# Game Design Document Quality Checklist (Godot) ## Document Completeness ### Executive Summary - [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences - [ ] **Target Audience** - Primary and secondary audiences defined with demographics - [ ] **Platform Requirements** - Godot export targets and requirements specified - [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified - [ ] **Technical Foundation** - Godot version (4.x/3.x) and language strategy (GDScript/C#) confirmed ### Game Design Foundation - [ ] **Game Pillars** - 3-5 core design pillars defined and actionable - [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings - [ ] **Win/Loss Conditions** - Clear victory and failure states defined - [ ] **Player Motivation** - Clear understanding of why players will engage - [ ] **Scope Realism** - Game scope achievable with Godot's capabilities and resources ## Gameplay Mechanics ### Core Mechanics Documentation - [ ] **Primary Mechanics** - 3-5 core mechanics detailed with Godot implementation notes - [ ] **Node Architecture** - How mechanics map to Godot's node system - [ ] **Player Input** - InputMap configuration for each platform specified - [ ] **Signal Flow** - Game responses using Godot's signal system documented - [ ] **Performance Impact** - Frame time budget for each mechanic (target 60+ FPS) ### Controls and Interaction - [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad InputMap defined - [ ] **Input Responsiveness** - Requirements for game feel using \_process vs \_physics_process - [ ] **Accessibility Options** - Control remapping and accessibility in Project Settings - [ ] **Touch Optimization** - TouchScreenButton and gesture handling designed - [ ] **Input Buffer System** - Frame-perfect input handling considerations ## Progression and Balance ### Player Progression - [ ] **Progression Type** - Linear, branching, or metroidvania approach defined - [ ] **Save System Design** - Godot Resource-based save/load architecture - [ ] **Unlock System** - What players unlock and how it's stored in Resources - [ ] **Difficulty Scaling** - How challenge increases using export variables - [ ] **Player Agency** - Meaningful choices affecting scene flow and game state ### Game Balance - [ ] **Balance Parameters** - Export variables and Resources for tuning - [ ] **Difficulty Curve** - Appropriate challenge progression with scene variations - [ ] **Economy Design** - Resource systems using Godot's custom Resources - [ ] **Live Tuning** - Hot-reload support for balance iteration - [ ] **Data-Driven Design** - ScriptableObject-like Resources for configuration ## Level Design Framework ### Scene Structure - [ ] **Scene Types** - Different scene categories with Godot scene inheritance - [ ] **Scene Transitions** - How players move between scenes (loading strategy) - [ ] **Duration Targets** - Expected play time considering scene complexity - [ ] **Difficulty Distribution** - Scene variants for different difficulty levels - [ ] **Replay Value** - Procedural elements using Godot's randomization ### Content Guidelines - [ ] **Scene Creation Rules** - Guidelines for Godot scene composition - [ ] **Mechanic Introduction** - Teaching through node activation and signals - [ ] **Pacing Variety** - Mix using different process modes and time scales - [ ] **Secret Content** - Hidden areas using Area2D/Area3D triggers - [ ] **Accessibility Modes** - Scene overrides for assist modes ## Technical Implementation Readiness ### Performance Requirements - [ ] **Frame Rate Targets** - 60+ FPS with Godot profiler validation - [ ] **Draw Call Budgets** - Maximum draw calls per scene type - [ ] **Memory Budgets** - Scene memory limits using Godot's monitors - [ ] **Mobile Optimization** - Battery usage and thermal considerations - [ ] **LOD Strategy** - Level of detail using visibility ranges ### Platform Specifications - [ ] **Desktop Requirements** - Minimum specs for Windows/Mac/Linux exports - [ ] **Mobile Optimization** - iOS/Android specific Godot settings - [ ] **Web Compatibility** - HTML5 export constraints and optimizations - [ ] **Console Features** - Platform-specific Godot export templates - [ ] **Cross-Platform Save** - Cloud save compatibility considerations ### Asset Requirements - [ ] **Art Style Definition** - Visual style with Godot import settings - [ ] **Texture Specifications** - Import presets for different asset types - [ ] **Audio Requirements** - Bus layout and compression settings - [ ] **UI/UX Guidelines** - Control node theming and responsiveness - [ ] **Localization Plan** - Translation system using Godot's localization ## Godot-Specific Architecture ### Node System Design - [ ] **Node Hierarchy** - Planned scene tree structure