* 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>
203 lines
11 KiB
Markdown
203 lines
11 KiB
Markdown
# Create Game Story Task
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## Purpose
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To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Godot-specific requirements (node architecture, GDScript/C# language selection, 60+ FPS performance targets), TDD test requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
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## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
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### 0. Load Core Configuration and Check Workflow
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- Load `.bmad-godot-game-dev/config.yaml` from the project root
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- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
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- Extract key configurations: `devStoryLocation`, `prd.*`, `architecture.*`, `workflow.*`
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### 1. Identify Next Story for Preparation
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#### 1.1 Locate Epic Files and Review Existing Stories
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- Based on `prdSharded` from config, locate epic files (sharded location/pattern or monolithic PRD sections)
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- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
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- **If highest story exists:**
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- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] Check if TDD tests are passing (GUT/GoDotTest). You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
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- If proceeding, select next sequential story in the current epic
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- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
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- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
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- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
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- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
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### 2. Gather Story Requirements and Previous Story Context
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- Extract story requirements from the identified epic file or PRD section
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- If previous story exists, review Dev Agent Record sections for:
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- Completion Notes and Debug Log References
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- Implementation deviations and technical decisions
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- Godot-specific challenges (node structure, signal connections, 60+ FPS violations)
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- Language decisions (GDScript vs C# choices and rationale)
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- Resource loading and object pooling implementations
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- TDD test coverage and any failing tests
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- Extract relevant insights that inform the current story's preparation
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### 3. Gather Architecture Context
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#### 3.1 Determine Architecture Reading Strategy
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- **If `architectureVersion: >= v3` and `architectureSharded: true`**: Read `{architectureShardedLocation}/index.md` then follow structured reading order below
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- **Else**: Use monolithic `architectureFile` for similar sections
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#### 3.2 Read Architecture Documents Based on Story Type
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**For ALL Game Stories:** tech-stack.md, godot-project-structure.md, coding-standards.md, test-strategy and standards.md, language-strategy.md
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, node-architecture-details.md, physics-configuration.md, input-system-architecture.md, state-machine-architecture.md, resource-architecture.md
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**For UI/UX Stories, additionally:** node-architecture-details.md, ui-architecture.md, ui-component-system.md, ui-state-management.md, scene-management-architecture.md
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**For Backend/Services Stories, additionally:** resource-architecture.md, data-persistence-architecture.md, save-system-implementation.md, analytics-integration.md, multiplayer-architecture.md
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**For Graphics/Rendering Stories, additionally:** rendering-settings.md, shader-guidelines.md, sprite-management.md, particle-systems.md
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**For Audio Stories, additionally:** audio-architecture.md, audio-mixing-configuration.md, sound-bank-management.md
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#### 3.3 Extract Story-Specific Technical Details
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Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
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Extract:
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- Specific Godot nodes and their inheritance hierarchy
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- Language selection rationale (GDScript vs C# for each component)
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- Node composition patterns and signal connections
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- Scene (.tscn) and resource (.tres) organization requirements
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- InputMap actions and device handling configurations
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- Physics2D/3D settings and collision layers
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- Control node anchoring and theme specifications
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- Resource naming conventions and folder structures
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- Performance budgets (60+ FPS minimum, frame time <16.67ms, draw calls)
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- Platform export settings (desktop, mobile, web)
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- TDD requirements with GUT (GDScript) and GoDotTest (C#)
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ALWAYS cite source documents: `[Source: architecture/{filename}.md#{section}]`
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### 4. Godot-Specific Technical Analysis
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#### 4.1 Language Strategy Analysis
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- Determine GDScript vs C# selection for each system based on:
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- Performance requirements (C# for compute-heavy operations)
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- Iteration speed needs (GDScript for rapid prototyping)
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- Existing codebase patterns
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- Document static typing enforcement in GDScript (10-20% performance gain)
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- Identify interop boundaries between GDScript and C#
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- Note any GDExtension or plugin requirements
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- Specify object pooling needs for spawned entities
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#### 4.2 Scene and Node Planning
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- Identify which scenes (.tscn) will be modified or created
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- List scene inheritance and composition patterns
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- Document node tree structure with parent-child relationships
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- Specify scene instancing and pooling requirements
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- Plan signal connections between nodes
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- Define Autoload/singleton needs
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#### 4.3 Node Architecture
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- Define custom node classes needed (extending Node2D, Control, etc.)
