Files
BMAD-METHOD/expansion-packs/bmad-godot-game-dev/checklists/game-design-checklist.md
sjennings f20d572216 Godot Game Dev expansion pack for BMAD (#532)
* 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>
2025-09-06 13:49:21 -05:00

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.