for major systems - [ ] **Scene Composition** - Reusable scene patterns and inheritance - [ ] **Autoload Systems** - Singleton managers and their responsibilities - [ ] **Signal Architecture** - Event flow between systems - [ ] **Group Management** - Node groups for gameplay systems ### Language Strategy - [ ] **GDScript Usage** - Systems appropriate for rapid iteration - [ ] **C# Integration** - Performance-critical systems requiring C# - [ ] **Interop Design** - Boundaries between GDScript and C# code - [ ] **Plugin Requirements** - Required GDExtension or C# libraries - [ ] **Tool Scripts** - Editor tools for content creation ### Resource Management - [ ] **Custom Resources** - Game-specific Resource classes planned - [ ] **Preload Strategy** - Resources to preload vs lazy load - [ ] **Instance Pooling** - Objects requiring pooling (bullets, effects) - [ ] **Memory Management** - Reference counting and cleanup strategy - [ ] **Asset Streaming** - Large asset loading approach ## Development Planning ### Implementation Phases - [ ] **Prototype Phase** - Core loop in minimal Godot project - [ ] **Vertical Slice** - Single polished level with all systems - [ ] **Production Phase** - Full content creation pipeline - [ ] **Polish Phase** - Performance optimization and juice - [ ] **Release Phase** - Platform exports and certification ### Godot Workflow - [ ] **Version Control** - Git strategy for .tscn/.tres files - [ ] **Scene Workflow** - Prefab-like scene development process - [ ] **Asset Pipeline** - Import automation and validation - [ ] **Build Automation** - Godot headless export scripts - [ ] **Testing Pipeline** - GUT/GoDotTest integration ## Quality Assurance ### Performance Metrics - [ ] **Frame Time Targets** - Maximum ms per frame by system - [ ] **Draw Call Limits** - Per-scene rendering budgets - [ ] **Physics Budget** - Maximum active physics bodies - [ ] **Memory Footprint** - Platform-specific memory limits - [ ] **Load Time Goals** - Scene transition time requirements ### Testing Strategy - [ ] **Unit Testing** - GUT tests for GDScript, GoDotTest for C# - [ ] **Integration Testing** - Scene and signal flow validation - [ ] **Performance Testing** - Profiler-based optimization workflow - [ ] **Platform Testing** - Export template validation process - [ ] **Playtesting Plan** - Godot analytics integration ## Documentation Quality ### Godot Integration - [ ] **Node Documentation** - Clear descriptions of node purposes - [ ] **Signal Documentation** - Event flow and parameters defined - [ ] **Export Variables** - All exposed parameters documented - [ ] **Resource Formats** - Custom Resource specifications - [ ] **API Documentation** - Public methods and properties described ### Implementation Guidance - [ ] **Code Examples** - GDScript/C# snippets for complex systems - [ ] **Scene Templates** - Example scenes demonstrating patterns - [ ] **Performance Notes** - Optimization guidelines per feature - [ ] **Common Pitfalls** - Known Godot gotchas documented - [ ] **Best Practices** - Godot-specific patterns recommended ## Multiplayer Considerations (if applicable) ### Network Architecture - [ ] **Multiplayer Type** - P2P vs dedicated server using Godot's high-level API - [ ] **RPC Design** - Remote procedure calls and synchronization - [ ] **State Replication** - What state needs network synchronization - [ ] **Lag Compensation** - Client prediction and reconciliation - [ ] **Bandwidth Budget** - Network traffic limits per player ## Final Readiness Assessment ### Godot Implementation Ready - [ ] **Scene Planning Complete** - Node hierarchy and composition defined - [ ] **Performance Validated** - 60+ FPS achievable with design - [ ] **Language Strategy Clear** - GDScript vs C# decisions made - [ ] **Asset Pipeline Ready** - Import settings and workflow defined - [ ] **Testing Framework** - GUT/GoDotTest strategy established ### Document Approval - [ ] **Design Review Complete** - Game design validated by team - [ ] **Technical Review Complete** - Godot feasibility confirmed - [ ] **Performance Review Complete** - Frame rate targets achievable - [ ] **Resource Review Complete** - Team capabilities match requirements - [ ] **Final Approval** - Document baselined for development ## Overall Assessment **Document Quality Rating:** ⭐⭐⭐⭐⭐ **Ready for Godot Development:** [ ] Yes [ ] No **Performance Risk Assessment:** _Identify any design elements that may challenge 60 FPS target._ **Language Recommendations:** _Suggest which systems should use GDScript vs C# for optimal performance._ **Key Recommendations:** _List critical items needing attention before Godot implementation._ **Next Steps:** _Outline immediate actions for starting Godot development._