* 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>
365 lines
12 KiB
Markdown
365 lines
12 KiB
Markdown
# review-game-story
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Perform a comprehensive Godot game story review with quality gate decision, focusing on TDD compliance, 60+ FPS performance validation, and GDScript/C# language strategy. This adaptive, risk-aware review creates both a story update and a detailed gate file.
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## Inputs
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```yaml
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required:
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- story_id: '{epic}.{story}' # e.g., "1.3"
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- story_path: '{devStoryLocation}/{epic}.{story}.*.md' # Path from core-config.yaml
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- story_title: '{title}' # If missing, derive from story file H1
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- story_slug: '{slug}' # If missing, derive from title (lowercase, hyphenated)
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```
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## Prerequisites
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- Story status must be "Review"
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- Developer has completed all tasks and updated the File List
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- All GUT (GDScript) and GoDotTest (C#) tests are passing
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- Performance profiler shows 60+ FPS maintained
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- TDD cycle (Red-Green-Refactor) was followed
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## Review Process - Adaptive Test Architecture
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### 1. Risk Assessment (Determines Review Depth)
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**Auto-escalate to deep review when:**
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- Performance drops below 60 FPS
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- No TDD tests written (GUT/GoDotTest)
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- Language strategy violated (wrong GDScript/C# choice)
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- Object pooling missing for spawned entities
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- Diff > 500 lines
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- Previous gate was FAIL/CONCERNS
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- Story has > 5 acceptance criteria
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- Signal connections not properly cleaned up
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### 2. Comprehensive Analysis
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**A. Requirements Traceability**
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- Map each acceptance criteria to GUT/GoDotTest tests
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- Verify TDD was followed (tests written first)
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- Identify coverage gaps (target 80% minimum)
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- Verify all Godot nodes have corresponding test cases
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- Check signal emission tests exist
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**B. Code Quality Review**
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- Node architecture and scene composition
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- GDScript static typing enforcement (10-20% perf gain)
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- C# optimization patterns (no LINQ, no allocations)
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- Signal connection patterns
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- Object pooling implementation
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- Resource preloading vs lazy loading
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- Godot best practices adherence
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- Performance profiler validation (60+ FPS)
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**C. Test Architecture Assessment**
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- GUT test coverage for GDScript components
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- GoDotTest coverage for C# components
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- TDD compliance (Red-Green-Refactor cycle)
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- Scene testing with test doubles
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- Signal testing patterns
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- Node mocking appropriateness
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- Edge case and error scenario coverage
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- Test execution performance impact
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**D. Non-Functional Requirements (NFRs)**
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- Performance: 60+ FPS maintained, frame time <16.67ms
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- Memory: Scene memory usage, object pooling
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- Draw Calls: Within platform budgets
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- Platform Compatibility: Export template validation
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- Input Latency: <50ms for player controls
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- Load Times: Scene transitions <3 seconds
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- Reliability: Signal cleanup, node lifecycle
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**E. Godot Testability Evaluation**
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- Node Testability: Can nodes be tested in isolation?
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- Signal Observability: Can signal emissions be verified?
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- Scene Testing: Can scenes be tested without full game?
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- Performance Testing: Can FPS be validated in tests?
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- Platform Testing: Export templates testable?
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**F. Technical Debt Identification**
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- Missing TDD tests (GUT/GoDotTest)
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- Dynamic typing in GDScript (performance debt)
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- Missing object pools for spawned entities
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- Unoptimized node trees
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- Signal connection leaks
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- Wrong language choice (GDScript vs C#)
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- Performance bottlenecks below 60 FPS
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### 3. Active Refactoring
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- Add static typing to GDScript where missing
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- Optimize C# code (remove LINQ, allocations)
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- Implement object pooling for spawned entities
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- Run GUT/GoDotTest to ensure changes don't break
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- Profile to verify 60+ FPS maintained
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- Document all changes in QA Results section
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- Do NOT alter story content beyond QA Results section
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- Do NOT change story Status or File List
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### 4. Standards Compliance Check
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- Verify adherence to Godot coding standards
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- Check static typing in all GDScript
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- Validate C# optimization patterns (no LINQ)
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- Verify TDD approach (tests written first)
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- Check node naming conventions
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- Validate signal naming patterns
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- Ensure 60+ FPS performance targets met
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- Verify language strategy decisions
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### 5. Acceptance Criteria Validation
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- Verify each AC is fully implemented
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- Check TDD tests exist for each AC
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- Validate performance within 60+ FPS
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- Verify object pooling where needed
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- Check platform export compatibility
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- Validate input handling across devices
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### 6. Documentation and Comments
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- Verify GDScript documentation comments
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- Check C# XML documentation
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- Ensure export variables have tooltips
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- Document performance optimizations
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- Note language choice rationale
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- Document signal flow and connections
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## Output 1: Update Story File - QA Results Section ONLY
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**CRITICAL**: You are ONLY authorized to update the "QA Results" section of the story file. DO NOT modify any other sections.
