- Adding ability for QA agent to have preloaded context files similar to Dev agent.

- Fixing stray Unity references in game-architecture-tmpl.yaml
This commit is contained in:
sjennings 2025-09-03 08:22:55 -05:00
parent 8c361c1013
commit b796c3febf
7 changed files with 143 additions and 131 deletions

View File

@ -1465,7 +1465,7 @@ sections:
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Unity technologies
instruction: Populate the technology stack table with all relevant Godot technologies
examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |"
- "| **Primary Language** | GDScript | 2.0 | Game logic and rapid iteration | Native to Godot, static typing for 10-20% performance gain |"
@ -1564,8 +1564,8 @@ sections:
Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view
- Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
@ -1895,13 +1895,13 @@ sections:
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
Define Godot rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}}
@ -1972,7 +1972,7 @@ sections:
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
@ -2010,7 +2010,7 @@ sections:
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
Define Godot AudioServer bus setup and configuration.
elicit: true
sections:
- id: mixer-setup
@ -2053,28 +2053,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
- id: godot-conventions
title: Godot Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
Define Godot-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
- id: godot-best-practices
title: Godot Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Node Design:** {{godot_node_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Performance Guidelines:** {{godot_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
**Memory Management:** {{godot_memory_best_practices}}
- id: godot-workflow
title: Godot Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Node Workflow:** {{node_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
**Resource Workflow:** {{resource_workflow_conventions}}
- id: external-integrations
title: External Integrations
@ -2084,9 +2084,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics
3. Document authentication methods and Unity-specific integration approaches
3. Document authentication methods and Godot-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Unity packages required
5. Note any platform-specific SDKs or Godot plugins required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
@ -2097,7 +2097,7 @@ sections:
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}}
- **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
@ -2105,7 +2105,7 @@ sections:
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}}
**Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows
title: Core Game Workflows
@ -2115,12 +2115,12 @@ sections:
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Unity lifecycle methods
2. Show system interactions including Godot lifecycle methods (_ready, _process, etc.)
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
4. Document async operations (scene loading, resource loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Unity-specific architecture decisions or complex system interactions.
Focus on workflows that clarify Godot-specific architecture decisions or complex system interactions.
elicit: true
- id: godot-project-structure
@ -2286,7 +2286,7 @@ sections:
instruction: |
Work with user to define MANDATORY TDD strategy for Godot:
1. Use GUT for GDScript tests, GoDotTest for C# tests
1. Use GUT for GDScript tests (see https://gut.readthedocs.io/en/latest/Command-Line.html), GoDotTest for C# tests (see https://github.com/chickensoft-games/GoDotTest), and optionally GodotTestDriver for UI testing (see https://github.com/chickensoft-games/GodotTestDriver)
2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages
4. Establish 80% minimum coverage goal
@ -2301,8 +2301,9 @@ sections:
template: |
- **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework
- **C# Tests:** GoDotTest framework
- **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework (https://github.com/chickensoft-games/GoDotTest)
- **UI Tests (optional):** GodotTestDriver (https://github.com/chickensoft-games/GodotTestDriver)
- **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types
title: Godot Test Types and Organization
@ -2310,7 +2311,7 @@ sections:
- id: gdscript-tests
title: GDScript Tests (GUT)
template: |
- **Framework:** GUT (Godot Unit Test)
- **Framework:** GUT (Godot Unit Test) - see https://gut.readthedocs.io/en/latest/Command-Line.html
- **File Convention:** test_*.gd
- **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic
@ -2325,10 +2326,11 @@ sections:
- id: csharp-tests
title: C# Tests (GoDotTest)
template: |
- **Framework:** GoDotTest
- **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:**
- Write tests FIRST (Red phase)
@ -2389,7 +2391,7 @@ sections:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Unity project structure and initial configuration
3. Set up Godot project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.

