- 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

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

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@ -81,7 +81,7 @@ performance_philosophy:
- Measure, don't guess - Profile everything, trust only data - 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 - 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 - 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 - 60 FPS is the minimum, not the target - Design for headroom
testing_practices: testing_practices:
- Red-Green-Refactor cycle for all new features - Red-Green-Refactor cycle for all new features

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@ -481,7 +481,7 @@ performance_philosophy:
- Measure, don't guess - Profile everything, trust only data - 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 - 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 - 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 - 60 FPS is the minimum, not the target - Design for headroom
testing_practices: testing_practices:
- Red-Green-Refactor cycle for all new features - Red-Green-Refactor cycle for all new features
@ -6671,7 +6671,7 @@ sections:
title: Technology Stack Table title: Technology Stack Table
type: table type: table
columns: [Category, Technology, Version, Purpose, Rationale] 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: examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |" - "| **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 |" - "| **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: Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view - System architecture diagram for high-level view
- Component interaction diagram for detailed relationships - Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows) - Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Unity-specific understanding Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems - id: gameplay-systems
title: Gameplay Systems Architecture title: Gameplay Systems Architecture
@ -7101,13 +7101,13 @@ sections:
- id: rendering-pipeline - id: rendering-pipeline
title: Rendering Pipeline Configuration title: Rendering Pipeline Configuration
instruction: | instruction: |
Define Unity rendering pipeline setup and optimization. Define Godot rendering pipeline setup and optimization.
elicit: true elicit: true
sections: sections:
- id: render-pipeline-setup - id: render-pipeline-setup
title: Render Pipeline Setup title: Render Pipeline Setup
template: | template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in) **Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}} **Pipeline Asset:** {{render_pipeline_asset_config}}
@ -7178,7 +7178,7 @@ sections:
template: | template: |
**Effect Categories:** {{particle_effect_categories}} **Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}} **Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}} **Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance - id: particle-performance
@ -7216,7 +7216,7 @@ sections:
- id: audio-mixing - id: audio-mixing
title: Audio Mixing Configuration title: Audio Mixing Configuration
instruction: | instruction: |
Define Unity Audio Mixer setup and configuration. Define Godot AudioServer bus setup and configuration.
elicit: true elicit: true
sections: sections:
- id: mixer-setup - id: mixer-setup
@ -7259,28 +7259,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}} **Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions - id: godot-conventions
title: Unity Development Conventions title: Godot Development Conventions
instruction: | instruction: |
Define Unity-specific development conventions and best practices. Define Godot-specific development conventions and best practices.
elicit: true elicit: true
sections: sections:
- id: unity-best-practices - id: godot-best-practices
title: Unity Best Practices title: Godot Best Practices
template: | 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}} **Memory Management:** {{godot_memory_best_practices}}
- id: unity-workflow - id: godot-workflow
title: Unity Workflow Conventions title: Godot Workflow Conventions
template: | template: |
**Scene Workflow:** {{scene_workflow_conventions}} **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 - id: external-integrations
title: External Integrations title: External Integrations
@ -7290,9 +7290,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs 1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics 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 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. If no external integrations are needed, state this explicitly and skip to next section.
elicit: true elicit: true
@ -7303,7 +7303,7 @@ sections:
template: | template: |
- **Purpose:** {{service_purpose}} - **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}} - **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}} - **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}} - **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}} - **Authentication:** {{auth_method}}
@ -7311,7 +7311,7 @@ sections:
- {{feature_1}} - {{feature_purpose}} - {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}} - {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}} **Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows - id: core-workflows
title: Core Game Workflows title: Core Game Workflows
