish Phase** - Performance optimization and juice
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+ - [ ] **Release Phase** - Platform exports and certification
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+
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+ ### Godot Workflow
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+
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+ - [ ] **Version Control** - Git strategy for .tscn/.tres files
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+ - [ ] **Scene Workflow** - Prefab-like scene development process
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+ - [ ] **Asset Pipeline** - Import automation and validation
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+ - [ ] **Build Automation** - Godot headless export scripts
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+ - [ ] **Testing Pipeline** - GUT/GoDotTest integration
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+
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+ ## Quality Assurance
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+
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+ ### Performance Metrics
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+
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+ - [ ] **Frame Time Targets** - Maximum ms per frame by system
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+ - [ ] **Draw Call Limits** - Per-scene rendering budgets
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+ - [ ] **Physics Budget** - Maximum active physics bodies
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+ - [ ] **Memory Footprint** - Platform-specific memory limits
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+ - [ ] **Load Time Goals** - Scene transition time requirements
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+
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+ ### Testing Strategy
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+
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+ - [ ] **Unit Testing** - GUT tests for GDScript, GoDotTest for C#
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+ - [ ] **Integration Testing** - Scene and signal flow validation
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+ - [ ] **Performance Testing** - Profiler-based optimization workflow
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+ - [ ] **Platform Testing** - Export template validation process
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+ - [ ] **Playtesting Plan** - Godot analytics integration
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+
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+ ## Documentation Quality
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+
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+ ### Godot Integration
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+
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+ - [ ] **Node Documentation** - Clear descriptions of node purposes
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+ - [ ] **Signal Documentation** - Event flow and parameters defined
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+ - [ ] **Export Variables** - All exposed parameters documented
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+ - [ ] **Resource Formats** - Custom Resource specifications
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+ - [ ] **API Documentation** - Public methods and properties described
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+
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+ ### Implementation Guidance
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+
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+ - [ ] **Code Examples** - GDScript/C# snippets for complex systems
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+ - [ ] **Scene Templates** - Example scenes demonstrating patterns
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+ - [ ] **Performance Notes** - Optimization guidelines per feature
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+ - [ ] **Common Pitfalls** - Known Godot gotchas documented
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+ - [ ] **Best Practices** - Godot-specific patterns recommended
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+
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+ ## Multiplayer Considerations (if applicable)
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+
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+ ### Network Architecture
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+
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+ - [ ] **Multiplayer Type** - P2P vs dedicated server using Godot's high-level API
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+ - [ ] **RPC Design** - Remote procedure calls and synchronization
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+ - [ ] **State Replication** - What state needs network synchronization
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+ - [ ] **Lag Compensation** - Client prediction and reconciliation
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+ - [ ] **Bandwidth Budget** - Network traffic limits per player
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+
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+ ## Final Readiness Assessment
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+
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+ ### Godot Implementation Ready
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+
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+ - [ ] **Scene Planning Complete** - Node hierarchy and composition defined
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+ - [ ] **Performance Validated** - 60+ FPS achievable with design
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+ - [ ] **Language Strategy Clear** - GDScript vs C# decisions made
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+ - [ ] **Asset Pipeline Ready** - Import settings and workflow defined
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+ - [ ] **Testing Framework** - GUT/GoDotTest strategy established
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+
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+ ### Document Approval
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+
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+ - [ ] **Design Review Complete** - Game design validated by team
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+ - [ ] **Technical Review Complete** - Godot feasibility confirmed
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+ - [ ] **Performance Review Complete** - Frame rate targets achievable
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+ - [ ] **Resource Review Complete** - Team capabilities match requirements
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+ - [ ] **Final Approval** - Document baselined for development
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+
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+ ## Overall Assessment
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+
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+ **Document Quality Rating:** ⭐⭐⭐⭐⭐
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+
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+ **Ready for Godot Development:** [ ] Yes [ ] No
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+
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+ **Performance Risk Assessment:**
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+ _Identify any design elements that may challenge 60 FPS target._
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+
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+ **Language Recommendations:**
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+ _Suggest which systems should use GDScript vs C# for optimal performance._
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+
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+ **Key Recommendations:**
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+ _List critical items needing attention before Godot implementation._
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+
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+ **Next Steps:**
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+ _Outline immediate actions for starting Godot development._
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+ # Game Product Owner (PO) Master Validation Checklist (Godot)
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+
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+ This checklist serves as a comprehensive framework for the Game Product Owner to validate game project plans before Godot development execution. It adapts based on project type (new game vs existing game enhancement) and includes platform considerations.
