* 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>
225 lines
8.4 KiB
Markdown
225 lines
8.4 KiB
Markdown
<!-- Powered by BMAD™ Core -->
|
|
|
|
# apply-qa-fixes
|
|
|
|
Implement fixes based on QA results (gate and assessments) for a specific Godot game story. This task is for the Game Developer agent to systematically consume QA outputs and apply game code/test changes while only updating allowed sections in the story file.
|
|
|
|
## Purpose
|
|
|
|
- Read QA outputs for a game story (gate YAML + assessment markdowns)
|
|
- Create a prioritized, deterministic fix plan for game features
|
|
- Apply game code and test changes to close gaps and address issues
|
|
- Update only the allowed story sections for the Game Developer agent
|
|
|
|
## Inputs
|
|
|
|
```yaml
|
|
required:
|
|
- story_id: '{epic}.{story}' # e.g., "2.2"
|
|
- qa_root: from `.bmad-godot-game-dev/config.yaml` key `qa.qaLocation` (e.g., `docs/project/qa`)
|
|
- story_root: from `.bmad-godot-game-dev/config.yaml` key `devStoryLocation` (e.g., `docs/project/stories`)
|
|
- project_root: Godot project root directory (containing project.godot)
|
|
|
|
optional:
|
|
- story_title: '{title}' # derive from story H1 if missing
|
|
- story_slug: '{slug}' # derive from title (lowercase, hyphenated) if missing
|
|
```
|
|
|
|
## QA Sources to Read
|
|
|
|
- Gate (YAML): `{qa_root}/gates/{epic}.{story}-*.yml`
|
|
- If multiple, use the most recent by modified time
|
|
- Assessments (Markdown):
|
|
- Test Design: `{qa_root}/assessments/{epic}.{story}-test-design-*.md`
|
|
- Traceability: `{qa_root}/assessments/{epic}.{story}-trace-*.md`
|
|
- Risk Profile: `{qa_root}/assessments/{epic}.{story}-risk-*.md`
|
|
- NFR Assessment: `{qa_root}/assessments/{epic}.{story}-nfr-*.md`
|
|
|
|
## Prerequisites
|
|
|
|
- Godot 4.x installed and configured
|
|
- Testing frameworks installed:
|
|
- **GDScript**: GUT (Godot Unit Test) framework installed as addon
|
|
- **C#**: GoDotTest or GodotTestDriver NuGet packages installed
|
|
- Project builds successfully in Godot Editor
|
|
- Test commands available:
|
|
- GDScript: `godot --headless --script res://addons/gut/gut_cmdln.gd`
|
|
- C#: `dotnet test` or `godot --headless --run-tests`
|
|
|
|
## Process (Do not skip steps)
|
|
|
|
### 0) Load Core Config & Locate Story
|
|
|
|
- Read `bmad-core/core-config.yaml` and resolve `qa_root`, `story_root`, and `project_root`
|
|
- Locate story file in `{story_root}/{epic}.{story}.*.md`
|
|
- HALT if missing and ask for correct story id/path
|
|
|
|
### 1) Collect QA Findings
|
|
|
|
- Parse the latest gate YAML:
|
|
- `gate` (PASS|CONCERNS|FAIL|WAIVED)
|
|
- `top_issues[]` with `id`, `severity`, `finding`, `suggested_action`
|
|
- `nfr_validation.*.status` and notes
|
|
- `trace` coverage summary/gaps
|
|
- `test_design.coverage_gaps[]`
|
|
- `risk_summary.recommendations.must_fix[]` (if present)
|
|
- Read any present assessment markdowns and extract explicit gaps/recommendations
|
|
|
|
### 2) Build Deterministic Fix Plan (Priority Order)
|
|
|
|
Apply in order, highest priority first:
|
|
|
|
1. High severity items in `top_issues` (gameplay/performance/stability/maintainability)
|
|
2. NFR statuses: all FAIL must be fixed → then CONCERNS
|
|
3. Test Design `coverage_gaps` (prioritize P0 gameplay scenarios)
|
|
4. Trace uncovered requirements (AC-level, especially gameplay mechanics)
|
|
5. Risk `must_fix` recommendations
|
|
6. Medium severity issues, then low
|
|
|
|
Guidance:
|
|
|
|
- Prefer tests closing coverage gaps before/with code changes
|
|
- Keep changes minimal and targeted; follow Godot best practices and project architecture
|
|
- Respect scene organization and node hierarchy
|
|
- Follow GDScript style guide or C# conventions as appropriate
|
|
|
|
### 3) Apply Changes
|
|
|
|
- Implement game code fixes per plan:
|
|
- GDScript: Follow Godot style guide, use signals for decoupling
|
|
- C#: Follow .NET conventions, use events/delegates appropriately
|
|
- Add missing tests to close coverage gaps:
|
|
- **GDScript Tests (GUT)**:
|
|
- Unit tests in `test/unit/` for game logic
|
|
- Integration tests in `test/integration/` for scene interactions
|
|
- Use `gut.p()` for parameterized tests
|
|
- Mock nodes with `double()` and `stub()`
|
|
- **C# Tests (GoDotTest/GodotTestDriver)**:
|
|
- Unit tests using xUnit or NUnit patterns
|
|
- Integration tests for scene and node interactions
|
|
- Use test fixtures for game state setup
|
|
- Follow Godot patterns:
|
|
- Autoload/singleton patterns for global game state
|
|
- Signal-based communication between nodes
|
|
- Resource files (.tres/.res) for data management
|
|
- Scene inheritance for reusable components
|
|
|
|
### 4) Validate
|