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- Specify Resource classes for data management
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- Document signal emission and connection patterns
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- Identify process vs physics_process usage
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- Note Control node UI components and theme requirements
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- Plan export variables for inspector configuration
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#### 4.4 Resource Requirements
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- List texture requirements with import settings
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- Define AnimationPlayer and AnimationTree needs
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- Specify AudioStream resources and bus routing
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- Document shader and material requirements
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- Note font resources and theme variations
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- Plan resource preloading vs lazy loading strategy
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### 5. Populate Story Template with Full Context
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- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
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- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/PRD
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- **`Dev Notes` section (CRITICAL):**
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- CRITICAL: This section MUST contain ONLY information extracted from architecture documents and PRD. NEVER invent or assume technical details.
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- Include ALL relevant technical details from Steps 2-4, organized by category:
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- **Previous Story Insights**: Key learnings from previous story implementation
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- **Language Strategy**: GDScript vs C# decisions for each component [with source references]
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- **Node Architecture**: Specific nodes, inheritance, signal patterns [with source references]
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- **Scene Specifications**: Scene modifications, node trees, instancing [with source references]
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- **Input Configuration**: InputMap actions, device handling [with source references]
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- **UI Implementation**: Control nodes, anchoring, themes [with source references]
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- **Resource Pipeline**: Resource requirements, import settings, pooling strategy
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- **Performance Targets**: 60+ FPS requirement, frame time budget, profiler metrics
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- **Platform Considerations**: Export template differences, platform-specific code
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- **TDD Requirements**: GUT tests for GDScript, GoDotTest for C#, test-first development
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- Every technical detail MUST include its source reference: `[Source: architecture/{filename}.md#{section}]`
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- If information for a category is not found in the architecture docs, explicitly state: "No specific guidance found in architecture docs"
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- **`Tasks / Subtasks` section:**
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- Generate detailed, sequential list of technical tasks based ONLY on: Epic/PRD Requirements, Story AC, Reviewed Architecture Information
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- Include Godot-specific tasks:
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- Write failing tests FIRST (TDD Red phase)
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- Scene setup and node hierarchy creation
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- Node implementation with proper \_ready/\_process methods
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- Signal connection and event handling
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- InputMap integration
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- Physics2D/3D configuration
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- Control node UI with responsive anchoring
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- Performance profiling (maintain 60+ FPS)
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- Make tests pass (TDD Green phase)
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- Refactor while keeping tests green (TDD Refactor phase)
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- Each task must reference relevant architecture documentation
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- Include GUT/GoDotTest testing as explicit subtasks
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- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
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- Add notes on Godot project structure alignment or discrepancies found in Step 4
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### 6. Story Draft Completion and Review
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- Review all sections for completeness and accuracy
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- Verify all source references are included for technical details
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- Ensure Godot-specific requirements are comprehensive:
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- All scenes and node trees documented
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- Language strategy (GDScript/C#) justified
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- Signal connections clear
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- Resource requirements specified
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- 60+ FPS performance targets defined
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- TDD test requirements explicit
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- Update status to "Draft" and save the story file
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- Execute `.bmad-godot-game-dev/tasks/execute-checklist` `.bmad-godot-game-dev/checklists/game-story-dod-checklist`
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- Provide summary to user including:
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- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
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- Status: Draft
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- Language strategy decisions (GDScript vs C# components)
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- Key Godot nodes and systems included
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- Scene/node modifications required
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- Resource requirements identified
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- TDD test coverage planned
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- Performance impact assessment (60+ FPS maintained?)
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- Any deviations or conflicts noted between PRD and architecture
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- Checklist Results
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- Next steps: For complex Godot features, suggest the user review the story draft and optionally test critical assumptions in Godot Editor
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### 7. Godot-Specific Validation
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Before finalizing, ensure:
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- [ ] Language strategy defined (GDScript vs C# for each component)
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- [ ] TDD approach specified (tests to write first)
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- [ ] All node inheritance and composition patterns documented
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- [ ] Signal connections and event flow mapped
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- [ ] Scene instancing and pooling strategy defined
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- [ ] InputMap actions configured
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- [ ] Control node UI follows Godot anchoring best practices
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- [ ] Performance profiling points identified (60+ FPS validation)
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- [ ] Resource import settings documented
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- [ ] Platform export settings noted
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- [ ] Object pooling implemented for spawned entities
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- [ ] Static typing enforced in all GDScript
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This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Godot game features with mandatory TDD practices and 60+ FPS performance targets.
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