@ -7321,12 +7321,12 @@ sections:
Illustrate key game workflows using sequence diagrams: Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.) 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 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 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 elicit: true
- id: godot-project-structure - id: godot-project-structure
@ -7492,7 +7492,7 @@ sections:
instruction: | instruction: |
Work with user to define MANDATORY TDD strategy for Godot: 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) 2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages 3. Define test organization for both languages
4. Establish 80% minimum coverage goal 4. Establish 80% minimum coverage goal
@ -7507,8 +7507,9 @@ sections:
template: | template: |
- **Approach:** Test-Driven Development (MANDATORY) - **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum - **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework - **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework - **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 - **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types - id: godot-test-types
title: Godot Test Types and Organization title: Godot Test Types and Organization
@ -7516,7 +7517,7 @@ sections:
- id: gdscript-tests - id: gdscript-tests
title: GDScript Tests (GUT) title: GDScript Tests (GUT)
template: | 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 - **File Convention:** test_*.gd
- **Location:** `res://tests/gut/` - **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic - **Purpose:** Testing GDScript game logic
@ -7531,10 +7532,11 @@ sections:
- id: csharp-tests - id: csharp-tests
title: C# Tests (GoDotTest) title: C# Tests (GoDotTest)
template: | template: |
- **Framework:** GoDotTest - **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/` - **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code - **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum - **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:** **AI Agent TDD Requirements:**
- Write tests FIRST (Red phase) - Write tests FIRST (Red phase)
@ -7595,7 +7597,7 @@ sections:
1. Review with Game Designer and technical stakeholders 1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent 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 4. Configure version control and build pipeline
Include specific prompts for next agents if needed. Include specific prompts for next agents if needed.
@ -15248,7 +15250,7 @@ sections:
title: Technology Stack Table title: Technology Stack Table
type: table type: table
columns: [Category, Technology, Version, Purpose, Rationale] 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: examples:
- "| **Game Engine** | Godot | 4.3.0 | Core game development platform | Latest stable, excellent 2D/3D support, 60+ FPS capable |" - "| **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 |" - "| **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: Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view - System architecture diagram for high-level view
- Component interaction diagram for detailed relationships - Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows) - Sequence diagrams for complex game loops (_process, _physics_process flows)
Choose the most appropriate for clarity and Unity-specific understanding Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems - id: gameplay-systems
title: Gameplay Systems Architecture title: Gameplay Systems Architecture
@ -15678,13 +15680,13 @@ sections:
- id: rendering-pipeline - id: rendering-pipeline
title: Rendering Pipeline Configuration title: Rendering Pipeline Configuration
instruction: | instruction: |
Define Unity rendering pipeline setup and optimization. Define Godot rendering pipeline setup and optimization.
elicit: true elicit: true
sections: sections:
- id: render-pipeline-setup - id: render-pipeline-setup
title: Render Pipeline Setup title: Render Pipeline Setup
template: | template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in) **Pipeline Choice:** {{render_pipeline_choice}} (Forward+/Mobile/Compatibility)
**Pipeline Asset:** {{render_pipeline_asset_config}} **Pipeline Asset:** {{render_pipeline_asset_config}}
@ -15755,7 +15757,7 @@ sections:
template: | template: |
**Effect Categories:** {{particle_effect_categories}} **Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}} **Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}} **Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance - id: particle-performance
@ -15793,7 +15795,7 @@ sections:
- id: audio-mixing - id: audio-mixing
title: Audio Mixing Configuration title: Audio Mixing Configuration
instruction: | instruction: |
Define Unity Audio Mixer setup and configuration. Define Godot AudioServer bus setup and configuration.
elicit: true elicit: true
sections: sections:
- id: mixer-setup - id: mixer-setup
@ -15836,28 +15838,28 @@ sections:
**Platform Considerations:** {{platform_audio_considerations}} **Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions - id: godot-conventions
title: Unity Development Conventions title: Godot Development Conventions
instruction: | instruction: |
Define Unity-specific development conventions and best practices. Define Godot-specific development conventions and best practices.
elicit: true elicit: true