View File

@ -81,7 +81,7 @@ performance_philosophy:
- Measure, don't guess - Profile everything, trust only data
- Premature optimization is fine if you know what you're doing - Apply known patterns from day one
- The best code is no code - Simplicity beats cleverness
- Think about cache misses, not instruction counts - Memory access patterns matter most
- Look for cache misses, not instruction counts - Memory access patterns matter most
- 60 FPS is the minimum, not the target - Design for headroom
testing_practices:
- Red-Green-Refactor cycle for all new features

View File

@ -481,7 +481,7 @@ performance_philosophy:
- Measure, don't guess - Profile everything, trust only data
- Premature optimization is fine if you know what you're doing - Apply known patterns from day one
- The best code is no code - Simplicity beats cleverness
- Think about cache misses, not instruction counts - Memory access patterns matter most
- Look for cache misses, not instruction counts - Memory access patterns matter most
- 60 FPS is the minimum, not the target - Design for headroom
testing_practices:
- Red-Green-Refactor cycle for all new features
@ -6671,7 +6671,7 @@ sections:
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Unity technologies
instruction: Populate the technology stack table with all relevant Godot technologies
examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |"
- "| **Primary Language** | GDScript | 2.0 | Game logic and rapid iteration | Native to Godot, static typing for 10-20% performance gain |"
@ -6770,8 +6770,8 @@ sections:
Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view
- Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
@ -7101,13 +7101,13 @@ sections:
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
Define Godot rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}}
@ -7178,7 +7178,7 @@ sections:
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
@ -7216,7 +7216,7 @@ sections:
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
Define Godot AudioServer bus setup and configuration.
elicit: true
sections:
- id: mixer-setup
@ -7259,28 +7259,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
- id: godot-conventions
title: Godot Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
Define Godot-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
- id: godot-best-practices
title: Godot Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Node Design:** {{godot_node_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Performance Guidelines:** {{godot_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
**Memory Management:** {{godot_memory_best_practices}}
- id: godot-workflow
title: Godot Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Node Workflow:** {{node_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
**Resource Workflow:** {{resource_workflow_conventions}}
- id: external-integrations
title: External Integrations
@ -7290,9 +7290,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics
3. Document authentication methods and Unity-specific integration approaches
3. Document authentication methods and Godot-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Unity packages required
5. Note any platform-specific SDKs or Godot plugins required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
@ -7303,7 +7303,7 @@ sections:
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}}
- **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
@ -7311,7 +7311,7 @@ sections:
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}}
**Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows
title: Core Game Workflows
@ -7321,12 +7321,12 @@ sections:
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Unity lifecycle methods
2. Show system interactions including Godot lifecycle methods (_ready, _process, etc.)
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
4. Document async operations (scene loading, resource loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Unity-specific architecture decisions or complex system interactions.
Focus on workflows that clarify Godot-specific architecture decisions or complex system interactions.
elicit: true
- id: godot-project-structure
@ -7492,7 +7492,7 @@ sections:
instruction: |
Work with user to define MANDATORY TDD strategy for Godot:
1. Use GUT for GDScript tests, GoDotTest for C# tests
1. Use GUT for GDScript tests (see https://gut.readthedocs.io/en/latest/Command-Line.html), GoDotTest for C# tests (see https://github.com/chickensoft-games/GoDotTest), and optionally GodotTestDriver for UI testing (see https://github.com/chickensoft-games/GodotTestDriver)
2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages
4. Establish 80% minimum coverage goal
@ -7507,8 +7507,9 @@ sections:
template: |
- **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework
- **C# Tests:** GoDotTest framework
- **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework (https://github.com/chickensoft-games/GoDotTest)
- **UI Tests (optional):** GodotTestDriver (https://github.com/chickensoft-games/GodotTestDriver)
- **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types
title: Godot Test Types and Organization
@ -7516,7 +7517,7 @@ sections:
- id: gdscript-tests
title: GDScript Tests (GUT)
template: |
- **Framework:** GUT (Godot Unit Test)
- **Framework:** GUT (Godot Unit Test) - see https://gut.readthedocs.io/en/latest/Command-Line.html
