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.
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
@@ -0,0 +1,448 @@
1
+ # Game Product Owner (PO) Master Validation Checklist (Godot)
2
+
3
+ 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.
4
+
5
+ [[LLM: INITIALIZATION INSTRUCTIONS - GAME PO MASTER CHECKLIST
6
+
7
+ PROJECT TYPE DETECTION:
8
+ First, determine the game project type by checking:
9
+
10
+ 1. Is this a NEW GAME project (greenfield)?
11
+ - Look for: New Godot project initialization, no existing game code
12
+ - Check for: game-design-doc.md, architecture.md, new game setup
13
+ - Godot version selection (4.x vs 3.x)
14
+
15
+ 2. Is this an EXISTING GAME enhancement (brownfield)?
16
+ - Look for: References to existing Godot project, enhancement language
17
+ - Check for: existing .godot folder, project.godot file
18
+ - Existing scenes, scripts, and resources
19
+
20
+ 3. What platforms are targeted?
21
+ - Desktop (Windows/Mac/Linux)
22
+ - Mobile (iOS/Android)
23
+ - Web (HTML5)
24
+ - Console (requires special export templates)
25
+
26
+ DOCUMENT REQUIREMENTS:
27
+ Based on project type, ensure you have access to:
28
+
29
+ For NEW GAME projects:
30
+
31
+ - game-design-doc.md - The Game Design Document
32
+ - architecture.md - The technical architecture
33
+ - platform-requirements.md - Platform specifications
34
+ - All epic and story definitions
35
+
36
+ For EXISTING GAME enhancements:
37
+
38
+ - enhancement-doc.md - The enhancement requirements
39
+ - existing Godot project access (CRITICAL)
40
+ - Current performance metrics
41
+ - Player feedback and analytics data
42
+ - Existing save game compatibility requirements
43
+
44
+ SKIP INSTRUCTIONS:
45
+
46
+ - Skip sections marked [[EXISTING GAME ONLY]] for new games
47
+ - Skip sections marked [[NEW GAME ONLY]] for existing games
48
+ - Skip sections marked [[MOBILE ONLY]] for desktop-only games
49
+ - Note all skipped sections in your final report
50
+
51
+ VALIDATION APPROACH:
52
+
53
+ 1. Performance Focus - Every decision must support 60+ FPS target
54
+ 2. Player Experience - Fun and engagement drive all choices
55
+ 3. Platform Reality - Constraints guide implementation
56
+ 4. Technical Feasibility - Godot capabilities define boundaries
57
+
58
+ EXECUTION MODE:
59
+ Ask if they want to work through:
60
+
61
+ - Section by section (interactive) - Review each, get confirmation
62
+ - All at once (comprehensive) - Complete analysis, present report]]
63
+
64
+ ## 1. GODOT PROJECT SETUP & INITIALIZATION
65
+
66
+ [[LLM: Foundation is critical. For new games, ensure proper Godot setup. For existing games, ensure safe integration without breaking current gameplay.]]