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+
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+ [[LLM: INITIALIZATION INSTRUCTIONS - GAME PO MASTER CHECKLIST
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+
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+ PROJECT TYPE DETECTION:
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+ First, determine the game project type by checking:
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+
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+ 1. Is this a NEW GAME project (greenfield)?
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+ - Look for: New Godot project initialization, no existing game code
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+ - Check for: game-design-doc.md, architecture.md, new game setup
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+ - Godot version selection (4.x vs 3.x)
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+
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+ 2. Is this an EXISTING GAME enhancement (brownfield)?
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+ - Look for: References to existing Godot project, enhancement language
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+ - Check for: existing .godot folder, project.godot file
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+ - Existing scenes, scripts, and resources
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+
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+ 3. What platforms are targeted?
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+ - Desktop (Windows/Mac/Linux)
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+ - Mobile (iOS/Android)
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+ - Web (HTML5)
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+ - Console (requires special export templates)
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+
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+ DOCUMENT REQUIREMENTS:
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+ Based on project type, ensure you have access to:
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+
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+ For NEW GAME projects:
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+
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+ - game-design-doc.md - The Game Design Document
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+ - architecture.md - The technical architecture
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+ - platform-requirements.md - Platform specifications
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+ - All epic and story definitions
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+
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+ For EXISTING GAME enhancements:
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+
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+ - enhancement-doc.md - The enhancement requirements
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+ - existing Godot project access (CRITICAL)
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+ - Current performance metrics
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+ - Player feedback and analytics data
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+ - Existing save game compatibility requirements
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+
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+ SKIP INSTRUCTIONS:
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+
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+ - Skip sections marked [[EXISTING GAME ONLY]] for new games
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+ - Skip sections marked [[NEW GAME ONLY]] for existing games
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+ - Skip sections marked [[MOBILE ONLY]] for desktop-only games
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+ - Note all skipped sections in your final report
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+
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+ VALIDATION APPROACH:
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+
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+ 1. Performance Focus - Every decision must support 60+ FPS target
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+ 2. Player Experience - Fun and engagement drive all choices
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+ 3. Platform Reality - Constraints guide implementation
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+ 4. Technical Feasibility - Godot capabilities define boundaries
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+
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+ EXECUTION MODE:
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+ Ask if they want to work through:
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+
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+ - Section by section (interactive) - Review each, get confirmation
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+ - All at once (comprehensive) - Complete analysis, present report]]
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+
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+ ## 1. GODOT PROJECT SETUP & INITIALIZATION
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+ [[LLM: Foundation is critical. For new games, ensure proper Godot setup. For existing games, ensure safe integration without breaking current gameplay.]]
