BMAD-METHOD/expansion-packs/bmad-2d-godot-game-dev/templates/game-architecture-tmpl.yaml

1028 lines
41 KiB
YAML

template:
id: game-architecture-template-v3
name: Game Architecture Document
version: 3.0
output:
format: markdown
filename: docs/game-architecture.md
title: "{{project_name}} Game Architecture Document"
workflow:
mode: interactive
elicitation: advanced-elicitation
sections:
- id: introduction
title: Introduction
instruction: |
If available, review any provided relevant documents to gather all relevant context before beginning. At a minimum you should locate and review: Game Design Document (GDD), Technical Preferences. If these are not available, ask the user what docs will provide the basis for the game architecture.
sections:
- id: intro-content
content: |
This document outlines the complete technical architecture for {{project_name}}, a 2D game built with Godot using GDScript and/or C#. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining stable performance and cross-platform compatibility.
- id: starter-template
title: Starter Template or Existing Project
instruction: |
Before proceeding further with game architecture design, check if the project is based on a Godot template or existing codebase:
1. Review the GDD and brainstorming brief for any mentions of:
- Godot project templates (2D, Mobile, etc.)
- Existing Godot projects being used as a foundation
- Asset Store packages or game development frameworks
- Previous game projects to be cloned or adapted
2. If a starter template or existing project is mentioned:
- Ask the user to provide access via one of these methods:
- Link to the Godot template documentation
- Upload/attach the project files (for small projects)
- Share a link to the project repository (GitHub, GitLab, etc.)
- Analyze the starter/existing project to understand:
- Pre-configured Godot version and renderer settings
- Project structure and organization patterns
- Built-in packages and dependencies
- Existing architectural patterns and conventions
- Any limitations or constraints imposed by the starter
- Use this analysis to inform and align your architecture decisions
3. If no starter template is mentioned but this is a greenfield project:
- Suggest appropriate Godot templates based on the target platform
- Explain the benefits (faster setup, best practices, package integration)
- Let the user decide whether to use one
4. If the user confirms no starter template will be used:
- Proceed with architecture design from scratch
- Note that manual setup will be required for all Godot configuration
Document the decision here before proceeding with the architecture design. If none, just say N/A
elicit: true
- id: changelog
title: Change Log
type: table
columns: [Date, Version, Description, Author]
instruction: Track document versions and changes
- id: high-level-architecture
title: High Level Architecture
instruction: |
This section contains multiple subsections that establish the foundation of the game architecture. Present all subsections together at once.
elicit: true
sections:
- id: technical-summary
title: Technical Summary
instruction: |
Provide a brief paragraph (3-5 sentences) overview of:
- The game's overall architecture style (node-based Godot architecture)
- Key game systems and their relationships
- Primary technology choices (Godot, GDScript/C#, target platforms)
- Core architectural patterns being used (Node components, Resources, Godot signals)
- Reference back to the GDD goals and how this architecture supports them
- id: high-level-overview
title: High Level Overview
instruction: |
Based on the GDD's Technical Assumptions section, describe:
1. The main architectural style (node-based Godot architecture with Node inheritance)
2. Repository structure decision from GDD (single Godot project vs multiple projects)
3. Game system architecture (modular systems, manager singletons, data-driven design)
4. Primary player interaction flow and core game loop
5. Key architectural decisions and their rationale (render pipeline, input system, physics)
- id: project-diagram
title: High Level Project Diagram
type: mermaid
mermaid_type: graph
instruction: |
Create a Mermaid diagram that visualizes the high-level game architecture. Consider:
- Core game systems (Input, Physics, Rendering, Audio, UI)
- Game managers and their responsibilities
- Data flow between systems
- External integrations (platform services, analytics)
- Player interaction points
- id: architectural-patterns
title: Architectural and Design Patterns
instruction: |
List the key high-level patterns that will guide the game architecture. For each pattern:
1. Present 2-3 viable options if multiple exist
2. Provide your recommendation with clear rationale
3. Get user confirmation before finalizing
4. These patterns should align with the GDD's technical assumptions and project goals
