bmad-method 4.43.0 → 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.
- package/CONTRIBUTING.md +2 -9
- package/README.md +0 -82
- package/bmad-core/agents/bmad-master.md +6 -6
- package/bmad-core/tasks/validate-next-story.md +1 -1
- package/bmad-core/templates/brownfield-architecture-tmpl.yaml +5 -5
- package/dist/agents/architect.txt +5 -5
- package/dist/agents/bmad-master.txt +11 -11
- package/dist/agents/dev.txt +1 -1
- package/dist/agents/po.txt +1 -1
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +1 -1
- package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +1 -1
- package/dist/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.txt +1513 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-analyst.txt +3190 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-architect.txt +4499 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-designer.txt +3925 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-developer.txt +666 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-pm.txt +2381 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-po.txt +1612 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-qa.txt +1745 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-sm.txt +1208 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.txt +958 -0
- package/dist/expansion-packs/bmad-godot-game-dev/teams/godot-game-team.txt +27721 -0
- package/dist/teams/team-all.txt +6 -6
- package/dist/teams/team-fullstack.txt +6 -6
- package/dist/teams/team-ide-minimal.txt +1 -1
- package/dist/teams/team-no-ui.txt +6 -6
- package/docs/GUIDING-PRINCIPLES.md +3 -3
- package/docs/flattener.md +91 -0
- package/docs/versions.md +1 -1
- package/docs/working-in-the-brownfield.md +15 -6
- package/expansion-packs/bmad-godot-game-dev/README.md +244 -0
- package/expansion-packs/bmad-godot-game-dev/agent-teams/godot-game-team.yaml +18 -0
- package/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.md +147 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-analyst.md +84 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-architect.md +146 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-designer.md +78 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-developer.md +124 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-pm.md +82 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-po.md +115 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-qa.md +160 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-sm.md +66 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.md +75 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-architect-checklist.md +377 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-change-checklist.md +250 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-design-checklist.md +225 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-po-checklist.md +448 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-story-dod-checklist.md +202 -0
- package/expansion-packs/bmad-godot-game-dev/config.yaml +30 -0
- package/expansion-packs/bmad-godot-game-dev/data/bmad-kb.md +811 -0
- package/expansion-packs/bmad-godot-game-dev/data/brainstorming-techniques.md +36 -0
- package/expansion-packs/bmad-godot-game-dev/data/development-guidelines.md +893 -0
- package/expansion-packs/bmad-godot-game-dev/data/elicitation-methods.md +156 -0
- package/expansion-packs/bmad-godot-game-dev/data/technical-preferences.md +3 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/advanced-elicitation.md +110 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/apply-qa-fixes.md +224 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-epic.md +162 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-story.md +149 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/correct-course-game.md +159 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-deep-research-prompt.md +278 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-doc.md +103 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-game-story.md +202 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/document-project.md +343 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/execute-checklist.md +88 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/facilitate-brainstorming-session.md +136 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-epic.md +160 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-story.md +147 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-design-brainstorming.md +290 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-risk-profile.md +368 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-test-design.md +219 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/generate-ai-frontend-prompt.md +51 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/kb-mode-interaction.md +77 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/review-game-story.md +364 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/shard-doc.md +187 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/validate-game-story.md +208 -0
- package/expansion-packs/bmad-godot-game-dev/templates/brainstorming-output-tmpl.yaml +156 -0
- package/expansion-packs/bmad-godot-game-dev/templates/brownfield-prd-tmpl.yaml +281 -0
- package/expansion-packs/bmad-godot-game-dev/templates/competitor-analysis-tmpl.yaml +306 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-architecture-tmpl.yaml +1111 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-brief-tmpl.yaml +356 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-design-doc-tmpl.yaml +724 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-prd-tmpl.yaml +209 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-qa-gate-tmpl.yaml +186 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-story-tmpl.yaml +406 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-ui-spec-tmpl.yaml +601 -0
- package/expansion-packs/bmad-godot-game-dev/templates/level-design-doc-tmpl.yaml +620 -0
- package/expansion-packs/bmad-godot-game-dev/templates/market-research-tmpl.yaml +418 -0
- package/expansion-packs/bmad-godot-game-dev/utils/bmad-doc-template.md +327 -0
- package/expansion-packs/bmad-godot-game-dev/utils/workflow-management.md +71 -0
- package/expansion-packs/bmad-godot-game-dev/workflows/game-dev-greenfield.yaml +245 -0
- package/expansion-packs/bmad-godot-game-dev/workflows/game-prototype.yaml +213 -0
- package/package.json +1 -1
- package/release_notes.md +14 -2
- package/tools/flattener/ignoreRules.js +2 -0
- package/tools/installer/bin/bmad.js +2 -1
- package/tools/installer/config/install.config.yaml +16 -7
- package/tools/installer/lib/ide-setup.js +192 -80
- package/tools/installer/package.json +1 -1
- package/tools/upgraders/v3-to-v4-upgrader.js +1 -0
- package/test.md +0 -1
- /package/{implement-fork-friendly-ci.sh → tools/implement-fork-friendly-ci.sh} +0 -0
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# Game Design Document Quality Checklist (Godot)
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## Document Completeness
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### Executive Summary
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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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### Game Design Foundation
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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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## Gameplay Mechanics
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### Core Mechanics Documentation
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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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### Controls and Interaction
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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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## Progression and Balance
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### Player Progression
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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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### Game Balance
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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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## Level Design Framework
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### Scene Structure
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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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### Content Guidelines
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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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## Technical Implementation Readiness
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### Performance Requirements
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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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### Platform Specifications
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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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### Asset Requirements
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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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## Godot-Specific Architecture
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### Node System Design
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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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### Language Strategy
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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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### Resource Management
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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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## Development Planning