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+
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+ ### 1.1 New Game Project Setup [[NEW GAME ONLY]]
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+
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+ - [ ] Godot version (4.x or 3.x) explicitly chosen with justification
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+ - [ ] Project.godot initial configuration defined
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+ - [ ] Folder structure follows Godot best practices
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+ - [ ] Initial scene hierarchy planned
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+ - [ ] Version control .gitignore for Godot configured
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+ - [ ] Language strategy decided (GDScript vs C# vs both)
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+
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+ ### 1.2 Existing Game Integration [[EXISTING GAME ONLY]]
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+
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+ - [ ] Current Godot version compatibility verified
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+ - [ ] Existing scene structure analyzed and documented
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+ - [ ] Save game compatibility maintained
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+ - [ ] Player progression preservation ensured
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+ - [ ] Performance baseline measured (current FPS)
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+ - [ ] Rollback strategy for each change defined
85
+
86
+ ### 1.3 Development Environment
87
+
88
+ - [ ] Godot Editor version specified and installed
89
+ - [ ] .NET/Mono setup for C# development (if needed)
90
+ - [ ] Export templates downloaded for target platforms
91
+ - [ ] Asset import presets configured
92
+ - [ ] Editor settings standardized across team
93
+ - [ ] Performance profiling tools configured
94
+
95
+ ### 1.4 Core Game Systems
96
+
97
+ - [ ] Autoload/singleton architecture defined early
98
+ - [ ] Input mapping configured for all platforms
99
+ - [ ] Audio bus layout established
100
+ - [ ] Scene transition system implemented
101
+ - [ ] Save/load system architecture defined
102
+ - [ ] [[EXISTING GAME ONLY]] Compatibility with existing systems verified
103
+
104
+ ## 2. GAME ARCHITECTURE & PERFORMANCE
105
+
106
+ [[LLM: Architecture determines performance. Every system must support 60+ FPS target. Language choices (GDScript vs C#) impact performance.]]
107
+
108
+ ### 2.1 Scene & Node Architecture
109
+
110
+ - [ ] Main scene structure defined before implementation
111
+ - [ ] Node naming conventions established
112
+ - [ ] Scene inheritance patterns planned
113
+ - [ ] Packed scenes for reusability identified
114
+ - [ ] Signal connections architecture documented
115
+ - [ ] [[EXISTING GAME ONLY]] Integration with existing scenes planned
116
+
117
+ ### 2.2 Performance Systems
118
+
119
+ - [ ] Object pooling for bullets/enemies/particles planned
120
+ - [ ] LOD system for complex scenes defined
121
+ - [ ] Occlusion culling strategy established
122
+ - [ ] Draw call batching approach documented
123
+ - [ ] Memory budget per scene defined
124
+ - [ ] [[MOBILE ONLY]] Mobile-specific optimizations planned
125
+
126
+ ### 2.3 Language Strategy
127
+
128
+ - [ ] GDScript systems identified (rapid iteration needs)
129
+ - [ ] C# systems identified (performance-critical code)
130
+ - [ ] Interop boundaries minimized and defined
131
+ - [ ] Static typing enforced in GDScript for performance
132
+ - [ ] [[EXISTING GAME ONLY]] Migration path from existing code
133
+
134
+ ### 2.4 Resource Management
135
+
136
+ - [ ] Custom Resource classes for game data defined
137
+ - [ ] Texture import settings standardized
138
+ - [ ] Audio compression settings optimized
139
+ - [ ] Mesh and material optimization planned
140
+ - [ ] Asset loading strategy (preload vs lazy load)
141
+
142
+ ## 3. PLATFORM & DEPLOYMENT
143
+
144
+ [[LLM: Platform constraints drive many decisions. Mobile has strict performance limits. Web has size constraints. Consoles need certification.]]
145
+
146
+ ### 3.1 Platform Requirements
147
+
148
+ - [ ] Target platforms explicitly listed with priorities
149
+ - [ ] Minimum hardware specifications defined
150
+ - [ ] Platform-specific features identified
151
+ - [ ] Control schemes per platform defined
152
+ - [ ] Performance targets per platform (60 FPS minimum)
153
+ - [ ] [[MOBILE ONLY]] Touch controls and gestures designed
154
+
155
+ ### 3.2 Export Configuration
156
+
157
+ - [ ] Export presets created for each platform
158
+ - [ ] Platform-specific settings configured
159
+ - [ ] Icon and splash screens prepared
160
+ - [ ] Code signing requirements identified
161
+ - [ ] [[MOBILE ONLY]] App store requirements checked
162
+ - [ ] [[WEB ONLY]] Browser compatibility verified
163
+
164
+ ### 3.3 Build Pipeline
165
+
166
+ - [ ] Automated build process using Godot headless
167
+ - [ ] Version numbering strategy defined
168
+ - [ ] Build size optimization planned
169
+ - [ ] Platform-specific optimizations configured
170
+ - [ ] [[EXISTING GAME ONLY]] Patch/update system maintained
171
+
172
+ ### 3.4 Testing Infrastructure
173
+
174
+ - [ ] GUT framework setup for GDScript tests
175
+ - [ ] GoDotTest configured for C# tests
176
+ - [ ] Performance testing benchmarks defined
177
+ - [ ] Platform testing matrix created
178
+ - [ ] [[EXISTING GAME ONLY]] Regression testing for existing features
179
+
180
+ ## 4. GAME FEATURES & CONTENT
181
+
182
+ [[LLM: Features must be fun AND performant. Every feature impacts frame rate. Content must be optimized for target platforms.]]
