Files
BMAD-METHOD/expansion-packs/bmad-godot-game-dev/tasks/create-game-story.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

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Co-authored-by: Brian <bmadcode@gmail.com>
2025-09-06 13:49:21 -05:00

203 lines
11 KiB
Markdown

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