Common Godot patterns to consider:
- Node patterns (Node inheritance, composition, Resource data)
- Game management patterns (Singleton managers, Event systems, State machines)
- Data patterns (Resource configuration, Save/Load systems)
- Godot-specific patterns (Object pooling, await/Timer, Godot signals)
template: "- **{{pattern_name}}:** {{pattern_description}} - _Rationale:_ {{rationale}}"
examples:
- "**Node-Based Architecture:** Using Node inheritance for game logic - _Rationale:_ Aligns with Godot's design philosophy and enables reusable, testable game systems"
- "**Resource Data:** Using Resources for game configuration - _Rationale:_ Enables data-driven design and easy balancing without code changes"
- "**Signal-Driven Communication:** Using Godot signals for system decoupling - _Rationale:_ Supports modular architecture and easier testing"
- id: tech-stack
title: Tech Stack
instruction: |
This is the DEFINITIVE technology selection section for the Godot game. Work with the user to make specific choices:
1. Review GDD technical assumptions and any preferences from {root}/data/technical-preferences.yaml or an attached technical-preferences
2. For each category, present 2-3 viable options with pros/cons
3. Make a clear recommendation based on project needs
4. Get explicit user approval for each selection
5. Document exact versions (avoid "latest" - pin specific versions)
6. This table is the single source of truth - all other docs must reference these choices
Key decisions to finalize - before displaying the table, ensure you are aware of or ask the user about:
- Godot version and renderer settings
- Target platforms and their specific requirements
- Godot Asset Library addons and versions
- Third-party assets or frameworks
- Platform SDKs and services
- Build and deployment tools
Upon render of the table, ensure the user is aware of the importance of this sections choices, should also look for gaps or disagreements with anything, ask for any clarifications if something is unclear why its in the list, and also right away elicit feedback.
elicit: true
sections:
- id: platform-infrastructure
title: Platform Infrastructure
template: |
- **Target Platforms:** {{target_platforms}}
- **Primary Platform:** {{primary_platform}}
- **Platform Services:** {{platform_services_list}}
- **Distribution:** {{distribution_channels}}
- id: technology-stack-table
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Godot technologies
examples:
- "| **Game Engine** | Godot | 4.2 LTS | Core game development platform | Latest LTS version, stable 2D tooling, comprehensive addon ecosystem |"
- "| **Language** | GDScript/C# | 2.0/.NET 6+ | Primary scripting languages | Godot's native language + C# support, strong typing available |"
- "| **Renderer** | Godot Renderer | Built-in | 2D/3D rendering | Optimized for both mobile and desktop, excellent 2D features |"
- "| **Input System** | Godot Input | Built-in | Cross-platform input handling | Built-in input system, supports multiple devices, rebindable controls |"
- "| **Physics** | Godot 2D Physics | Built-in | 2D collision and physics | Integrated physics engine, optimized for 2D games |"
- "| **Audio** | Godot Audio | Built-in | Audio playback and mixing | Built-in audio system with AudioBus mixer support |"
- "| **Testing** | GUT/GoDotTest | Addon | Unit and integration testing | Community testing frameworks for GDScript and C# |"
- id: data-models
title: Game Data Models
instruction: |
Define the core game data models/entities using Godot's Resource system:
1. Review GDD requirements and identify key game entities
2. For each model, explain its purpose and relationships
3. Include key attributes and data types appropriate for Godot/GDScript/C#
4. Show relationships between models using Resource references
5. Discuss design decisions with user
Create a clear conceptual model before moving to specific implementations.
elicit: true
repeatable: true
sections:
- id: model
title: "{{model_name}}"
template: |
**Purpose:** {{model_purpose}}
**Key Attributes:**
- {{attribute_1}}: {{type_1}} - {{description_1}}
- {{attribute_2}}: {{type_2}} - {{description_2}}
**Relationships:**
- {{relationship_1}}
- {{relationship_2}}
**Resource Implementation:**
- Create as custom Resource class
- Store in `Assets/_Project/Data/{{ModelName}}/`
- id: components
title: Game Systems & Components
instruction: |
Based on the architectural patterns, tech stack, and data models from above:
1. Identify major game systems and their responsibilities
2. Consider Godot's node-based architecture with Node inheritance
3. Define clear interfaces between systems using Godot signals
4. For each system, specify:
- Primary responsibility and core functionality
- Key Node components and Resources
- Dependencies on other systems
- Godot-specific implementation details (lifecycle methods, await/Timer, etc.)
