bmad-method 4.43.0 → 4.44.0

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Files changed (96) hide show
  1. package/CONTRIBUTING.md +2 -9
  2. package/README.md +0 -80
  3. package/bmad-core/tasks/validate-next-story.md +1 -1
  4. package/dist/agents/dev.txt +1 -1
  5. package/dist/agents/po.txt +1 -1
  6. package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +1 -1
  7. package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +1 -1
  8. package/dist/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.txt +1513 -0
  9. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-analyst.txt +3190 -0
  10. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-architect.txt +4499 -0
  11. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-designer.txt +3925 -0
  12. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-developer.txt +666 -0
  13. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-pm.txt +2381 -0
  14. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-po.txt +1612 -0
  15. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-qa.txt +1745 -0
  16. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-sm.txt +1208 -0
  17. package/dist/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.txt +958 -0
  18. package/dist/expansion-packs/bmad-godot-game-dev/teams/godot-game-team.txt +27721 -0
  19. package/dist/teams/team-all.txt +1 -1
  20. package/dist/teams/team-fullstack.txt +1 -1
  21. package/dist/teams/team-ide-minimal.txt +1 -1
  22. package/dist/teams/team-no-ui.txt +1 -1
  23. package/docs/GUIDING-PRINCIPLES.md +3 -3
  24. package/docs/flattener.md +91 -0
  25. package/docs/versions.md +1 -1
  26. package/docs/working-in-the-brownfield.md +15 -6
  27. package/expansion-packs/bmad-godot-game-dev/README.md +244 -0
  28. package/expansion-packs/bmad-godot-game-dev/agent-teams/godot-game-team.yaml +18 -0
  29. package/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.md +147 -0
  30. package/expansion-packs/bmad-godot-game-dev/agents/game-analyst.md +84 -0
  31. package/expansion-packs/bmad-godot-game-dev/agents/game-architect.md +146 -0
  32. package/expansion-packs/bmad-godot-game-dev/agents/game-designer.md +78 -0
  33. package/expansion-packs/bmad-godot-game-dev/agents/game-developer.md +124 -0
  34. package/expansion-packs/bmad-godot-game-dev/agents/game-pm.md +82 -0
  35. package/expansion-packs/bmad-godot-game-dev/agents/game-po.md +115 -0
  36. package/expansion-packs/bmad-godot-game-dev/agents/game-qa.md +160 -0
  37. package/expansion-packs/bmad-godot-game-dev/agents/game-sm.md +66 -0
  38. package/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.md +75 -0
  39. package/expansion-packs/bmad-godot-game-dev/checklists/game-architect-checklist.md +377 -0
  40. package/expansion-packs/bmad-godot-game-dev/checklists/game-change-checklist.md +250 -0
  41. package/expansion-packs/bmad-godot-game-dev/checklists/game-design-checklist.md +225 -0
  42. package/expansion-packs/bmad-godot-game-dev/checklists/game-po-checklist.md +448 -0
  43. package/expansion-packs/bmad-godot-game-dev/checklists/game-story-dod-checklist.md +202 -0
  44. package/expansion-packs/bmad-godot-game-dev/config.yaml +30 -0
  45. package/expansion-packs/bmad-godot-game-dev/data/bmad-kb.md +811 -0
  46. package/expansion-packs/bmad-godot-game-dev/data/brainstorming-techniques.md +36 -0
  47. package/expansion-packs/bmad-godot-game-dev/data/development-guidelines.md +893 -0
  48. package/expansion-packs/bmad-godot-game-dev/data/elicitation-methods.md +156 -0
  49. package/expansion-packs/bmad-godot-game-dev/data/technical-preferences.md +3 -0
  50. package/expansion-packs/bmad-godot-game-dev/tasks/advanced-elicitation.md +110 -0
  51. package/expansion-packs/bmad-godot-game-dev/tasks/apply-qa-fixes.md +224 -0
  52. package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-epic.md +162 -0