- **File Convention:** test_*.gd
- **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic
@ -7531,10 +7532,11 @@ sections:
- id: csharp-tests
title: C# Tests (GoDotTest)
template: |
- **Framework:** GoDotTest
- **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:**
- Write tests FIRST (Red phase)
@ -7595,7 +7597,7 @@ sections:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Unity project structure and initial configuration
3. Set up Godot project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.
@ -15248,7 +15250,7 @@ sections:
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Unity technologies
instruction: Populate the technology stack table with all relevant Godot technologies
examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |"
- "| **Primary Language** | GDScript | 2.0 | Game logic and rapid iteration | Native to Godot, static typing for 10-20% performance gain |"
@ -15347,8 +15349,8 @@ sections:
Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view
- Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
@ -15678,13 +15680,13 @@ sections:
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
Define Godot rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}}
@ -15755,7 +15757,7 @@ sections:
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
@ -15793,7 +15795,7 @@ sections:
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
Define Godot AudioServer bus setup and configuration.
elicit: true
sections:
- id: mixer-setup
@ -15836,28 +15838,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
- id: godot-conventions
title: Godot Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
Define Godot-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
- id: godot-best-practices
title: Godot Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Node Design:** {{godot_node_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Performance Guidelines:** {{godot_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
**Memory Management:** {{godot_memory_best_practices}}
- id: godot-workflow
title: Godot Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Node Workflow:** {{node_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
**Resource Workflow:** {{resource_workflow_conventions}}
- id: external-integrations
title: External Integrations
@ -15867,9 +15869,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics
3. Document authentication methods and Unity-specific integration approaches
3. Document authentication methods and Godot-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Unity packages required
5. Note any platform-specific SDKs or Godot plugins required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
@ -15880,7 +15882,7 @@ sections:
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}}
- **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
@ -15888,7 +15890,7 @@ sections:
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}}
**Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows
title: Core Game Workflows
@ -15898,12 +15900,12 @@ sections:
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Unity lifecycle methods
2. Show system interactions including Godot lifecycle methods (_ready, _process, etc.)
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
4. Document async operations (scene loading, resource loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Unity-specific architecture decisions or complex system interactions.
Focus on workflows that clarify Godot-specific architecture decisions or complex system interactions.
elicit: true
- id: godot-project-structure
@ -16069,7 +16071,7 @@ sections:
instruction: |
Work with user to define MANDATORY TDD strategy for Godot:
1. Use GUT for GDScript tests, GoDotTest for C# tests
1. Use GUT for GDScript tests (see https://gut.readthedocs.io/en/latest/Command-Line.html), GoDotTest for C# tests (see https://github.com/chickensoft-games/GoDotTest), and optionally GodotTestDriver for UI testing (see https://github.com/chickensoft-games/GodotTestDriver)
2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages
4. Establish 80% minimum coverage goal
@ -16084,8 +16086,9 @@ sections:
template: |
- **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework
- **C# Tests:** GoDotTest framework
- **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework (https://github.com/chickensoft-games/GoDotTest)
- **UI Tests (optional):** GodotTestDriver (https://github.com/chickensoft-games/GodotTestDriver)
- **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types
title: Godot Test Types and Organization
@ -16093,7 +16096,7 @@ sections:
- id: gdscript-tests
title: GDScript Tests (GUT)
template: |
- **Framework:** GUT (Godot Unit Test)
- **Framework:** GUT (Godot Unit Test) - see https://gut.readthedocs.io/en/latest/Command-Line.html
- **File Convention:** test_*.gd
- **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic
@ -16108,10 +16111,11 @@ sections:
- id: csharp-tests
title: C# Tests (GoDotTest)
template: |
- **Framework:** GoDotTest
- **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:**
- Write tests FIRST (Red phase)
@ -16172,7 +16176,7 @@ sections:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Unity project structure and initial configuration
3. Set up Godot project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.