5. Create system diagrams where helpful using Godot terminology
elicit: true
sections:
- id: system-list
repeatable: true
title: "{{system_name}} System"
template: |
**Responsibility:** {{system_description}}
**Key Components:**
- {{component_1}} (Node)
- {{component_2}} (Resource)
- {{component_3}} (Autoload/Controller)
**Godot Implementation Details:**
- Lifecycle: {{lifecycle_methods}}
- Signals: {{godot_signals_used}}
- Dependencies: {{system_dependencies}}
**Files to Create:**
- `res://scripts/{{SystemName}}/{{MainScript}}.gd` or `.cs`
- `res://scenes/{{SystemName}}/{{MainScene}}.tscn`
- id: component-diagrams
title: System Interaction Diagrams
type: mermaid
instruction: |
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 (_process, _physics_process flows)
Choose the most appropriate for clarity and Godot-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
instruction: |
Define the core gameplay systems that drive the player experience. Focus on game-specific logic and mechanics.
elicit: true
sections:
- id: gameplay-overview
title: Gameplay Systems Overview
template: |
**Core Game Loop:** {{core_game_loop_description}}
**Player Actions:** {{primary_player_actions}}
**Game State Flow:** {{game_state_transitions}}
- id: gameplay-components
title: Gameplay Component Architecture
template: |
**Player Controller Components:**
- {{player_controller_components}}
**Game Logic Components:**
- {{game_logic_components}}
**Interaction Systems:**
- {{interaction_system_components}}
- id: component-architecture
title: Component Architecture Details
instruction: |
Define detailed Godot node architecture patterns and conventions for the game.
elicit: true
sections:
- id: monobehaviour-patterns
title: Node Patterns
template: |
**Component Composition:** {{component_composition_approach}}
**Lifecycle Management:** {{lifecycle_management_patterns}}
**Component Communication:** {{component_communication_methods}}
- id: scriptableobject-usage
title: Resource Architecture
template: |
**Data Architecture:** {{scriptableobject_data_patterns}}
**Configuration Management:** {{config_scriptableobject_usage}}
**Runtime Data:** {{runtime_scriptableobject_patterns}}
- id: physics-config
title: Physics Configuration
instruction: |
Define Unity 2D physics setup and configuration for the game.
elicit: true
sections:
- id: physics-settings
title: Physics Settings
template: |
**Physics 2D Settings:** {{physics_2d_configuration}}
**Collision Layers:** {{collision_layer_matrix}}
**Physics Materials:** {{physics_materials_setup}}
- id: rigidbody-patterns
title: Rigidbody Patterns
template: |
**Player Physics:** {{player_rigidbody2d_setup}}
**Object Physics:** {{object_physics_patterns}}
**Performance Optimization:** {{physics_optimization_strategies}}
- id: input-system
title: Input System Architecture
instruction: |
Define input handling using Godot's built-in Input system.
elicit: true
sections:
- id: input-actions
title: Input Actions Configuration
template: |
**Input Map Configuration:** {{input_map_structure}}
**Action Definitions:** {{input_action_definitions}}
**Device Handling:** {{input_device_handling}}
- id: input-handling
title: Input Handling Patterns
template: |
**Player Input:** {{player_input_handling}}
**UI Input:** {{ui_input_handling_patterns}}
**Input Validation:** {{input_validation_strategies}}
- id: state-machines
title: State Machine Architecture
instruction: |
Define state machine patterns for game states, player states, and AI behavior.
elicit: true
sections:
- id: game-state-machine
title: Game State Machine
template: |
**Game States:** {{game_state_definitions}}
**State Transitions:** {{game_state_transition_rules}}
**State Management:** {{game_state_manager_implementation}}
- id: entity-state-machines
title: Entity State Machines
template: |
**Player States:** {{player_state_machine_design}}
**AI Behavior States:** {{ai_state_machine_patterns}}
**Object States:** {{object_state_management}}
- id: ui-architecture
title: UI Architecture
instruction: |
Define Godot UI system architecture using Control nodes.
elicit: true
sections:
- id: ui-system-choice
title: UI System Selection
template: |
**UI Framework:** {{ui_framework_choice}} (Control nodes)
**UI Scaling:** {{ui_scaling_strategy}}
**Canvas Setup:** {{canvas_configuration}}
- id: ui-navigation
title: UI Navigation System
template: |
**Screen Management:** {{screen_management_system}}
**Navigation Flow:** {{ui_navigation_patterns}}
**Back Button Handling:** {{back_button_implementation}}
- id: ui-components
title: UI Component System
instruction: |
Define reusable UI components and their implementation patterns.