sections: sections:
- id: unity-best-practices - id: godot-best-practices
title: Unity Best Practices title: Godot Best Practices
template: | 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}} **Memory Management:** {{godot_memory_best_practices}}
- id: unity-workflow - id: godot-workflow
title: Unity Workflow Conventions title: Godot Workflow Conventions
template: | template: |
**Scene Workflow:** {{scene_workflow_conventions}} **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 - id: external-integrations
title: External Integrations title: External Integrations
@ -15867,9 +15869,9 @@ sections:
1. Identify services needed based on GDD requirements and platform needs 1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics 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 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. If no external integrations are needed, state this explicitly and skip to next section.
elicit: true elicit: true
@ -15880,7 +15882,7 @@ sections:
template: | template: |
- **Purpose:** {{service_purpose}} - **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}} - **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}} - **Godot Plugin:** {{godot_plugin_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}} - **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}} - **Authentication:** {{auth_method}}
@ -15888,7 +15890,7 @@ sections:
- {{feature_1}} - {{feature_purpose}} - {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}} - {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}} **Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows - id: core-workflows
title: Core Game Workflows title: Core Game Workflows
@ -15898,12 +15900,12 @@ sections:
Illustrate key game workflows using sequence diagrams: Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.) 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 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 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 elicit: true
- id: godot-project-structure - id: godot-project-structure
@ -16069,7 +16071,7 @@ sections:
instruction: | instruction: |
Work with user to define MANDATORY TDD strategy for Godot: 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) 2. TDD is MANDATORY - tests must be written FIRST (Red-Green-Refactor)
3. Define test organization for both languages 3. Define test organization for both languages
4. Establish 80% minimum coverage goal 4. Establish 80% minimum coverage goal
@ -16084,8 +16086,9 @@ sections:
template: | template: |
- **Approach:** Test-Driven Development (MANDATORY) - **Approach:** Test-Driven Development (MANDATORY)
- **Coverage Goals:** 80% minimum - **Coverage Goals:** 80% minimum
- **GDScript Tests:** GUT framework - **GDScript Tests:** GUT framework (https://gut.readthedocs.io/en/latest/Command-Line.html)
- **C# Tests:** GoDotTest framework - **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 - **Performance Tests:** Validate 60+ FPS maintained
- id: godot-test-types - id: godot-test-types
title: Godot Test Types and Organization title: Godot Test Types and Organization
@ -16093,7 +16096,7 @@ sections:
- id: gdscript-tests - id: gdscript-tests
title: GDScript Tests (GUT) title: GDScript Tests (GUT)
template: | 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 - **File Convention:** test_*.gd
- **Location:** `res://tests/gut/` - **Location:** `res://tests/gut/`
- **Purpose:** Testing GDScript game logic - **Purpose:** Testing GDScript game logic
@ -16108,10 +16111,11 @@ sections:
- id: csharp-tests - id: csharp-tests
title: C# Tests (GoDotTest) title: C# Tests (GoDotTest)
template: | template: |
- **Framework:** GoDotTest - **Framework:** GoDotTest - see https://github.com/chickensoft-games/GoDotTest
- **Location:** `res://tests/godottest/` - **Location:** `res://tests/godottest/`
- **Purpose:** Testing C# performance-critical code - **Purpose:** Testing C# performance-critical code
- **Coverage Requirement:** 80% minimum - **Coverage Requirement:** 80% minimum
- **UI Testing (optional):** GodotTestDriver - see https://github.com/chickensoft-games/GodotTestDriver
**AI Agent TDD Requirements:** **AI Agent TDD Requirements:**
- Write tests FIRST (Red phase) - Write tests FIRST (Red phase)
@ -16172,7 +16176,7 @@ sections:
1. Review with Game Designer and technical stakeholders 1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent 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 4. Configure version control and build pipeline
Include specific prompts for next agents if needed. 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 - 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 - 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 - 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 - 60 FPS is the minimum, not the target - Design for headroom
testing_practices: testing_practices:
- Red-Green-Refactor cycle for all new features - 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. - 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 - 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! - 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. - 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: agent:
name: Linus name: Linus

View File

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

View File

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