  53. package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-story.md +149 -0
  54. package/expansion-packs/bmad-godot-game-dev/tasks/correct-course-game.md +159 -0
  55. package/expansion-packs/bmad-godot-game-dev/tasks/create-deep-research-prompt.md +278 -0
  56. package/expansion-packs/bmad-godot-game-dev/tasks/create-doc.md +103 -0
  57. package/expansion-packs/bmad-godot-game-dev/tasks/create-game-story.md +202 -0
  58. package/expansion-packs/bmad-godot-game-dev/tasks/document-project.md +343 -0
  59. package/expansion-packs/bmad-godot-game-dev/tasks/execute-checklist.md +88 -0
  60. package/expansion-packs/bmad-godot-game-dev/tasks/facilitate-brainstorming-session.md +136 -0
  61. package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-epic.md +160 -0
  62. package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-story.md +147 -0
  63. package/expansion-packs/bmad-godot-game-dev/tasks/game-design-brainstorming.md +290 -0
  64. package/expansion-packs/bmad-godot-game-dev/tasks/game-risk-profile.md +368 -0
  65. package/expansion-packs/bmad-godot-game-dev/tasks/game-test-design.md +219 -0
  66. package/expansion-packs/bmad-godot-game-dev/tasks/generate-ai-frontend-prompt.md +51 -0
  67. package/expansion-packs/bmad-godot-game-dev/tasks/kb-mode-interaction.md +77 -0
  68. package/expansion-packs/bmad-godot-game-dev/tasks/review-game-story.md +364 -0
  69. package/expansion-packs/bmad-godot-game-dev/tasks/shard-doc.md +187 -0
  70. package/expansion-packs/bmad-godot-game-dev/tasks/validate-game-story.md +208 -0
  71. package/expansion-packs/bmad-godot-game-dev/templates/brainstorming-output-tmpl.yaml +156 -0
  72. package/expansion-packs/bmad-godot-game-dev/templates/brownfield-prd-tmpl.yaml +281 -0
  73. package/expansion-packs/bmad-godot-game-dev/templates/competitor-analysis-tmpl.yaml +306 -0
  74. package/expansion-packs/bmad-godot-game-dev/templates/game-architecture-tmpl.yaml +1111 -0
  75. package/expansion-packs/bmad-godot-game-dev/templates/game-brief-tmpl.yaml +356 -0
  76. package/expansion-packs/bmad-godot-game-dev/templates/game-design-doc-tmpl.yaml +724 -0
  77. package/expansion-packs/bmad-godot-game-dev/templates/game-prd-tmpl.yaml +209 -0
  78. package/expansion-packs/bmad-godot-game-dev/templates/game-qa-gate-tmpl.yaml +186 -0
  79. package/expansion-packs/bmad-godot-game-dev/templates/game-story-tmpl.yaml +406 -0
  80. package/expansion-packs/bmad-godot-game-dev/templates/game-ui-spec-tmpl.yaml +601 -0
  81. package/expansion-packs/bmad-godot-game-dev/templates/level-design-doc-tmpl.yaml +620 -0
  82. package/expansion-packs/bmad-godot-game-dev/templates/market-research-tmpl.yaml +418 -0
  83. package/expansion-packs/bmad-godot-game-dev/utils/bmad-doc-template.md +327 -0
  84. package/expansion-packs/bmad-godot-game-dev/utils/workflow-management.md +71 -0
  85. package/expansion-packs/bmad-godot-game-dev/workflows/game-dev-greenfield.yaml +245 -0
  86. package/expansion-packs/bmad-godot-game-dev/workflows/game-prototype.yaml +213 -0
  87. package/package.json +1 -1
  88. package/release_notes.md +11 -2
  89. package/tools/flattener/ignoreRules.js +2 -0
  90. package/tools/installer/bin/bmad.js +2 -1
  91. package/tools/installer/config/install.config.yaml +16 -7
  92. package/tools/installer/lib/ide-setup.js +192 -80
  93. package/tools/installer/package.json +1 -1
  94. package/tools/upgraders/v3-to-v4-upgrader.js +1 -0
  95. package/test.md +0 -1
  96. /package/{implement-fork-friendly-ci.sh → tools/implement-fork-friendly-ci.sh} +0 -0
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+ # Game Development Change Navigation Checklist (Godot)
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+
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+ **Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Godot game development.