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### Implementation Phases
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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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### Godot Workflow
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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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## Quality Assurance
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### Performance Metrics
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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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### Testing Strategy
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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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## Documentation Quality
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### Godot Integration
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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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### Implementation Guidance
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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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## Multiplayer Considerations (if applicable)
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### Network Architecture
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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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## Final Readiness Assessment
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### Godot Implementation Ready
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- [ ] **Scene Planning Complete** - Node hierarchy and composition defined
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### Document Approval
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# Game Product Owner (PO) Master Validation Checklist (Godot)
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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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[[LLM: INITIALIZATION INSTRUCTIONS - GAME PO MASTER CHECKLIST
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PROJECT TYPE DETECTION:
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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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- Web (HTML5)
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DOCUMENT REQUIREMENTS:
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Based on project type, ensure you have access to:
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For NEW GAME projects:
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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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For EXISTING GAME enhancements:
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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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- Existing save game compatibility requirements
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SKIP INSTRUCTIONS:
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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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VALIDATION APPROACH:
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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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EXECUTION MODE:
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Ask if they want to work through:
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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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## 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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### 1.1 New Game Project Setup [[NEW GAME ONLY]]
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- [ ] Godot version (4.x or 3.x) explicitly chosen with justification
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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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### 1.2 Existing Game Integration [[EXISTING GAME ONLY]]
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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
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### 1.3 Development Environment
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- [ ] Godot Editor version specified and installed
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- [ ] .NET/Mono setup for C# development (if needed)
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- [ ] Export templates downloaded for target platforms
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- [ ] Asset import presets configured
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- [ ] Editor settings standardized across team
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- [ ] Performance profiling tools configured
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### 1.4 Core Game Systems
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- [ ] Autoload/singleton architecture defined early
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- [ ] Input mapping configured for all platforms
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- [ ] Audio bus layout established
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- [ ] Scene transition system implemented
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- [ ] Save/load system architecture defined
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- [ ] [[EXISTING GAME ONLY]] Compatibility with existing systems verified
|
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## 2. GAME ARCHITECTURE & PERFORMANCE
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[[LLM: Architecture determines performance. Every system must support 60+ FPS target. Language choices (GDScript vs C#) impact performance.]]
|
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### 2.1 Scene & Node Architecture
|
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- [ ] Main scene structure defined before implementation
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- [ ] Node naming conventions established
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- [ ] Scene inheritance patterns planned
|
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- [ ] Packed scenes for reusability identified
|
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- [ ] Signal connections architecture documented
|
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- [ ] [[EXISTING GAME ONLY]] Integration with existing scenes planned
|
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|
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### 2.2 Performance Systems
|
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- [ ] Object pooling for bullets/enemies/particles planned
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- [ ] LOD system for complex scenes defined
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- [ ] Occlusion culling strategy established
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- [ ] Draw call batching approach documented
|
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- [ ] Memory budget per scene defined
|
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- [ ] [[MOBILE ONLY]] Mobile-specific optimizations planned
|
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### 2.3 Language Strategy
|
|
127
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- [ ] GDScript systems identified (rapid iteration needs)
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- [ ] C# systems identified (performance-critical code)
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- [ ] Interop boundaries minimized and defined
|
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- [ ] Static typing enforced in GDScript for performance
|
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- [ ] [[EXISTING GAME ONLY]] Migration path from existing code
|
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|
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### 2.4 Resource Management
|
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- [ ] Custom Resource classes for game data defined
|
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- [ ] Texture import settings standardized
|
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- [ ] Audio compression settings optimized
|
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139
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- [ ] 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.]]
|
|
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|
+
|
|
146
|
+
### 3.1 Platform Requirements
|
|
147
|
+
|
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|
+
- [ ] 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
|
|
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|
+
|
|
157
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- [ ] Export presets created for each platform
|
|
158
|
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- [ ] Platform-specific settings configured
|
|
159
|
+
- [ ] Icon and splash screens prepared
|
|
160
|
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- [ ] 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
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+
- [ ] 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
|
+
|
|
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|
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### 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.]]
|
|
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|
+
|
|
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
|