elicit: true
sections:
- id: ui-component-library
title: UI Component Library
template: |
**Base Components:** {{base_ui_components}}
**Custom Components:** {{custom_ui_components}}
**Component Scenes:** {{ui_scene_organization}}
- id: ui-data-binding
title: UI Data Binding
template: |
**Data Binding Patterns:** {{ui_data_binding_approach}}
**UI Events:** {{ui_event_system}}
**View Model Patterns:** {{ui_viewmodel_implementation}}
- id: ui-state-management
title: UI State Management
instruction: |
Define how UI state is managed across the game.
elicit: true
sections:
- id: ui-state-patterns
title: UI State Patterns
template: |
**State Persistence:** {{ui_state_persistence}}
**Screen State:** {{screen_state_management}}
**UI Configuration:** {{ui_configuration_management}}
- id: scene-management
title: Scene Management Architecture
instruction: |
Define scene loading, unloading, and transition strategies.
elicit: true
sections:
- id: scene-structure
title: Scene Structure
template: |
**Scene Organization:** {{scene_organization_strategy}}
**Scene Hierarchy:** {{scene_hierarchy_patterns}}
**Persistent Scenes:** {{persistent_scene_usage}}
- id: scene-loading
title: Scene Loading System
template: |
**Loading Strategies:** {{scene_loading_patterns}}
**Async Loading:** {{async_scene_loading_implementation}}
**Loading Screens:** {{loading_screen_management}}
- id: data-persistence
title: Data Persistence Architecture
instruction: |
Define save system and data persistence strategies.
elicit: true
sections:
- id: save-data-structure
title: Save Data Structure
template: |
**Save Data Models:** {{save_data_model_design}}
**Serialization Format:** {{serialization_format_choice}}
**Data Validation:** {{save_data_validation}}
- id: persistence-strategy
title: Persistence Strategy
template: |
**Save Triggers:** {{save_trigger_events}}
**Auto-Save:** {{auto_save_implementation}}
**Cloud Save:** {{cloud_save_integration}}
- id: save-system
title: Save System Implementation
instruction: |
Define detailed save system implementation patterns.
elicit: true
sections:
- id: save-load-api
title: Save/Load API
template: |
**Save Interface:** {{save_interface_design}}
**Load Interface:** {{load_interface_design}}
**Error Handling:** {{save_load_error_handling}}
- id: save-file-management
title: Save File Management
template: |
**File Structure:** {{save_file_structure}}
**Backup Strategy:** {{save_backup_strategy}}
**Migration:** {{save_data_migration_strategy}}
- id: analytics-integration
title: Analytics Integration
instruction: |
Define analytics tracking and integration patterns.
condition: Game requires analytics tracking
elicit: true
sections:
- id: analytics-events
title: Analytics Event Design
template: |
**Event Categories:** {{analytics_event_categories}}
**Custom Events:** {{custom_analytics_events}}
**Player Progression:** {{progression_analytics}}
- id: analytics-implementation
title: Analytics Implementation
template: |
**Analytics SDK:** {{analytics_sdk_choice}}
**Event Tracking:** {{event_tracking_patterns}}
**Privacy Compliance:** {{analytics_privacy_considerations}}
- id: multiplayer-architecture
title: Multiplayer Architecture
instruction: |
Define multiplayer system architecture if applicable.
condition: Game includes multiplayer features
elicit: true
sections:
- id: networking-approach
title: Networking Approach
template: |
**Networking Solution:** {{networking_solution_choice}}
**Architecture Pattern:** {{multiplayer_architecture_pattern}}
**Synchronization:** {{state_synchronization_strategy}}
- id: multiplayer-systems
title: Multiplayer System Components
template: |
**Client Components:** {{multiplayer_client_components}}
**Server Components:** {{multiplayer_server_components}}
**Network Messages:** {{network_message_design}}
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Godot renderer setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Asset:** {{render_pipeline_asset_config}}
**Quality Settings:** {{quality_settings_configuration}}
- id: rendering-optimization
title: Rendering Optimization
template: |
**Batching Strategies:** {{sprite_batching_optimization}}
**Draw Call Optimization:** {{draw_call_reduction_strategies}}
**Texture Optimization:** {{texture_optimization_settings}}
- id: shader-guidelines
title: Shader Guidelines
instruction: |
Define shader usage and custom shader guidelines.