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+
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+ **Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
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+
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+ [[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
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+
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+ Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
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+
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+ Before proceeding, understand:
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+
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+ 1. This checklist is for SIGNIFICANT changes affecting game architecture or features
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+ 2. Minor tweaks (shader adjustments, UI positioning) don't require this process
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+ 3. The goal is to maintain playability while adapting to technical realities
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+ 4. Performance (60+ FPS) and player experience are paramount
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+ 5. Consider both GDScript and C# implementation options
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+
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+ Required context:
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+
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+ - The triggering issue (performance metrics, crash logs, feedback)
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+ - Current development state (implemented features, current sprint)
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+ - Access to GDD, technical specs, and performance budgets
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+ - Understanding of remaining features and milestones
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+ - Current language usage (GDScript vs C#) per system
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+
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+ APPROACH:
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+ This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Godot/game dev guidance.
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+
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+ REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
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+
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+ ---
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+
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+ ## 1. Understand the Trigger & Context
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+
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+ [[LLM: Start by understanding the game-specific issue. Ask technical questions:
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+
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+ - What performance metrics triggered this? (FPS, frame time, memory)
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+ - Is this platform-specific or universal?
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+ - Can we reproduce it consistently?
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+ - What Godot profiler data do we have?
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+ - Is this a GDScript performance issue that C# could solve?
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+ - Are we hitting Godot engine limits?
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+
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+ Focus on measurable impacts and technical specifics.]]
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+
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+ - [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
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+ - [ ] **Define the Issue:** Articulate the core problem precisely.
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+ - [ ] Performance bottleneck (CPU/GPU/Memory)?
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+ - [ ] Draw call or batching issue?
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+ - [ ] Platform-specific limitation?
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+ - [ ] Godot engine constraint?
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+ - [ ] GDScript vs C# performance difference?
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+ - [ ] Node tree complexity issue?
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+ - [ ] Signal overhead problem?
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+ - [ ] Physics engine bottleneck?
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+ - [ ] Gameplay/balance issue from playtesting?
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+ - [ ] Asset import or resource loading problem?
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+ - [ ] Export template or platform issue?
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+ - [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target 60+ FPS, frame time ms, draw calls, memory usage).
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+ - [ ] **Gather Technical Evidence:** Note Godot profiler data, performance monitor stats, platform test results, player feedback.
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+
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+ ## 2. Game Feature Impact Assessment
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+
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+ [[LLM: Game features are interconnected in Godot's node system. Evaluate systematically:
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+
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+ 1. Can we optimize the current feature without changing gameplay?
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+ 2. Should this system move from GDScript to C#?
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+ 3. Do dependent scenes/nodes need adjustment?
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+ 4. Are there Godot-specific optimizations available?
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+ 5. Does this affect our performance budget allocation?
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+
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+ Consider both technical and gameplay impacts.]]
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+
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+ - [ ] **Analyze Current Sprint Features:**
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+ - [ ] Can the current feature be optimized?
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+ - [ ] Object pooling for frequently instantiated nodes?
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+ - [ ] LOD system implementation?
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+ - [ ] Draw call batching improvements?
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+ - [ ] Move hot code from GDScript to C#?
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+ - [ ] Static typing in GDScript for performance?
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+ - [ ] Does it need gameplay simplification?
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+ - [ ] Should it be platform-specific (high-end only)?
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+ - [ ] **Analyze Dependent Systems:**
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+ - [ ] Review all scenes and nodes interacting with the affected feature.
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+ - [ ] Do physics bodies need optimization?
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+ - [ ] Are Control nodes/UI systems impacted?
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+ - [ ] Do Resource save/load systems require changes?
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+ - [ ] Are multiplayer RPCs affected?
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+ - [ ] Do signal connections need optimization?
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+ - [ ] **Language Migration Assessment:**
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+ - [ ] Would moving this system to C# improve performance?