67
+
68
+ ### 1.1 New Game Project Setup [[NEW GAME ONLY]]
69
+
70
+ - [ ] Godot version (4.x or 3.x) explicitly chosen with justification
71
+ - [ ] Project.godot initial configuration defined
72
+ - [ ] Folder structure follows Godot best practices
73
+ - [ ] Initial scene hierarchy planned
74
+ - [ ] Version control .gitignore for Godot configured
75
+ - [ ] Language strategy decided (GDScript vs C# vs both)
76
+
77
+ ### 1.2 Existing Game Integration [[EXISTING GAME ONLY]]
78
+
79
+ - [ ] Current Godot version compatibility verified
80
+ - [ ] Existing scene structure analyzed and documented
81
+ - [ ] Save game compatibility maintained
82
+ - [ ] Player progression preservation ensured
83
+ - [ ] Performance baseline measured (current FPS)
84
+ - [ ] Rollback strategy for each change defined
85
+
86
+ ### 1.3 Development Environment
87
+
88
+ - [ ] Godot Editor version specified and installed
89
+ - [ ] .NET/Mono setup for C# development (if needed)
90
+ - [ ] Export templates downloaded for target platforms
91
+ - [ ] Asset import presets configured
92
+ - [ ] Editor settings standardized across team
93
+ - [ ] Performance profiling tools configured
94
+
95
+ ### 1.4 Core Game Systems
96
+
97
+ - [ ] Autoload/singleton architecture defined early
98
+ - [ ] Input mapping configured for all platforms
99
+ - [ ] Audio bus layout established
100
+ - [ ] Scene transition system implemented
101
+ - [ ] Save/load system architecture defined
102
+ - [ ] [[EXISTING GAME ONLY]] Compatibility with existing systems verified
103
+
104
+ ## 2. GAME ARCHITECTURE & PERFORMANCE
105
+
106
+ [[LLM: Architecture determines performance. Every system must support 60+ FPS target. Language choices (GDScript vs C#) impact performance.]]
107
+
108
+ ### 2.1 Scene & Node Architecture
109
+
110
+ - [ ] Main scene structure defined before implementation
111
+ - [ ] Node naming conventions established
112
+ - [ ] Scene inheritance patterns planned
113
+ - [ ] Packed scenes for reusability identified
114
+ - [ ] Signal connections architecture documented
115
+ - [ ] [[EXISTING GAME ONLY]] Integration with existing scenes planned
116
+
117
+ ### 2.2 Performance Systems
118
+
119
+ - [ ] Object pooling for bullets/enemies/particles planned
120
+ - [ ] LOD system for complex scenes defined
121
+ - [ ] Occlusion culling strategy established
122
+ - [ ] Draw call batching approach documented
123
+ - [ ] Memory budget per scene defined
124
+ - [ ] [[MOBILE ONLY]] Mobile-specific optimizations planned
125
+
126
+ ### 2.3 Language Strategy
127
+
128
+ - [ ] GDScript systems identified (rapid iteration needs)
129
+ - [ ] C# systems identified (performance-critical code)
130
+ - [ ] Interop boundaries minimized and defined
131
+ - [ ] Static typing enforced in GDScript for performance
132
+ - [ ] [[EXISTING GAME ONLY]] Migration path from existing code
133
+
134
+ ### 2.4 Resource Management
135
+
136
+ - [ ] Custom Resource classes for game data defined
137
+ - [ ] Texture import settings standardized
138
+ - [ ] Audio compression settings optimized
139
+ - [ ] Mesh and material optimization planned
140
+ - [ ] Asset loading strategy (preload vs lazy load)
141
+
142
+ ## 3. PLATFORM & DEPLOYMENT
143
+
144
+ [[LLM: Platform constraints drive many decisions. Mobile has strict performance limits. Web has size constraints. Consoles need certification.]]
145
+
146
+ ### 3.1 Platform Requirements
147
+
148
+ - [ ] Target platforms explicitly listed with priorities
149
+ - [ ] Minimum hardware specifications defined
150
+ - [ ] Platform-specific features identified
151
+ - [ ] Control schemes per platform defined
152
+ - [ ] Performance targets per platform (60 FPS minimum)
153
+ - [ ] [[MOBILE ONLY]] Touch controls and gestures designed
154
+
155
+ ### 3.2 Export Configuration
156
+
157
+ - [ ] Export presets created for each platform
158
+ - [ ] Platform-specific settings configured
159
+ - [ ] Icon and splash screens prepared
160
+ - [ ] Code signing requirements identified
161
+ - [ ] [[MOBILE ONLY]] App store requirements checked
162
+ - [ ] [[WEB ONLY]] Browser compatibility verified
163
+
164
+ ### 3.3 Build Pipeline
165
+
166
+ - [ ] Automated build process using Godot headless
167
+ - [ ] Version numbering strategy defined
168
+ - [ ] Build size optimization planned
169
+ - [ ] Platform-specific optimizations configured
170
+ - [ ] [[EXISTING GAME ONLY]] Patch/update system maintained
171
+
172
+ ### 3.4 Testing Infrastructure
173
+
174
+ - [ ] GUT framework setup for GDScript tests
175
+ - [ ] GoDotTest configured for C# tests
176
+ - [ ] Performance testing benchmarks defined
177
+ - [ ] Platform testing matrix created
178
+ - [ ] [[EXISTING GAME ONLY]] Regression testing for existing features
179
+
180
+ ## 4. GAME FEATURES & CONTENT
181
+
182
+ [[LLM: Features must be fun AND performant. Every feature impacts frame rate. Content must be optimized for target platforms.]]
