- 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:
parent
8c361c1013
commit
b796c3febf
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
Loading…
Reference in New Issue