|
|
|
**For GDScript Projects:**
|
|
|
|
- Run GUT tests: `godot --headless --script res://addons/gut/gut_cmdln.gd -gselect=test/ -gexit`
|
|
- Check for script errors in Godot Editor (Script Editor panel)
|
|
- Validate scene references and node paths
|
|
- Run game in editor to verify no runtime errors
|
|
|
|
**For C# Projects:**
|
|
|
|
- Build solution: `dotnet build`
|
|
- Run tests: `dotnet test` or `godot --headless --run-tests`
|
|
- Check for compilation errors
|
|
- Validate no null reference exceptions in gameplay
|
|
|
|
**For Both:**
|
|
|
|
- Test gameplay mechanics manually if needed
|
|
- Verify performance (check FPS, memory usage)
|
|
- Iterate until all tests pass and no errors
|
|
|
|
### 5) Update Story (Allowed Sections ONLY)
|
|
|
|
CRITICAL: Dev agent is ONLY authorized to update these sections of the story file. Do not modify any other sections (e.g., QA Results, Story, Acceptance Criteria, Dev Notes, Testing):
|
|
|
|
- Tasks / Subtasks Checkboxes (mark any fix subtask you added as done)
|
|
- Dev Agent Record →
|
|
- Agent Model Used (if changed)
|
|
- Debug Log References (test results, Godot console output)
|
|
- Completion Notes List (what changed, why, how)
|
|
- File List (all added/modified/deleted files)
|
|
- Change Log (new dated entry describing applied fixes)
|
|
- Status (see Rule below)
|
|
|
|
Status Rule:
|
|
|
|
- If gate was PASS and all identified gaps are closed → set `Status: Ready for Done`
|
|
- Otherwise → set `Status: Ready for Review` and notify QA to re-run the review
|
|
|
|
### 6) Do NOT Edit Gate Files
|
|
|
|
- Dev does not modify gate YAML. If fixes address issues, request QA to re-run `review-story` to update the gate
|
|
|
|
## Blocking Conditions
|
|
|
|
- Missing `bmad-core/core-config.yaml`
|
|
- Story file not found for `story_id`
|
|
- No QA artifacts found (neither gate nor assessments)
|
|
- HALT and request QA to generate at least a gate file (or proceed only with clear developer-provided fix list)
|
|
- Godot project file (`project.godot`) not found
|
|
- Testing framework not properly installed (GUT addon missing or NuGet packages not restored)
|
|
|
|
## Completion Checklist
|
|
|
|
- Godot project builds without errors
|
|
- All tests pass:
|
|
- GDScript: GUT tests green
|
|
- C#: dotnet test successful
|
|
- No script errors in Godot Editor
|
|
- All high severity `top_issues` addressed
|
|
- NFR FAIL → resolved; CONCERNS minimized or documented
|
|
- Coverage gaps closed or explicitly documented with rationale
|
|
- Gameplay features tested and working
|
|
- Story updated (allowed sections only) including File List and Change Log
|
|
- Status set according to Status Rule
|
|
|
|
## Example: Story 2.2 - Player Movement System
|
|
|
|
Given gate `docs/project/qa/gates/2.2-*.yml` shows
|
|
|
|
- `coverage_gaps`: Jump mechanics edge cases untested (AC2)
|
|
- `coverage_gaps`: Input buffering not tested (AC4)
|
|
- `top_issues`: Performance drops when multiple players active
|
|
|
|
Fix plan:
|
|
|
|
**GDScript Example:**
|
|
|
|
- Add GUT test for jump height variation based on button hold time
|
|
- Add test for input buffering during state transitions
|
|
- Optimize player movement script using object pooling for effects
|
|
- Test with `gut.p()` parameterized tests for different player counts
|
|
|
|
**C# Example:**
|
|
|
|
- Add GoDotTest unit test for jump physics calculations
|
|
- Add integration test for input system using GodotTestDriver
|
|
- Refactor movement system to use Jobs/Tasks for parallel processing
|
|
- Verify with performance profiler
|
|
|
|
- Re-run tests and update Dev Agent Record + File List accordingly
|
|
|
|
## Key Principles
|
|
|
|
- Deterministic, risk-first prioritization
|
|
- Minimal, maintainable changes following Godot best practices
|
|
- Tests validate gameplay behavior and close gapså
|
|
- Respect Godot's node-based architecture and signal system
|
|
- Maintain clear separation between game logic and presentation
|
|
- Strict adherence to allowed story update areas
|
|
- Gate ownership remains with QA; Game Developer signals readiness via Status
|
|
|
|
## Testing Framework References
|
|
|
|
### GUT (GDScript)
|
|
|
|
- Documentation: https://github.com/bitwes/Gut/wiki
|
|
- Test structure: `extends GutTest`
|
|
- Assertions: `assert_eq()`, `assert_true()`, `assert_has_signal()`
|
|
- Mocking: `double()`, `stub()`, `spy_on()`
|
|
|
|
### GoDotTest/GodotTestDriver (C#)
|
|
|
|
- GoDotTest: xUnit-style testing for Godot C#
|
|
- GodotTestDriver: Integration testing with scene manipulation
|
|
- Test attributes: `[Fact]`, `[Theory]`, `[InlineData]`
|
|
- Scene testing: Load scenes, interact with nodes, verify state
|