183
+
184
+ ### 4.1 Core Gameplay Features
185
+
186
+ - [ ] Core loop implemented with performance validation
187
+ - [ ] Player controls responsive (<50ms input latency)
188
+ - [ ] Game state management efficient
189
+ - [ ] Progression systems data-driven
190
+ - [ ] [[EXISTING GAME ONLY]] New features integrated smoothly
191
+
192
+ ### 4.2 Content Pipeline
193
+
194
+ - [ ] Level/scene creation workflow defined
195
+ - [ ] Asset production pipeline established
196
+ - [ ] Localization system implemented
197
+ - [ ] Content validation process created
198
+ - [ ] [[EXISTING GAME ONLY]] Content compatibility ensured
199
+
200
+ ### 4.3 Multiplayer Systems [[IF APPLICABLE]]
201
+
202
+ - [ ] Network architecture (P2P vs dedicated) chosen
203
+ - [ ] RPC usage planned and optimized
204
+ - [ ] State synchronization strategy defined
205
+ - [ ] Lag compensation implemented
206
+ - [ ] Bandwidth requirements validated
207
+
208
+ ## 5. PLAYER EXPERIENCE & MONETIZATION
209
+
210
+ [[LLM: Player experience drives retention. Monetization must be ethical and balanced. Performance must never suffer for monetization.]]
211
+
212
+ ### 5.1 Player Journey
213
+
214
+ - [ ] Onboarding experience optimized
215
+ - [ ] Tutorial system non-intrusive
216
+ - [ ] Difficulty curve properly balanced
217
+ - [ ] Progression feels rewarding
218
+ - [ ] [[EXISTING GAME ONLY]] Existing player experience preserved
219
+
220
+ ### 5.2 Monetization Strategy [[IF APPLICABLE]]
221
+
222
+ - [ ] Monetization model clearly defined
223
+ - [ ] IAP implementation planned
224
+ - [ ] Ad integration performance impact assessed
225
+ - [ ] Economy balanced for free and paying players
226
+ - [ ] [[EXISTING GAME ONLY]] Existing economy not disrupted
227
+
228
+ ### 5.3 Analytics & Metrics
229
+
230
+ - [ ] Key metrics identified (retention, engagement)
231
+ - [ ] Analytics integration planned
232
+ - [ ] Performance tracking implemented
233
+ - [ ] A/B testing framework considered
234
+ - [ ] [[EXISTING GAME ONLY]] Historical data preserved
235
+
236
+ ## 6. QUALITY & PERFORMANCE VALIDATION
237
+
238
+ [[LLM: Quality determines success. Performance determines playability. Testing prevents player frustration.]]
