* Godot Game Dev expansion pack for BMAD * Workflow changes * Workflow changes * Fixing config.yaml, editing README.md to indicate correct workflow * Fixing references to config.yaml, adding missing QA review to game-dev agent * More game story creation fixes * More game story creation fixes * Adding built web agent file * - Adding ability for QA agent to have preloaded context files similar to Dev agent. - Fixing stray Unity references in game-architecture-tmpl.yaml --------- Co-authored-by: Brian <bmadcode@gmail.com>
9.4 KiB
9.4 KiB
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.