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+ - [ ] What's the interop overhead if we split languages?
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+ - [ ] Can we maintain rapid iteration with C#?
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+ - [ ] **Summarize Feature Impact:** Document effects on node hierarchy, scene structure, and technical architecture.
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+
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+ ## 3. Game Artifact Conflict & Impact Analysis
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+
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+ [[LLM: Game documentation drives development. Check each artifact:
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+
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+ 1. Does this invalidate GDD mechanics?
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+ 2. Are technical architecture assumptions still valid?
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+ 3. Do performance budgets need reallocation?
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+ 4. Are platform requirements still achievable?
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+ 5. Does our language strategy (GDScript/C#) need revision?
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+
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+ Missing conflicts cause performance issues later.]]
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+
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+ - [ ] **Review GDD:**
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+ - [ ] Does the issue conflict with core gameplay mechanics?
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+ - [ ] Do game features need scaling for performance?
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+ - [ ] Are progression systems affected?
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+ - [ ] Do balance parameters need adjustment?
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+ - [ ] **Review Technical Architecture:**
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+ - [ ] Does the issue conflict with Godot architecture (scene structure, node hierarchy)?
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+ - [ ] Are autoload/singleton systems impacted?
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+ - [ ] Do shader/rendering approaches need revision?
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+ - [ ] Are Resource structures optimal for the scale?
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+ - [ ] Is the GDScript/C# split still appropriate?
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+ - [ ] **Review Performance Specifications:**
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+ - [ ] Are target framerates (60+ FPS) still achievable?
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+ - [ ] Do memory budgets need reallocation?
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+ - [ ] Are load time targets realistic?
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+ - [ ] Do we need platform-specific targets?
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+ - [ ] Are draw call budgets exceeded?
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+ - [ ] **Review Asset Specifications:**
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+ - [ ] Do texture import settings need adjustment?
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+ - [ ] Are mesh instance counts appropriate?
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+ - [ ] Do audio bus configurations need changes?
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+ - [ ] Is the animation tree complexity sustainable?
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+ - [ ] Are particle system limits appropriate?
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+ - [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
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+
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+ ## 4. Path Forward Evaluation
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+
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+ [[LLM: Present Godot-specific solutions with technical trade-offs:
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+
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+ 1. What's the performance gain (FPS improvement)?
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+ 2. How much rework is required?
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+ 3. What's the player experience impact?
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+ 4. Are there platform-specific solutions?
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+ 5. Should we migrate systems from GDScript to C#?
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+ 6. Can we leverage Godot 4.x features if on 3.x?
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+
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+ Be specific about Godot implementation details.]]
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+
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+ - [ ] **Option 1: Optimization Within Current Design:**
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+ - [ ] Can performance be improved through Godot optimizations?
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+ - [ ] Object pooling with node reuse?
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+ - [ ] MultiMesh for instancing?
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+ - [ ] Viewport optimization?
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+ - [ ] Occlusion culling setup?
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+ - [ ] Static typing in GDScript?
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+ - [ ] Batch draw calls with CanvasItem?
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+ - [ ] Optimize signal connections?
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+ - [ ] Reduce node tree depth?
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+ - [ ] Define specific optimization techniques.
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+ - [ ] Estimate performance improvement potential.
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+ - [ ] **Option 2: Language Migration:**
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+ - [ ] Would moving to C# provide needed performance?
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+ - [ ] Identify hot paths for C# conversion.
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+ - [ ] Define interop boundaries.
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+ - [ ] Assess development velocity impact.
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+ - [ ] **Option 3: Feature Scaling/Simplification:**
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+ - [ ] Can the feature be simplified while maintaining fun?
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+ - [ ] Identify specific elements to scale down.
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+ - [ ] Define platform-specific variations.
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+ - [ ] Assess player experience impact.
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+ - [ ] **Option 4: Architecture Refactor:**
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+ - [ ] Would restructuring improve performance significantly?
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+ - [ ] Identify Godot-specific refactoring needs:
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+ - [ ] Scene composition changes?
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+ - [ ] Node hierarchy optimization?