239
+
240
+ ### 6.1 Performance Standards
241
+
242
+ - [ ] 60+ FPS target on all platforms confirmed
243
+ - [ ] Frame time budget per system defined
244
+ - [ ] Memory usage limits established
245
+ - [ ] Load time targets set (<3 seconds)
246
+ - [ ] Battery usage optimized for mobile
247
+
248
+ ### 6.2 Testing Strategy
249
+
250
+ - [ ] Unit tests for game logic (GUT/GoDotTest)
251
+ - [ ] Integration tests for scenes
252
+ - [ ] Performance tests automated
253
+ - [ ] Playtesting schedule defined
254
+ - [ ] [[EXISTING GAME ONLY]] Regression testing comprehensive
255
+
256
+ ### 6.3 Polish & Game Feel
257
+
258
+ - [ ] Juice and polish planned
259
+ - [ ] Particle effects budgeted
260
+ - [ ] Screen shake and effects optimized
261
+ - [ ] Audio feedback immediate
262
+ - [ ] Visual feedback responsive
263
+
264
+ ## 7. RISK MANAGEMENT
265
+
266
+ [[LLM: Games fail from poor performance, bugs, or lack of fun. Identify and mitigate risks early.]]
267
+
268
+ ### 7.1 Technical Risks
269
+
270
+ - [ ] Performance bottlenecks identified
271
+ - [ ] Platform limitations acknowledged
272
+ - [ ] Third-party dependencies minimized
273
+ - [ ] Godot version stability assessed
274
+ - [ ] [[EXISTING GAME ONLY]] Breaking change risks evaluated
275
+
276
+ ### 7.2 Game Design Risks
277
+
278
+ - [ ] Fun factor validation planned
279
+ - [ ] Difficulty spike risks identified
280
+ - [ ] Player frustration points addressed
281
+ - [ ] Monetization balance risks assessed
282
+ - [ ] [[EXISTING GAME ONLY]] Player backlash risks considered
283
+
284
+ ### 7.3 Mitigation Strategies
285
+
286
+ - [ ] Performance fallbacks defined
287
+ - [ ] Feature flags for risky features
288
+ - [ ] Rollback procedures documented
289
+ - [ ] Player communication plan ready
290
+ - [ ] [[EXISTING GAME ONLY]] Save game migration tested
291
+
292
+ ## 8. MVP SCOPE & PRIORITIES
293
+
294
+ [[LLM: MVP means Minimum VIABLE Product. Must be fun, performant, and complete. No half-features.]]
295
+
296
+ ### 8.1 Core Features
297
+
298
+ - [ ] Essential gameplay features identified
299
+ - [ ] Nice-to-have features deferred
300
+ - [ ] Complete player journey possible
301
+ - [ ] All platforms equally playable
302
+ - [ ] [[EXISTING GAME ONLY]] Enhancement value justified
303
+
304
+ ### 8.2 Content Scope
305
+
306
+ - [ ] Minimum viable content defined
307
+ - [ ] Vertical slice fully polished
308
+ - [ ] Replayability considered
309
+ - [ ] Content production realistic
310
+ - [ ] [[EXISTING GAME ONLY]] Existing content maintained
311
+
312
+ ### 8.3 Technical Scope
313
+
314
+ - [ ] Performance targets achievable
315
+ - [ ] Platform requirements met
316
+ - [ ] Testing coverage adequate
317
+ - [ ] Technical debt acceptable
318
+ - [ ] [[EXISTING GAME ONLY]] Integration complexity managed
319
+
320
+ ## 9. TEAM & TIMELINE
321
+
322
+ [[LLM: Game development is iterative. Teams need clear milestones. Realistic timelines prevent crunch.]]
323
+
324
+ ### 9.1 Development Phases
325
+
326
+ - [ ] Prototype phase defined (core loop)
327
+ - [ ] Production phase planned (content creation)
328
+ - [ ] Polish phase allocated (juice and optimization)
329
+ - [ ] Certification time included (if console)
330
+ - [ ] [[EXISTING GAME ONLY]] Integration phases defined
331
+
332
+ ### 9.2 Team Capabilities
333
+
334
+ - [ ] Godot expertise adequate
335
+ - [ ] GDScript/C# skills matched to needs
336
+ - [ ] Art pipeline capabilities confirmed
337
+ - [ ] Testing resources allocated
338
+ - [ ] [[EXISTING GAME ONLY]] Domain knowledge preserved
339
+
340
+ ## 10. POST-LAUNCH CONSIDERATIONS
341
+
342
+ [[LLM: Games are living products. Plan for success. Updates and content keep players engaged.]]