183
+
184
+ ### 4.1 Core Gameplay Features
185
+
186
+ - [ ] Core loop implemented with performance validation
187
+ - [ ] Player controls responsive (<50ms input latency)
188
+ - [ ] Game state management efficient
189
+ - [ ] Progression systems data-driven
190
+ - [ ] [[EXISTING GAME ONLY]] New features integrated smoothly
191
+
192
+ ### 4.2 Content Pipeline
193
+
194
+ - [ ] Level/scene creation workflow defined
195
+ - [ ] Asset production pipeline established
196
+ - [ ] Localization system implemented
197
+ - [ ] Content validation process created
198
+ - [ ] [[EXISTING GAME ONLY]] Content compatibility ensured
199
+
200
+ ### 4.3 Multiplayer Systems [[IF APPLICABLE]]
201
+
202
+ - [ ] Network architecture (P2P vs dedicated) chosen
203
+ - [ ] RPC usage planned and optimized
204
+ - [ ] State synchronization strategy defined
205
+ - [ ] Lag compensation implemented
206
+ - [ ] Bandwidth requirements validated
207
+
208
+ ## 5. PLAYER EXPERIENCE & MONETIZATION
209
+
210
+ [[LLM: Player experience drives retention. Monetization must be ethical and balanced. Performance must never suffer for monetization.]]
211
+
212
+ ### 5.1 Player Journey
213
+
214
+ - [ ] Onboarding experience optimized
215
+ - [ ] Tutorial system non-intrusive
216
+ - [ ] Difficulty curve properly balanced
217
+ - [ ] Progression feels rewarding
218
+ - [ ] [[EXISTING GAME ONLY]] Existing player experience preserved
219
+
220
+ ### 5.2 Monetization Strategy [[IF APPLICABLE]]
221
+
222
+ - [ ] Monetization model clearly defined
223
+ - [ ] IAP implementation planned
224
+ - [ ] Ad integration performance impact assessed
225
+ - [ ] Economy balanced for free and paying players
226
+ - [ ] [[EXISTING GAME ONLY]] Existing economy not disrupted
227
+
228
+ ### 5.3 Analytics & Metrics
229
+
230
+ - [ ] Key metrics identified (retention, engagement)
231
+ - [ ] Analytics integration planned
232
+ - [ ] Performance tracking implemented
233
+ - [ ] A/B testing framework considered
234
+ - [ ] [[EXISTING GAME ONLY]] Historical data preserved
235
+
236
+ ## 6. QUALITY & PERFORMANCE VALIDATION
237
+
238
+ [[LLM: Quality determines success. Performance determines playability. Testing prevents player frustration.]]