elicit: true
sections:
- id: shader-usage
title: Shader Usage Patterns
template: |
**Built-in Shaders:** {{builtin_shader_usage}}
**Custom Shaders:** {{custom_shader_requirements}}
**Shader Variants:** {{shader_variant_management}}
- id: shader-performance
title: Shader Performance Guidelines
template: |
**Mobile Optimization:** {{mobile_shader_optimization}}
**Performance Budgets:** {{shader_performance_budgets}}
**Profiling Guidelines:** {{shader_profiling_approach}}
- id: sprite-management
title: Sprite Management
instruction: |
Define sprite asset management and optimization strategies.
elicit: true
sections:
- id: sprite-organization
title: Sprite Organization
template: |
**Atlas Strategy:** {{sprite_atlas_organization}}
**Sprite Naming:** {{sprite_naming_conventions}}
**Import Settings:** {{sprite_import_settings}}
- id: sprite-optimization
title: Sprite Optimization
template: |
**Compression Settings:** {{sprite_compression_settings}}
**Resolution Strategy:** {{sprite_resolution_strategy}}
**Memory Optimization:** {{sprite_memory_optimization}}
- id: particle-systems
title: Particle System Architecture
instruction: |
Define particle system usage and optimization.
elicit: true
sections:
- id: particle-design
title: Particle System Design
template: |
**Effect Categories:** {{particle_effect_categories}}
**Scene Organization:** {{particle_scene_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
title: Particle Performance
template: |
**Performance Budgets:** {{particle_performance_budgets}}
**Mobile Optimization:** {{particle_mobile_optimization}}
**LOD Strategy:** {{particle_lod_implementation}}
- id: audio-architecture
title: Audio Architecture
instruction: |
Define audio system architecture and implementation.
elicit: true
sections:
- id: audio-system-design
title: Audio System Design
template: |
**Audio Manager:** {{audio_manager_implementation}}
**Audio Sources:** {{audio_source_management}}
**3D Audio:** {{spatial_audio_implementation}}
- id: audio-categories
title: Audio Categories
template: |
**Music System:** {{music_system_architecture}}
**Sound Effects:** {{sfx_system_design}}
**Voice/Dialog:** {{dialog_system_implementation}}
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Godot AudioBus setup and configuration.
elicit: true
sections:
- id: mixer-setup
title: Audio Mixer Setup
template: |
**Audio Buses:** {{audio_bus_structure}}
**Effects Chain:** {{audio_effects_configuration}}
**Bus Layout:** {{audio_bus_layout}}
- id: dynamic-mixing
title: Dynamic Audio Mixing
template: |
**Volume Control:** {{volume_control_implementation}}
**Dynamic Range:** {{dynamic_range_management}}
**Platform Optimization:** {{platform_audio_optimization}}
- id: sound-banks
title: Sound Bank Management
instruction: |
Define sound asset organization and loading strategies.
elicit: true
sections:
- id: sound-organization
title: Sound Asset Organization
template: |
**Bank Structure:** {{sound_bank_organization}}
**Loading Strategy:** {{audio_loading_patterns}}
**Memory Management:** {{audio_memory_management}}
- id: sound-streaming
title: Audio Streaming
template: |
**Streaming Strategy:** {{audio_streaming_implementation}}
**Compression Settings:** {{audio_compression_settings}}
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Godot Development Conventions
instruction: |
Define Godot-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Godot Best Practices
template: |
**Node Design:** {{godot_node_best_practices}}
**Performance Guidelines:** {{godot_performance_guidelines}}
**Memory Management:** {{godot_memory_best_practices}}
- id: unity-workflow
title: Godot Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**PackedScene Workflow:** {{packed_scene_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
- id: external-integrations
title: External Integrations
condition: Game requires external service integrations
instruction: |
For each external service integration required by the game:
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 Godot-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Godot addons required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
repeatable: true
sections:
- id: integration
title: "{{service_name}} Integration"
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Godot Addon:** {{godot_addon_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
**Key Features Used:**
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Godot Implementation Notes:** {{godot_integration_details}}
- id: core-workflows
title: Core Game Workflows
type: mermaid
mermaid_type: sequence
instruction: |
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Godot lifecycle methods
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Godot-specific architecture decisions or complex system interactions.