343
+
344
+ ### 10.1 Live Operations
345
+
346
+ - [ ] Update delivery mechanism planned
347
+ - [ ] Content pipeline sustainable
348
+ - [ ] Bug fix process defined
349
+ - [ ] Player support prepared
350
+ - [ ] [[EXISTING GAME ONLY]] Compatibility maintained
351
+
352
+ ### 10.2 Future Content
353
+
354
+ - [ ] DLC/expansion architecture supports
355
+ - [ ] Season pass structure considered
356
+ - [ ] Event system architecture ready
357
+ - [ ] Community features planned
358
+ - [ ] [[EXISTING GAME ONLY]] Expansion doesn't break base game
359
+
360
+ ## VALIDATION SUMMARY
361
+
362
+ [[LLM: FINAL GAME PO VALIDATION REPORT
363
+
364
+ Generate comprehensive validation report:
365
+
366
+ 1. Executive Summary
367
+ - Project type: [New Game/Game Enhancement]
368
+ - Target platforms: [List]
369
+ - Performance risk: [High/Medium/Low]
370
+ - Go/No-Go recommendation
371
+ - Language strategy assessment (GDScript/C#)
372
+
373
+ 2. Performance Analysis
374
+ - 60 FPS achievability per platform
375
+ - Memory budget compliance
376
+ - Load time projections
377
+ - Battery impact (mobile)
378
+ - Optimization opportunities
379
+
380
+ 3. Player Experience Assessment
381
+ - Fun factor validation
382
+ - Progression balance
383
+ - Monetization ethics
384
+ - Retention projections
385
+ - [EXISTING GAME] Player disruption
386
+
387
+ 4. Technical Readiness
388
+ - Godot architecture completeness
389
+ - Language strategy appropriateness
390
+ - Testing coverage adequacy
391
+ - Platform requirements met
392
+ - [EXISTING GAME] Integration complexity
393
+
394
+ 5. Risk Assessment
395
+ - Top 5 risks by severity
396
+ - Performance bottlenecks
397
+ - Platform constraints
398
+ - Timeline concerns
399
+ - Mitigation recommendations
400
+
401
+ 6. MVP Validation
402
+ - Core loop completeness
403
+ - Platform parity
404
+ - Content sufficiency
405
+ - Polish level adequacy
406
+ - True MVP vs over-scope
407
+
408
+ 7. Recommendations
409
+ - Must-fix before development
410
+ - Should-fix for quality
411
+ - Consider for improvement
412
+ - Post-launch additions
413
+
414
+ Ask if user wants:
415
+
416
+ - Detailed performance analysis
417
+ - Platform-specific deep dive
418
+ - Risk mitigation strategies
419
+ - Timeline optimization suggestions]]
420
+
421
+ ### Category Statuses
422
+
423
+ | Category | Status | Critical Issues |
424
+ | ----------------------------- | ------ | --------------- |
425
+ | 1. Godot Project Setup | _TBD_ | |
426
+ | 2. Architecture & Performance | _TBD_ | |
427
+ | 3. Platform & Deployment | _TBD_ | |
428
+ | 4. Game Features & Content | _TBD_ | |
429
+ | 5. Player Experience | _TBD_ | |
430
+ | 6. Quality & Performance | _TBD_ | |
431
+ | 7. Risk Management | _TBD_ | |
432
+ | 8. MVP Scope | _TBD_ | |
433
+ | 9. Team & Timeline | _TBD_ | |
434
+ | 10. Post-Launch | _TBD_ | |
435
+
436
+ ### Critical Performance Risks
437
+
438
+ (To be populated during validation)
439
+
440
+ ### Platform-Specific Concerns
441
+
442
+ (To be populated during validation)
443
+
444
+ ### Final Decision
445
+
446
+ - **APPROVED**: Game plan is comprehensive, performant, and ready for Godot development
447
+ - **CONDITIONAL**: Plan requires specific adjustments for performance/platform requirements
448
+ - **REJECTED**: Plan requires significant revision to meet quality and performance standards
@@ -0,0 +1,202 @@
1
+ # Game Development Story Definition of Done (DoD) Checklist (Godot)
2
+
3
+ ## Instructions for Developer Agent
4
+
5
+ Before marking a story as 'Ready for Review', please go through each item in this checklist. Report the status of each item (e.g., [x] Done, [ ] Not Done, [N/A] Not Applicable) and provide brief comments if necessary.