239
+
240
+ ### 6.1 Performance Standards
241
+
242
+ - [ ] 60+ FPS target on all platforms confirmed
243
+ - [ ] Frame time budget per system defined
244
+ - [ ] Memory usage limits established
245
+ - [ ] Load time targets set (<3 seconds)
246
+ - [ ] Battery usage optimized for mobile
247
+
248
+ ### 6.2 Testing Strategy
249
+
250
+ - [ ] Unit tests for game logic (GUT/GoDotTest)
251
+ - [ ] Integration tests for scenes
252
+ - [ ] Performance tests automated
253
+ - [ ] Playtesting schedule defined
254
+ - [ ] [[EXISTING GAME ONLY]] Regression testing comprehensive
255
+
256
+ ### 6.3 Polish & Game Feel
257
+
258
+ - [ ] Juice and polish planned
259
+ - [ ] Particle effects budgeted
260
+ - [ ] Screen shake and effects optimized
261
+ - [ ] Audio feedback immediate
262
+ - [ ] Visual feedback responsive
263
+
264
+ ## 7. RISK MANAGEMENT
265
+
266
+ [[LLM: Games fail from poor performance, bugs, or lack of fun. Identify and mitigate risks early.]]
267
+
268
+ ### 7.1 Technical Risks
269
+
270
+ - [ ] Performance bottlenecks identified
271
+ - [ ] Platform limitations acknowledged
272
+ - [ ] Third-party dependencies minimized
273
+ - [ ] Godot version stability assessed
274
+ - [ ] [[EXISTING GAME ONLY]] Breaking change risks evaluated
275
+
276
+ ### 7.2 Game Design Risks
277
+
278
+ - [ ] Fun factor validation planned
279
+ - [ ] Difficulty spike risks identified
280
+ - [ ] Player frustration points addressed
281
+ - [ ] Monetization balance risks assessed
282
+ - [ ] [[EXISTING GAME ONLY]] Player backlash risks considered
283
+
284
+ ### 7.3 Mitigation Strategies
285
+
286
+ - [ ] Performance fallbacks defined
287
+ - [ ] Feature flags for risky features
288
+ - [ ] Rollback procedures documented
289
+ - [ ] Player communication plan ready
290
+ - [ ] [[EXISTING GAME ONLY]] Save game migration tested
291
+
292
+ ## 8. MVP SCOPE & PRIORITIES
293
+
294
+ [[LLM: MVP means Minimum VIABLE Product. Must be fun, performant, and complete. No half-features.]]
295
+
296
+ ### 8.1 Core Features
297
+
298
+ - [ ] Essential gameplay features identified
299
+ - [ ] Nice-to-have features deferred
300
+ - [ ] Complete player journey possible
301
+ - [ ] All platforms equally playable
302
+ - [ ] [[EXISTING GAME ONLY]] Enhancement value justified
303
+
304
+ ### 8.2 Content Scope
305
+
306
+ - [ ] Minimum viable content defined
307
+ - [ ] Vertical slice fully polished
308
+ - [ ] Replayability considered
309
+ - [ ] Content production realistic
310
+ - [ ] [[EXISTING GAME ONLY]] Existing content maintained
311
+
312
+ ### 8.3 Technical Scope
313
+
314
+ - [ ] Performance targets achievable
315
+ - [ ] Platform requirements met
316
+ - [ ] Testing coverage adequate
317
+ - [ ] Technical debt acceptable
318
+ - [ ] [[EXISTING GAME ONLY]] Integration complexity managed
319
+
320
+ ## 9. TEAM & TIMELINE
321
+
322
+ [[LLM: Game development is iterative. Teams need clear milestones. Realistic timelines prevent crunch.]]
323
+
324
+ ### 9.1 Development Phases
325
+
326
+ - [ ] Prototype phase defined (core loop)
327
+ - [ ] Production phase planned (content creation)
328
+ - [ ] Polish phase allocated (juice and optimization)
329
+ - [ ] Certification time included (if console)
330
+ - [ ] [[EXISTING GAME ONLY]] Integration phases defined
331
+
332
+ ### 9.2 Team Capabilities
333
+
334
+ - [ ] Godot expertise adequate
335
+ - [ ] GDScript/C# skills matched to needs
336
+ - [ ] Art pipeline capabilities confirmed
337
+ - [ ] Testing resources allocated
338
+ - [ ] [[EXISTING GAME ONLY]] Domain knowledge preserved
339
+
340
+ ## 10. POST-LAUNCH CONSIDERATIONS
341
+
342
+ [[LLM: Games are living products. Plan for success. Updates and content keep players engaged.]]