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+ - [ ] Signal system redesign?
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+ - [ ] Autoload restructuring?
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+ - [ ] Resource management improvements?
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+ - [ ] Estimate development effort.
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+ - [ ] **Option 5: Scope Adjustment:**
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+ - [ ] Can we defer features to post-launch?
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+ - [ ] Should certain features be platform-exclusive?
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+ - [ ] Do we need to adjust milestone deliverables?
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+ - [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
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+
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+ ## 5. Game Development Change Proposal Components
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+
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+ [[LLM: The proposal must include technical specifics:
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+ 1. Performance metrics (before/after projections with FPS targets)
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+ 2. Godot implementation details (nodes, scenes, scripts)
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+ 3. Language strategy (GDScript vs C# per system)
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+ 4. Platform-specific considerations
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+ 5. Testing requirements (GUT for GDScript, GoDotTest for C#)
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+ 6. Risk mitigation strategies
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+ Make it actionable for game developers.]]
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+ (Ensure all points from previous sections are captured)
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+ - [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
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+ - [ ] **Feature Impact Summary:** Affected nodes, scenes, and systems.
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+ - [ ] **Performance Projections:** Expected improvements from chosen solution (target 60+ FPS).
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+ - [ ] **Implementation Plan:** Godot-specific technical approach.
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+ - [ ] Node hierarchy changes
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+ - [ ] Scene restructuring needs
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+ - [ ] Script migration (GDScript to C#)
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+ - [ ] Resource optimization
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+ - [ ] Signal flow improvements
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+ - [ ] **Platform Considerations:** Any platform-specific implementations.
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+ - [ ] **Testing Strategy:**
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+ - [ ] GUT tests for GDScript changes
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+ - [ ] GoDotTest for C# changes
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+ - [ ] Performance benchmarks
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+ - [ ] Platform validation approach
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+ - [ ] **Risk Assessment:** Technical risks and mitigation plans.
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+ - [ ] **Updated Game Stories:** Revised stories with technical constraints.
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+ ## 6. Final Review & Handoff
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+ [[LLM: Game changes require technical validation. Before concluding:
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+ 1. Are performance targets (60+ FPS) clearly defined?
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+ 2. Is the Godot implementation approach clear?
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+ 3. Is the language strategy (GDScript/C#) documented?
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+ 4. Do we have rollback strategies?
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+ 5. Are test scenarios defined for both languages?
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+ 6. Is platform testing covered?
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+ Get explicit approval on technical approach.
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+ FINAL REPORT:
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+ Provide a technical summary:
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+ - Performance issue and root cause
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+ - Chosen solution with expected FPS gains
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+ - Implementation approach in Godot (nodes, scenes, languages)
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+ - GDScript vs C# decisions and rationale
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+ - Testing and validation plan (GUT/GoDotTest)
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+ - Timeline and milestone impacts
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+ Keep it technically precise and actionable.]]
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+ - [ ] **Review Checklist:** Confirm all technical aspects discussed.
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+ - [ ] **Review Change Proposal:** Ensure Godot implementation details are clear.
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+ - [ ] **Language Strategy:** Confirm GDScript vs C# decisions documented.
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+ - [ ] **Performance Validation:** Define how we'll measure success (profiler metrics).
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+ - [ ] **Test Coverage:** Ensure both GUT and GoDotTest coverage planned.
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+ - [ ] **User Approval:** Obtain approval for technical approach.