6
+
7
+ [[LLM: INITIALIZATION INSTRUCTIONS - GODOT GAME STORY DOD VALIDATION
8
+
9
+ This checklist is for GAME DEVELOPER AGENTS to self-validate their Godot implementation work before marking a story complete.
10
+
11
+ IMPORTANT: This is a self-assessment following TDD principles. Be honest about what's actually done vs what should be done. Performance targets (60+ FPS) are non-negotiable.
12
+
13
+ EXECUTION APPROACH:
14
+
15
+ 1. Verify tests were written FIRST (TDD compliance)
16
+ 2. Go through each section systematically
17
+ 3. Mark items as [x] Done, [ ] Not Done, or [N/A] Not Applicable
18
+ 4. Add brief comments explaining any [ ] or [N/A] items
19
+ 5. Report performance metrics (FPS, draw calls, memory)
20
+ 6. Flag any technical debt or optimization needs
21
+
22
+ The goal is performant, tested, quality delivery following John Carmack's optimization philosophy.]]
23
+
24
+ ## Checklist Items
25
+
26
+ 1. **Test-Driven Development Compliance:**
27
+
28
+ [[LLM: TDD is mandatory. Tests must be written FIRST. No exceptions.]]
29
+ - [ ] Tests were written BEFORE implementation (Red phase)
30
+ - [ ] Tests initially failed as expected
31
+ - [ ] Implementation made tests pass (Green phase)
32
+ - [ ] Code was refactored while maintaining passing tests (Refactor phase)
33
+ - [ ] GUT tests written for all GDScript code
34
+ - [ ] GoDotTest tests written for all C# code
35
+ - [ ] Test coverage meets 80% minimum requirement
36
+ - [ ] Performance benchmarks defined and passing
37
+
38
+ 2. **Requirements & Game Design:**
39
+
40
+ [[LLM: Requirements drive implementation. GDD alignment is critical.]]
41
+ - [ ] All functional requirements from story implemented
42
+ - [ ] All acceptance criteria met and tested
43
+ - [ ] Game Design Document (GDD) requirements implemented
44
+ - [ ] Player experience goals achieved
45
+ - [ ] Core gameplay loop functions correctly
46
+ - [ ] Fun factor validated through testing
47
+
48
+ 3. **Godot Standards & Architecture:**
49
+
50
+ [[LLM: Godot best practices ensure maintainability and performance.]]
51
+ - [ ] Node hierarchy follows Godot conventions
52
+ - [ ] Scene composition patterns properly used
53
+ - [ ] Signal connections documented and optimized
54
+ - [ ] Autoload/singleton usage justified
55
+ - [ ] Resource system used appropriately
56
+ - [ ] Export variables properly configured
57
+ - [ ] Node groups used for efficient queries
58
+ - [ ] Scene inheritance utilized where appropriate
59
+
60
+ 4. **Code Quality & Language Strategy:**
61
+
62
+ [[LLM: Language choice impacts performance. GDScript for iteration, C# for computation.]]
63
+ - [ ] GDScript code uses static typing throughout
64
+ - [ ] C# code follows .NET conventions
65
+ - [ ] Language choice (GDScript vs C#) justified for each system
66
+ - [ ] Interop between languages minimized
67
+ - [ ] Memory management patterns followed (pooling, references)
68
+ - [ ] No GDScript/C# marshalling in hot paths
69
+ - [ ] Code comments explain optimization decisions
70
+ - [ ] No new script errors or warnings
71
+
72
+ 5. **Performance Validation:**
73
+
74
+ [[LLM: 60+ FPS is the minimum, not the target. Profile everything.]]