343
+
344
+ ### 10.1 Live Operations
345
+
346
+ - [ ] Update delivery mechanism planned
347
+ - [ ] Content pipeline sustainable
348
+ - [ ] Bug fix process defined
349
+ - [ ] Player support prepared
350
+ - [ ] [[EXISTING GAME ONLY]] Compatibility maintained
351
+
352
+ ### 10.2 Future Content
353
+
354
+ - [ ] DLC/expansion architecture supports
355
+ - [ ] Season pass structure considered
356
+ - [ ] Event system architecture ready
357
+ - [ ] Community features planned
358
+ - [ ] [[EXISTING GAME ONLY]] Expansion doesn't break base game
359
+
360
+ ## VALIDATION SUMMARY
361
+
362
+ [[LLM: FINAL GAME PO VALIDATION REPORT
363
+
364
+ Generate comprehensive validation report:
365
+
366
+ 1. Executive Summary
367
+ - Project type: [New Game/Game Enhancement]
368
+ - Target platforms: [List]
369
+ - Performance risk: [High/Medium/Low]
370
+ - Go/No-Go recommendation
371
+ - Language strategy assessment (GDScript/C#)
372
+
373
+ 2. Performance Analysis
374
+ - 60 FPS achievability per platform
375
+ - Memory budget compliance
376
+ - Load time projections
377
+ - Battery impact (mobile)
378
+ - Optimization opportunities
379
+
380
+ 3. Player Experience Assessment
381
+ - Fun factor validation
382
+ - Progression balance
383
+ - Monetization ethics
384
+ - Retention projections
385
+ - [EXISTING GAME] Player disruption
386
+
387
+ 4. Technical Readiness
388
+ - Godot architecture completeness
389
+ - Language strategy appropriateness
390
+ - Testing coverage adequacy
391
+ - Platform requirements met
392
+ - [EXISTING GAME] Integration complexity
393
+
394
+ 5. Risk Assessment
395
+ - Top 5 risks by severity
396
+ - Performance bottlenecks
397
+ - Platform constraints
398
+ - Timeline concerns
399
+ - Mitigation recommendations
400
+
401
+ 6. MVP Validation
402
+ - Core loop completeness
403
+ - Platform parity
404
+ - Content sufficiency
405
+ - Polish level adequacy
406
+ - True MVP vs over-scope
407
+
408
+ 7. Recommendations
409
+ - Must-fix before development
410
+ - Should-fix for quality
411
+ - Consider for improvement
412
+ - Post-launch additions
413
+
414
+ Ask if user wants:
415
+
416
+ - Detailed performance analysis
417
+ - Platform-specific deep dive
418
+ - Risk mitigation strategies
419
+ - Timeline optimization suggestions]]
420
+
421
+ ### Category Statuses
422
+
423
+ | Category | Status | Critical Issues |
424
+ | ----------------------------- | ------ | --------------- |
425
+ | 1. Godot Project Setup | _TBD_ | |
426
+ | 2. Architecture & Performance | _TBD_ | |
427
+ | 3. Platform & Deployment | _TBD_ | |
428
+ | 4. Game Features & Content | _TBD_ | |
429
+ | 5. Player Experience | _TBD_ | |
430
+ | 6. Quality & Performance | _TBD_ | |
431
+ | 7. Risk Management | _TBD_ | |
432
+ | 8. MVP Scope | _TBD_ | |
433
+ | 9. Team & Timeline | _TBD_ | |
434
+ | 10. Post-Launch | _TBD_ | |
435
+
436
+ ### Critical Performance Risks
437
+
438
+ (To be populated during validation)
439
+
440
+ ### Platform-Specific Concerns
441
+
442
+ (To be populated during validation)
443
+
444
+ ### Final Decision
445
+
446
+ - **APPROVED**: Game plan is comprehensive, performant, and ready for Godot development
447
+ - **CONDITIONAL**: Plan requires specific adjustments for performance/platform requirements
448
+ - **REJECTED**: Plan requires significant revision to meet quality and performance standards