bmad-method 4.43.0 → 4.44.0
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 -80
- package/bmad-core/tasks/validate-next-story.md +1 -1
- 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 +1 -1
- package/dist/teams/team-fullstack.txt +1 -1
- package/dist/teams/team-ide-minimal.txt +1 -1
- package/dist/teams/team-no-ui.txt +1 -1
- 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 +11 -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 Development Change Navigation Checklist (Godot)
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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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**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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[[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
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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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Before proceeding, understand:
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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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Required context:
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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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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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REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
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---
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## 1. Understand the Trigger & Context
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[[LLM: Start by understanding the game-specific issue. Ask technical questions:
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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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Focus on measurable impacts and technical specifics.]]
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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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## 2. Game Feature Impact Assessment
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[[LLM: Game features are interconnected in Godot's node system. Evaluate systematically:
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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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Consider both technical and gameplay impacts.]]
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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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## 3. Game Artifact Conflict & Impact Analysis
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[[LLM: Game documentation drives development. Check each artifact:
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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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Missing conflicts cause performance issues later.]]
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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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## 4. Path Forward Evaluation
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[[LLM: Present Godot-specific solutions with technical trade-offs:
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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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Be specific about Godot implementation details.]]
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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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## 5. Game Development Change Proposal Components
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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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@@ -0,0 +1,225 @@
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# Game Design Document Quality Checklist (Godot)
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## Document Completeness
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+
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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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8
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- [ ] **Target Audience** - Primary and secondary audiences defined with demographics
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9
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+
- [ ] **Platform Requirements** - Godot export targets and requirements specified
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10
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- [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified
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11
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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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13
|
+
### Game Design Foundation
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14
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+
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15
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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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18
|
+
- [ ] **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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22
|
+
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### Core Mechanics Documentation
|
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+
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25
|
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- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with Godot implementation notes
|
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26
|
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- [ ] **Node Architecture** - How mechanics map to Godot's node system
|
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27
|
+
- [ ] **Player Input** - InputMap configuration for each platform specified
|
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28
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+
- [ ] **Signal Flow** - Game responses using Godot's signal system documented
|
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29
|
+
- [ ] **Performance Impact** - Frame time budget for each mechanic (target 60+ FPS)
|
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30
|
+
|
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31
|
+
### Controls and Interaction
|
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32
|
+
|
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33
|
+
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad InputMap defined
|
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34
|
+
- [ ] **Input Responsiveness** - Requirements for game feel using \_process vs \_physics_process
|
|
35
|
+
- [ ] **Accessibility Options** - Control remapping and accessibility in Project Settings
|
|
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|
+
- [ ] **Touch Optimization** - TouchScreenButton and gesture handling designed
|
|
37
|
+
- [ ] **Input Buffer System** - Frame-perfect input handling considerations
|
|
38
|
+
|
|
39
|
+
## Progression and Balance
|
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40
|
+
|
|
41
|
+
### Player Progression
|
|
42
|
+
|
|
43
|
+
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
|
|
44
|
+
- [ ] **Save System Design** - Godot Resource-based save/load architecture
|
|
45
|
+
- [ ] **Unlock System** - What players unlock and how it's stored in Resources
|
|
46
|
+
- [ ] **Difficulty Scaling** - How challenge increases using export variables
|
|
47
|
+
- [ ] **Player Agency** - Meaningful choices affecting scene flow and game state
|
|
48
|
+
|
|
49
|
+
### Game Balance
|
|
50
|
+
|
|
51
|
+
- [ ] **Balance Parameters** - Export variables and Resources for tuning
|
|
52
|
+
- [ ] **Difficulty Curve** - Appropriate challenge progression with scene variations
|
|
53
|
+
- [ ] **Economy Design** - Resource systems using Godot's custom Resources
|
|
54
|
+
- [ ] **Live Tuning** - Hot-reload support for balance iteration
|
|
55
|
+
- [ ] **Data-Driven Design** - ScriptableObject-like Resources for configuration
|
|
56
|
+
|
|
57
|
+
## Level Design Framework
|
|
58
|
+
|
|
59
|
+
### Scene Structure
|
|
60
|
+
|
|
61
|
+
- [ ] **Scene Types** - Different scene categories with Godot scene inheritance
|
|
62
|
+
- [ ] **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._
|