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**QA Results Anchor Rule:**
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- If `## QA Results` doesn't exist, append it at end of file
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- If it exists, append a new dated entry below existing entries
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- Never edit other sections
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After review and any refactoring, append your results to the story file in the QA Results section:
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```markdown
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## QA Results
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### Review Date: [Date]
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### Reviewed By: Linus (Godot Game Test Architect)
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### Code Quality Assessment
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[Overall assessment of implementation quality]
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### Refactoring Performed
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[List any refactoring you performed with explanations]
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- **File**: [filename]
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- **Change**: [what was changed]
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- **Why**: [reason for change]
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- **How**: [how it improves the code]
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### Compliance Check
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- Godot Standards: [✓/✗] [notes if any]
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- TDD Compliance: [✓/✗] [GUT/GoDotTest coverage]
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- Performance (60+ FPS): [✓/✗] [profiler results]
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- Language Strategy: [✓/✗] [GDScript/C# choices]
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- Object Pooling: [✓/✗] [for spawned entities]
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- All ACs Met: [✓/✗] [notes if any]
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### Improvements Checklist
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[Check off items you handled yourself, leave unchecked for dev to address]
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- [x] Added static typing to player controller (scripts/player_controller.gd)
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- [x] Implemented object pool for bullets (scripts/systems/bullet_pool.gd)
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- [x] Added missing GUT tests for signal emissions
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- [ ] Consider moving physics logic to C# for performance
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- [ ] Add performance benchmarks to test suite
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- [ ] Optimize draw calls in particle system
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### Performance Review
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- Frame Rate: [Current FPS] (Target: 60+)
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- Frame Time: [ms] (Target: <16.67ms)
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- Draw Calls: [count] (Budget: [platform specific])
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- Memory Usage: [MB] (Limit: [platform specific])
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- Object Pools: [Implemented/Missing]
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### Language Strategy Review
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- GDScript Components: [Appropriate/Should be C#]
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- C# Components: [Appropriate/Should be GDScript]
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- Static Typing: [Complete/Missing]
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- Interop Boundaries: [Minimized/Excessive]
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### Files Modified During Review
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[If you modified files, list them here - ask Dev to update File List]
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### Gate Status
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Gate: {STATUS} → docs/qa/gates/{epic}.{story}-{slug}.yml
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Risk profile: docs/qa/assessments/{epic}.{story}-risk-{YYYYMMDD}.md
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NFR assessment: docs/qa/assessments/{epic}.{story}-nfr-{YYYYMMDD}.md
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# Note: Paths should reference core-config.yaml for custom configurations
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### Recommended Status
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[✓ Ready for Done] / [✗ Changes Required - See unchecked items above]
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(Story owner decides final status)
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```
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## Output 2: Create Quality Gate File
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**Template and Directory:**
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- Render from `templates/qa-gate-tmpl.yaml`
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- Create `docs/qa/gates/` directory if missing (or configure in core-config.yaml)
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- Save to: `docs/qa/gates/{epic}.{story}-{slug}.yml`
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Gate file structure:
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```yaml
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schema: 1
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story: '{epic}.{story}'
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story_title: '{story title}'
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gate: PASS|CONCERNS|FAIL|WAIVED
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status_reason: '1-2 sentence explanation of gate decision'
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reviewer: 'Linus (Godot Game Test Architect)'
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updated: '{ISO-8601 timestamp}'
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top_issues: [] # Empty if no issues
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waiver: { active: false } # Set active: true only if WAIVED
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# Extended fields (optional but recommended):
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quality_score: 0-100 # 100 - (20*FAILs) - (10*CONCERNS) or use technical-preferences.md weights
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expires: '{ISO-8601 timestamp}' # Typically 2 weeks from review
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evidence:
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tests_reviewed: { count }
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risks_identified: { count }
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trace:
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ac_covered: [1, 2, 3] # AC numbers with test coverage
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ac_gaps: [4] # AC numbers lacking coverage
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nfr_validation:
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performance:
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status: PASS|CONCERNS|FAIL