View File

@ -62,7 +62,7 @@ performance_philosophy:
- Measure, don't guess - Profile everything, trust only data
- Premature optimization is fine if you know what you're doing - Apply known patterns from day one
- The best code is no code - Simplicity beats cleverness
- Think about cache misses, not instruction counts - Memory access patterns matter most
- Look for cache misses, not instruction counts - Memory access patterns matter most
- 60 FPS is the minimum, not the target - Design for headroom
testing_practices:
- Red-Green-Refactor cycle for all new features

View File

@ -27,6 +27,7 @@ activation-instructions:
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: Read the following full files as these are your explicit rules for development standards for this project - .bmad-godot-game-dev/config.yaml qaLoadAlwaysFiles list
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Linus

View File

@ -23,5 +23,8 @@ devLoadAlwaysFiles:
- docs/architecture/coding-standards.md
- docs/architecture/tech-stack.md
- docs/architecture/source-tree.md
- docs/architecture/testing-strategy-and-standards.md
qaLoadAlwaysFiles:
- docs/architecture/testing-strategy-and-standards.md
devDebugLog: .ai/debug-log.md
devStoryLocation: docs/stories

View File

@ -168,7 +168,7 @@ sections:
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Unity technologies
instruction: Populate the technology stack table with all relevant Godot technologies
examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |"
- "| **Primary Language** | GDScript | 2.0 | Game logic and rapid iteration | Native to Godot, static typing for 10-20% performance gain |"
@ -267,8 +267,8 @@ sections:
Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view
- Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
@ -598,13 +598,13 @@ sections:
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
Define Godot rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}}
@ -675,7 +675,7 @@ sections:
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
@ -713,7 +713,7 @@ sections:
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
Define Godot AudioServer bus setup and configuration.
elicit: true
sections:
- id: mixer-setup
@ -756,28 +756,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
- id: godot-conventions
title: Godot Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
Define Godot-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
- id: godot-best-practices
title: Godot Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Node Design:** {{godot_node_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Performance Guidelines:** {{godot_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
**Memory Management:** {{godot_memory_best_practices}}
- id: godot-workflow
title: Godot Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Node Workflow:** {{node_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
**Resource Workflow:** {{resource_workflow_conventions}}
- id: external-integrations
title: External Integrations
@ -787,9 +787,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics
3. Document authentication methods and Unity-specific integration approaches
3. Document authentication methods and Godot-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Unity packages required
5. Note any platform-specific SDKs or Godot plugins required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
@ -800,7 +800,7 @@ sections:
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}}
- **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
@ -808,7 +808,7 @@ sections:
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}}
**Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows
title: Core Game Workflows
@ -818,12 +818,12 @@ sections:
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Unity lifecycle methods
2. Show system interactions including Godot lifecycle methods (_ready, _process, etc.)
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
4. Document async operations (scene loading, resource loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Unity-specific architecture decisions or complex system interactions.
Focus on workflows that clarify Godot-specific architecture decisions or complex system interactions.
elicit: true
- id: godot-project-structure
@ -989,7 +989,7 @@ sections:
instruction: |
Work with user to define MANDATORY TDD strategy for Godot:
1. Use GUT for GDScript tests, GoDotTest for C# tests
1. Use GUT for GDScript tests (see https://gut.readthedocs.io/en/latest/Command-Line.html), GoDotTest for C# tests (see https://github.com/chickensoft-games/GoDotTest), and optionally GodotTestDriver for UI testing (see https://github.com/chickensoft-games/GodotTestDriver)
2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages
4. Establish 80% minimum coverage goal
@ -1004,8 +1004,9 @@ sections:
template: |
- **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework
- **C# Tests:** GoDotTest framework
- **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework (https://github.com/chickensoft-games/GoDotTest)
- **UI Tests (optional):** GodotTestDriver (https://github.com/chickensoft-games/GodotTestDriver)
- **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types
title: Godot Test Types and Organization
@ -1013,7 +1014,7 @@ sections:
- id: gdscript-tests
title: GDScript Tests (GUT)
template: |
- **Framework:** GUT (Godot Unit Test)
- **Framework:** GUT (Godot Unit Test) - see https://gut.readthedocs.io/en/latest/Command-Line.html
- **File Convention:** test_*.gd
- **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic
@ -1028,10 +1029,11 @@ sections:
- id: csharp-tests
title: C# Tests (GoDotTest)
template: |
- **Framework:** GoDotTest
- **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:**
- Write tests FIRST (Red phase)
@ -1092,7 +1094,7 @@ sections:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Unity project structure and initial configuration
3. Set up Godot project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.