elicit: true
- id: unity-project-structure
title: Godot Project Structure
type: code
language: plaintext
instruction: |
Create a Godot project folder structure that reflects:
1. Godot best practices for 2D game organization
2. The selected renderer settings and addons
3. Node organization from above systems
4. Clear separation of concerns for game assets
5. Testing structure for GUT/GoDotTest framework
6. Platform-specific asset organization
Follow Godot naming conventions and folder organization standards.
elicit: true
examples:
- |
ProjectName/
├── scenes/ # Game scenes
│ ├── gameplay/ # Level scenes
│ ├── ui/ # UI scenes
│ └── loading/ # Loading scenes
├── scripts/ # GDScript/C# scripts
│ ├── core/ # Core systems
│ ├── gameplay/ # Gameplay mechanics
│ ├── ui/ # UI controllers
│ └── data/ # Resources
├── prefabs/ # PackedScenes
│ ├── characters/ # Player, enemies
│ ├── environment/ # Level elements
│ └── ui/ # UI components
├── assets/ # Visual assets
│ ├── sprites/ # 2D sprites
│ ├── materials/ # Godot materials
│ └── shaders/ # Custom shaders
├── audio/ # Audio assets
│ ├── music/ # Background music
│ ├── sfx/ # Sound effects
│ └── buses/ # AudioBus layouts
├── data/ # Game data
│ ├── settings/ # Game settings
│ └── balance/ # Balance data
├── tests/ # Tests
│ ├── unit/ # Unit tests
│ └── integration/ # Integration tests
├── addons/ # Third-party addons
└── project.godot # Godot project settings
- id: infrastructure-deployment
title: Infrastructure and Deployment
instruction: |
Define the Godot export and deployment architecture:
1. Use Godot's export system and any additional tools
2. Choose deployment strategy appropriate for target platforms
3. Define environments (development, staging, production builds)
4. Establish version control and build pipeline practices
5. Consider platform-specific requirements and store submissions
Get user input on export preferences and CI/CD tool choices for Godot projects.
elicit: true
sections:
- id: unity-build-configuration
title: Godot Export Configuration
template: |
- **Godot Version:** {{godot_version}} LTS
- **Build Pipeline:** {{build_pipeline_type}}
- **Resource Loading:** {{resource_loading_usage}}
- **Asset Bundles:** {{asset_bundle_strategy}}
- id: deployment-strategy
title: Deployment Strategy
template: |
- **Build Automation:** {{build_automation_tool}}
- **Version Control:** {{version_control_integration}}
- **Distribution:** {{distribution_platforms}}
- id: environments
title: Build Environments
repeatable: true
template: "- **{{env_name}}:** {{env_purpose}} - {{platform_settings}}"
- id: platform-specific-builds
title: Platform-Specific Build Settings
type: code
language: text
template: "{{platform_build_configurations}}"
- id: coding-standards
title: Coding Standards
instruction: |
These standards are MANDATORY for AI agents working on Godot game development. Work with user to define ONLY the critical rules needed to prevent bad Godot code. Explain that:
1. This section directly controls AI developer behavior
2. Keep it minimal - assume AI knows general GDScript/C# and Godot best practices
3. Focus on project-specific Godot conventions and gotchas
4. Overly detailed standards bloat context and slow development
5. Standards will be extracted to separate file for dev agent use
For each standard, get explicit user confirmation it's necessary.
elicit: true
sections:
- id: core-standards
title: Core Standards
template: |
- **Godot Version:** {{godot_version}} LTS
- **Language:** GDScript 2.0 / C# (.NET 6+)
- **Code Style:** Godot conventions + language-specific naming
- **Testing Framework:** GUT (GDScript) / GoDotTest (C#)
- id: unity-naming-conventions
title: Godot Naming Conventions
type: table
columns: [Element, Convention, Example]
instruction: Only include if deviating from Godot defaults
examples:
- "| Node Script | PascalCase + descriptive suffix | PlayerController, HealthSystem |"
- "| Resource | PascalCase + Data/Config suffix | PlayerData, GameConfig |"
- "| PackedScene | PascalCase descriptive | PlayerCharacter, EnvironmentTile |"
- id: critical-rules
title: Critical Godot Rules
instruction: |
List ONLY rules that AI might violate or Godot-specific requirements. Examples:
- "Always cache get_node() calls in _ready()"
- "Use @export for variables that need Inspector access"
- "Prefer Godot signals over direct method calls for decoupling"
- "Never call get_tree().get_nodes_in_group() in _process() or _physics_process()"
Avoid obvious rules like "follow SOLID principles" or "optimize performance"
repeatable: true
template: "- **{{rule_name}}:** {{rule_description}}"
- id: unity-specifics
title: Godot-Specific Guidelines
condition: Critical Godot-specific rules needed
instruction: Add ONLY if critical for preventing AI mistakes with Godot APIs
sections:
- id: unity-lifecycle
title: Godot Lifecycle Rules
repeatable: true
template: "- **{{lifecycle_method}}:** {{usage_rule}}"
- id: test-strategy
title: Test Strategy and Standards
instruction: |
Work with user to define comprehensive Godot test strategy:
1. Use GUT (GDScript) and GoDotTest (C#) testing frameworks
2. Decide on test-driven development vs test-after approach
3. Define test organization and naming for Godot projects
4. Establish coverage goals for game logic
5. Determine integration test infrastructure (scene-based testing)
6. Plan for test data and mock external dependencies
Note: Basic info goes in Coding Standards for dev agent. This detailed section is for comprehensive testing strategy.