75
+ - [ ] Stable 60+ FPS achieved on target hardware
76
+ - [ ] Frame time consistently under 16.67ms
77
+ - [ ] Draw calls within budget for scene type
78
+ - [ ] Memory usage within platform limits
79
+ - [ ] No memory leaks detected
80
+ - [ ] Object pooling implemented where needed
81
+ - [ ] Godot profiler shows no bottlenecks
82
+ - [ ] Performance regression tests pass
83
+
84
+ 6. **Platform Testing:**
85
+
86
+ [[LLM: Test on all target platforms. Platform-specific issues kill games.]]
87
+ - [ ] Functionality verified in Godot Editor
88
+ - [ ] Desktop export tested (Windows/Mac/Linux)
89
+ - [ ] Mobile export tested if applicable (iOS/Android)
90
+ - [ ] Web export tested if applicable (HTML5)
91
+ - [ ] Input handling works on all platforms
92
+ - [ ] Platform-specific optimizations applied
93
+ - [ ] Export settings properly configured
94
+ - [ ] Build sizes within acceptable limits
95
+
96
+ 7. **Game Functionality:**
97
+
98
+ [[LLM: Games must be fun AND functional. Test the player experience.]]
99
+ - [ ] Game mechanics work as specified
100
+ - [ ] Player controls responsive (<50ms input latency)
101
+ - [ ] UI elements function correctly (Control nodes)
102
+ - [ ] Audio integration works (AudioStreamPlayer)
103
+ - [ ] Visual feedback and animations smooth
104
+ - [ ] Particle effects within performance budget
105
+ - [ ] Save/load system functions correctly
106
+ - [ ] Scene transitions work smoothly
107
+
108
+ 8. **Testing Coverage:**
109
+
110
+ [[LLM: Comprehensive testing prevents player frustration.]]
111
+ - [ ] Unit tests (GUT/GoDotTest) all passing
112
+ - [ ] Integration tests for scene interactions pass
113
+ - [ ] Performance tests meet benchmarks
114
+ - [ ] Edge cases and error conditions handled
115
+ - [ ] Multiplayer tests pass (if applicable)
116
+ - [ ] Platform-specific tests complete
117
+ - [ ] Regression tests for existing features pass
118
+ - [ ] Manual playtesting completed
119
+
120
+ 9. **Story Administration:**
121
+
122
+ [[LLM: Documentation enables team collaboration.]]
123
+ - [ ] All tasks within story marked complete [x]
124
+ - [ ] Implementation decisions documented
125
+ - [ ] Performance optimizations noted
126
+ - [ ] File List section updated with all changes
127
+ - [ ] Debug Log references added
128
+ - [ ] Completion Notes comprehensive
129
+ - [ ] Change Log updated
130
+ - [ ] Status set to 'Ready for Review'
131
+
132
+ 10. **Project & Dependencies:**
133
+
134
+ [[LLM: Project must build and run. Dependencies must be justified.]]
135
+ - [ ] Godot project opens without errors
136
+ - [ ] Project exports successfully for all platforms
137
+ - [ ] Any new plugins/addons pre-approved
138
+ - [ ] Asset import settings optimized
139
+ - [ ] Project settings properly configured
140
+ - [ ] Version control files (.tscn/.tres) clean
141
+ - [ ] No uncommitted debug code
142
+ - [ ] Build automation scripts updated
143
+
144
+ 11. **Optimization & Polish:**
145
+
146
+ [[LLM: Following Carmack's philosophy - measure, optimize, verify.]]