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+ - [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
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+
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+ ---
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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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+
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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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+ - [ ] **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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+ - [ ] **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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+ - [ ] **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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+ - [ ] **Scene Types** - Different scene categories with Godot scene inheritance
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+ - [ ] **Scene Transitions** - How players move between scenes (loading strategy)
63
+ - [ ] **Duration Targets** - Expected play time considering scene complexity
64
+ - [ ] **Difficulty Distribution** - Scene variants for different difficulty levels
65
+ - [ ] **Replay Value** - Procedural elements using Godot's randomization
66
+
67
+ ### Content Guidelines
68
+
69
+ - [ ] **Scene Creation Rules** - Guidelines for Godot scene composition
70
+ - [ ] **Mechanic Introduction** - Teaching through node activation and signals
71
+ - [ ] **Pacing Variety** - Mix using different process modes and time scales
72
+ - [ ] **Secret Content** - Hidden areas using Area2D/Area3D triggers
73
+ - [ ] **Accessibility Modes** - Scene overrides for assist modes
74
+
75
+ ## Technical Implementation Readiness
76
+
77
+ ### Performance Requirements
78
+
79
+ - [ ] **Frame Rate Targets** - 60+ FPS with Godot profiler validation
80
+ - [ ] **Draw Call Budgets** - Maximum draw calls per scene type
81
+ - [ ] **Memory Budgets** - Scene memory limits using Godot's monitors
82
+ - [ ] **Mobile Optimization** - Battery usage and thermal considerations
83
+ - [ ] **LOD Strategy** - Level of detail using visibility ranges
84
+
85
+ ### Platform Specifications
86
+
87
+ - [ ] **Desktop Requirements** - Minimum specs for Windows/Mac/Linux exports
88
+ - [ ] **Mobile Optimization** - iOS/Android specific Godot settings
89
+ - [ ] **Web Compatibility** - HTML5 export constraints and optimizations
90
+ - [ ] **Console Features** - Platform-specific Godot export templates
91
+ - [ ] **Cross-Platform Save** - Cloud save compatibility considerations
92
+
93
+ ### Asset Requirements
94
+
95
+ - [ ] **Art Style Definition** - Visual style with Godot import settings
96
+ - [ ] **Texture Specifications** - Import presets for different asset types
97
+ - [ ] **Audio Requirements** - Bus layout and compression settings
98
+ - [ ] **UI/UX Guidelines** - Control node theming and responsiveness
99
+ - [ ] **Localization Plan** - Translation system using Godot's localization
100
+
101
+ ## Godot-Specific Architecture
102
+
103
+ ### Node System Design
104
+
105
+ - [ ] **Node Hierarchy** - Planned scene tree structure for major systems
106
+ - [ ] **Scene Composition** - Reusable scene patterns and inheritance
107
+ - [ ] **Autoload Systems** - Singleton managers and their responsibilities
108
+ - [ ] **Signal Architecture** - Event flow between systems
109
+ - [ ] **Group Management** - Node groups for gameplay systems
110
+
111
+ ### Language Strategy
112
+
113
+ - [ ] **GDScript Usage** - Systems appropriate for rapid iteration
114
+ - [ ] **C# Integration** - Performance-critical systems requiring C#
115
+ - [ ] **Interop Design** - Boundaries between GDScript and C# code
116
+ - [ ] **Plugin Requirements** - Required GDExtension or C# libraries
117
+ - [ ] **Tool Scripts** - Editor tools for content creation
118
+
119
+ ### Resource Management
120
+
121
+ - [ ] **Custom Resources** - Game-specific Resource classes planned
122
+ - [ ] **Preload Strategy** - Resources to preload vs lazy load
123
+ - [ ] **Instance Pooling** - Objects requiring pooling (bullets, effects)
124
+ - [ ] **Memory Management** - Reference counting and cleanup strategy
125
+ - [ ] **Asset Streaming** - Large asset loading approach