elicit: true
sections:
- id: testing-philosophy
title: Testing Philosophy
template: |
- **Approach:** {{test_approach}}
- **Coverage Goals:** {{coverage_targets}}
- **Test Distribution:** {{edit_mode_vs_play_mode_split}}
- id: unity-test-types
title: Godot Test Types and Organization
sections:
- id: edit-mode-tests
title: Unit Tests
template: |
- **Framework:** GUT (GDScript) / GoDotTest (C#)
- **File Convention:** {{unit_test_naming}}
- **Location:** `res://tests/unit/`
- **Purpose:** Logic testing without scene dependencies
- **Coverage Requirement:** {{unit_test_coverage}}
**AI Agent Requirements:**
- Test Resource data validation
- Test utility classes and static methods
- Test serialization/deserialization logic
- Mock Godot APIs where necessary
- id: play-mode-tests
title: Integration Tests
template: |
- **Framework:** GUT / GoDotTest with test scenes
- **Location:** `res://tests/integration/`
- **Purpose:** Integration testing with Godot runtime
- **Test Scenes:** {{test_scene_requirements}}
- **Coverage Requirement:** {{integration_test_coverage}}
**AI Agent Requirements:**
- Test Node component interactions
- Test scene loading and Node lifecycle
- Test physics interactions and collision systems
- Test UI interactions and signal systems
- id: test-data-management
title: Test Data Management
template: |
- **Strategy:** {{test_data_approach}}
- **Resource Fixtures:** {{test_resource_location}}
- **Test Scene Templates:** {{test_scene_templates}}
- **Cleanup Strategy:** {{cleanup_approach}}
- id: security
title: Security Considerations
instruction: |
Define security requirements specific to Godot game development:
1. Focus on Godot-specific security concerns
2. Consider platform store requirements
3. Address save data protection and anti-cheat measures
4. Define secure communication patterns for multiplayer
5. These rules directly impact Godot code generation
elicit: true
sections:
- id: save-data-security
title: Save Data Security
template: |
- **Encryption:** {{save_data_encryption_method}}
- **Validation:** {{save_data_validation_approach}}
- **Anti-Tampering:** {{anti_tampering_measures}}
- id: platform-security
title: Platform Security Requirements
template: |
- **Mobile Permissions:** {{mobile_permission_requirements}}
- **Store Compliance:** {{platform_store_requirements}}
- **Privacy Policy:** {{privacy_policy_requirements}}
- id: multiplayer-security
title: Multiplayer Security (if applicable)
condition: Game includes multiplayer features
template: |
- **Client Validation:** {{client_validation_rules}}
- **Server Authority:** {{server_authority_approach}}
- **Anti-Cheat:** {{anti_cheat_measures}}
- id: checklist-results
title: Checklist Results Report
instruction: Before running the checklist, offer to output the full game architecture document. Once user confirms, execute the architect-checklist and populate results here.
- id: next-steps
title: Next Steps
instruction: |
After completing the game architecture:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Godot project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.
sections:
- id: developer-prompt
title: Game Developer Prompt
instruction: |
Create a brief prompt to hand off to Game Developer for story implementation. Include:
- Reference to this game architecture document
- Key Godot-specific requirements from this architecture
- Any Godot addon or configuration decisions made here
- Request for adherence to established coding standards and patterns