147
+ - [ ] Hot paths identified and optimized
148
+ - [ ] Critical code moved to C# if needed
149
+ - [ ] Draw call batching implemented
150
+ - [ ] Texture atlasing used where appropriate
151
+ - [ ] LOD system implemented if needed
152
+ - [ ] Occlusion culling configured
153
+ - [ ] Static typing used throughout GDScript
154
+ - [ ] Signal connections optimized
155
+
156
+ 12. **Documentation:**
157
+
158
+ [[LLM: Good documentation prevents future confusion.]]
159
+ - [ ] GDScript documentation comments complete
160
+ - [ ] C# XML documentation complete
161
+ - [ ] Node purposes documented in scenes
162
+ - [ ] Export variable tooltips added
163
+ - [ ] Performance notes included
164
+ - [ ] Platform-specific notes documented
165
+ - [ ] Known issues or limitations noted
166
+
167
+ ## Performance Metrics Report
168
+
169
+ [[LLM: Report actual performance metrics, not estimates.]]
170
+
171
+ - **Frame Rate:** \_\_\_ FPS (Target: 60+)
172
+ - **Frame Time:** \_\_\_ ms (Target: <16.67ms)
173
+ - **Draw Calls:** **_ (Budget: _**)
174
+ - **Memory Usage:** **_ MB (Limit: _**)
175
+ - **Scene Load Time:** \_\_\_ seconds
176
+ - **Input Latency:** \_\_\_ ms
177
+ - **Test Coverage:** \_\_\_% (Minimum: 80%)
178
+
179
+ ## Final Confirmation
180
+
181
+ [[LLM: FINAL GODOT DOD SUMMARY
182
+
183
+ After completing the checklist:
184
+
185
+ 1. Confirm TDD was followed (tests written first)
186
+ 2. Report performance metrics with specific numbers
187
+ 3. List any items marked [ ] with explanations
188
+ 4. Identify optimization opportunities
189
+ 5. Note any technical debt created
190
+ 6. Confirm the story is truly ready for review
191
+ 7. State whether 60+ FPS target is met
192
+
193
+ Remember Carmack's principle: "Focus on what matters: framerate and responsiveness."
194
+
195
+ Be honest - performance issues and bugs found now are easier to fix than after release.]]
196
+
197
+ - [ ] I, the Game Developer Agent, confirm that:
198
+ - [ ] TDD was followed (tests written first)
199
+ - [ ] All applicable items above have been addressed
200
+ - [ ] Performance targets (60+ FPS) are met
201
+ - [ ] Tests provide 80%+ coverage
202
+ - [ ] The story is ready for review
@@ -0,0 +1,30 @@
1
+ name: bmad-godot-game-dev
2
+ version: 1.0.0
3
+ short-title: Godot Game Dev Pack
4
+ description: Game Development expansion pack for BMad Method - Godot GDscript & C# focused
5
+ author: sjennings (Lum), based on BMAD Unity Game Dev expansion pack by pbean (PinkyD)
6
+ slashPrefix: BmadG
7
+ markdownExploder: true
8
+ qa:
9
+ qaLocation: docs/qa
10
+ prd:
11
+ prdFile: docs/prd.md
12
+ prdVersion: v4
13
+ prdSharded: true
14
+ prdShardedLocation: docs/prd
15
+ epicFilePattern: epic-{n}*.md
16
+ architecture:
17
+ architectureFile: docs/architecture.md
18
+ architectureVersion: v4
19
+ architectureSharded: true
20
+ architectureShardedLocation: docs/architecture
21
+ customTechnicalDocuments: null
22
+ devLoadAlwaysFiles:
23
+ - docs/architecture/coding-standards.md
24
+ - docs/architecture/tech-stack.md
25
+ - docs/architecture/source-tree.md
26
+ - docs/architecture/testing-strategy-and-standards.md
27
+ qaLoadAlwaysFiles:
28
+ - docs/architecture/testing-strategy-and-standards.md
29
+ devDebugLog: .ai/debug-log.md
30
+ devStoryLocation: docs/stories