126
+
127
+ ## Development Planning
128
+
129
+ ### Implementation Phases
130
+
131
+ - [ ] **Prototype Phase** - Core loop in minimal Godot project
132
+ - [ ] **Vertical Slice** - Single polished level with all systems
133
+ - [ ] **Production Phase** - Full content creation pipeline
134
+ - [ ] **Polish Phase** - Performance optimization and juice
135
+ - [ ] **Release Phase** - Platform exports and certification
136
+
137
+ ### Godot Workflow
138
+
139
+ - [ ] **Version Control** - Git strategy for .tscn/.tres files
140
+ - [ ] **Scene Workflow** - Prefab-like scene development process
141
+ - [ ] **Asset Pipeline** - Import automation and validation
142
+ - [ ] **Build Automation** - Godot headless export scripts
143
+ - [ ] **Testing Pipeline** - GUT/GoDotTest integration
144
+
145
+ ## Quality Assurance
146
+
147
+ ### Performance Metrics
148
+
149
+ - [ ] **Frame Time Targets** - Maximum ms per frame by system
150
+ - [ ] **Draw Call Limits** - Per-scene rendering budgets
151
+ - [ ] **Physics Budget** - Maximum active physics bodies
152
+ - [ ] **Memory Footprint** - Platform-specific memory limits
153
+ - [ ] **Load Time Goals** - Scene transition time requirements
154
+
155
+ ### Testing Strategy
156
+
157
+ - [ ] **Unit Testing** - GUT tests for GDScript, GoDotTest for C#
158
+ - [ ] **Integration Testing** - Scene and signal flow validation
159
+ - [ ] **Performance Testing** - Profiler-based optimization workflow
160
+ - [ ] **Platform Testing** - Export template validation process
161
+ - [ ] **Playtesting Plan** - Godot analytics integration
162
+
163
+ ## Documentation Quality
164
+
165
+ ### Godot Integration
166
+
167
+ - [ ] **Node Documentation** - Clear descriptions of node purposes
168
+ - [ ] **Signal Documentation** - Event flow and parameters defined
169
+ - [ ] **Export Variables** - All exposed parameters documented
170
+ - [ ] **Resource Formats** - Custom Resource specifications
171
+ - [ ] **API Documentation** - Public methods and properties described
172
+
173
+ ### Implementation Guidance
174
+
175
+ - [ ] **Code Examples** - GDScript/C# snippets for complex systems
176
+ - [ ] **Scene Templates** - Example scenes demonstrating patterns
177
+ - [ ] **Performance Notes** - Optimization guidelines per feature
178
+ - [ ] **Common Pitfalls** - Known Godot gotchas documented
179
+ - [ ] **Best Practices** - Godot-specific patterns recommended
180
+
181
+ ## Multiplayer Considerations (if applicable)
182
+
183
+ ### Network Architecture
184
+
185
+ - [ ] **Multiplayer Type** - P2P vs dedicated server using Godot's high-level API
186
+ - [ ] **RPC Design** - Remote procedure calls and synchronization
187
+ - [ ] **State Replication** - What state needs network synchronization
188
+ - [ ] **Lag Compensation** - Client prediction and reconciliation
189
+ - [ ] **Bandwidth Budget** - Network traffic limits per player
190
+
191
+ ## Final Readiness Assessment
192
+
193
+ ### Godot Implementation Ready
194
+
195
+ - [ ] **Scene Planning Complete** - Node hierarchy and composition defined
196
+ - [ ] **Performance Validated** - 60+ FPS achievable with design
197
+ - [ ] **Language Strategy Clear** - GDScript vs C# decisions made
198
+ - [ ] **Asset Pipeline Ready** - Import settings and workflow defined
199
+ - [ ] **Testing Framework** - GUT/GoDotTest strategy established
200
+
201
+ ### Document Approval
202
+
203
+ - [ ] **Design Review Complete** - Game design validated by team
204
+ - [ ] **Technical Review Complete** - Godot feasibility confirmed
205
+ - [ ] **Performance Review Complete** - Frame rate targets achievable
206
+ - [ ] **Resource Review Complete** - Team capabilities match requirements
207
+ - [ ] **Final Approval** - Document baselined for development
208
+
209
+ ## Overall Assessment
210
+
211
+ **Document Quality Rating:** ⭐⭐⭐⭐⭐
212
+
213
+ **Ready for Godot Development:** [ ] Yes [ ] No
214
+
215
+ **Performance Risk Assessment:**
216
+ _Identify any design elements that may challenge 60 FPS target._
217
+
218
+ **Language Recommendations:**
219
+ _Suggest which systems should use GDScript vs C# for optimal performance._
220
+
221
+ **Key Recommendations:**
222
+ _List critical items needing attention before Godot implementation._
223
+
224
+ **Next Steps:**
225
+ _Outline immediate actions for starting Godot development._