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fps: '60+|<60'
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frame_time: 'ms value'
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notes: 'Profiler findings'
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tdd_compliance:
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status: PASS|CONCERNS|FAIL
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gut_coverage: 'percentage'
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godottest_coverage: 'percentage'
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notes: 'Test-first validation'
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language_strategy:
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status: PASS|CONCERNS|FAIL
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notes: 'GDScript/C# appropriateness'
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reliability:
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status: PASS|CONCERNS|FAIL
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notes: 'Signal cleanup, node lifecycle'
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recommendations:
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immediate: # Must fix before production
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- action: 'Fix FPS drops below 60'
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refs: ['scenes/game.tscn']
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- action: 'Add object pooling for particles'
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refs: ['scripts/particle_spawner.gd']
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future: # Can be addressed later
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- action: 'Consider C# for physics system'
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refs: ['scripts/physics_manager.gd']
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```
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### Gate Decision Criteria
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**Deterministic rule (apply in order):**
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If risk_summary exists, apply its thresholds first (≥9 → FAIL, ≥6 → CONCERNS), then NFR statuses, then top_issues severity.
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1. **Risk thresholds (if risk_summary present):**
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- If any risk score ≥ 9 → Gate = FAIL (unless waived)
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- Else if any score ≥ 6 → Gate = CONCERNS
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2. **Test coverage gaps (if trace available):**
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- If any P0 test from test-design is missing → Gate = CONCERNS
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- If security/data-loss P0 test missing → Gate = FAIL
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3. **Issue severity:**
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- If any `top_issues.severity == high` → Gate = FAIL (unless waived)
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- Else if any `severity == medium` → Gate = CONCERNS
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4. **NFR statuses:**
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- If any NFR status is FAIL → Gate = FAIL
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- Else if any NFR status is CONCERNS → Gate = CONCERNS
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- Else → Gate = PASS
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- WAIVED only when waiver.active: true with reason/approver
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Detailed criteria:
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- **PASS**: All critical requirements met, no blocking issues
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- **CONCERNS**: Non-critical issues found, team should review
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- **FAIL**: Critical issues that should be addressed
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- **WAIVED**: Issues acknowledged but explicitly waived by team
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### Quality Score Calculation
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```text
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quality_score = 100 - (20 × number of FAILs) - (10 × number of CONCERNS)
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Bounded between 0 and 100
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```
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If `technical-preferences.md` defines custom weights, use those instead.
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### Suggested Owner Convention
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For each issue in `top_issues`, include a `suggested_owner`:
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- `dev`: Code changes needed
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- `sm`: Requirements clarification needed
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- `po`: Business decision needed
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## Key Principles
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- You are a Godot Game Test Architect ensuring 60+ FPS and TDD compliance
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- You enforce static typing in GDScript and optimization in C#
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- You have authority to add object pooling and optimize performance
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- Always validate with Godot profiler data
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- Focus on performance-based prioritization
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- Ensure GUT/GoDotTest coverage meets 80% target
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- Provide actionable Godot-specific recommendations
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## Blocking Conditions
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Stop the review and request clarification if:
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- Performance drops below 60 FPS
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- No TDD tests (GUT/GoDotTest) exist
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- Story file is incomplete or missing critical sections
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- File List is empty or clearly incomplete
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- Language strategy violated without justification
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- Object pooling missing for frequently spawned entities
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- Critical node architecture issues that require discussion
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## Completion
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After review:
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1. Update the QA Results section in the story file
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2. Create the gate file in `docs/qa/gates/`
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3. Recommend status: "Ready for Done" or "Changes Required" (owner decides)
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4. If files were modified, list them in QA Results and ask Dev to update File List
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5. Always provide constructive feedback and actionable recommendations
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