# Coding Standards - All game code must include doc comments on public APIs - Every system must have a corresponding architecture decision record in `docs/architecture/` - Gameplay values must be data-driven (external config), never hardcoded - All public methods must be unit-testable (dependency injection over singletons) - Commits must reference the relevant design document or task ID - **Commit messages**: Use Conventional Commits format — `feat:`, `fix:`, `chore:`, `docs:`, `test:`, `refactor:`. Reference the story or task ID in the body (e.g., `Story: EPIC-001-S02`). - **Verification-driven development**: Write tests first when adding gameplay systems. For UI changes, verify with screenshots. Compare expected output to actual output before marking work complete. Every implementation should have a way to prove it works. # Design Document Standards - All design docs use Markdown - Each mechanic has a dedicated document in `design/gdd/` - Documents must include these 8 required sections: 1. **Overview** -- one-paragraph summary 2. **Player Fantasy** -- intended feeling and experience 3. **Detailed Rules** -- unambiguous mechanics 4. **Formulas** -- all math defined with variables 5. **Edge Cases** -- unusual situations handled 6. **Dependencies** -- other systems listed 7. **Tuning Knobs** -- configurable values identified 8. **Acceptance Criteria** -- testable success conditions - Balance values must link to their source formula or rationale # Testing Standards ## Test Evidence by Story Type All stories must have appropriate test evidence before they can be marked Done: | Story Type | Required Evidence | Location | Gate Level | |---|---|---|---| | **Logic** (formulas, AI, state machines) | Automated unit test — must pass | `tests/unit/[system]/` | BLOCKING | | **Integration** (multi-system) | Integration test OR documented playtest | `tests/integration/[system]/` | BLOCKING | | **Visual/Feel** (animation, VFX, feel) | Screenshot + lead sign-off | `production/qa/evidence/` | ADVISORY | | **UI** (menus, HUD, screens) | Manual walkthrough doc OR interaction test | `production/qa/evidence/` | ADVISORY | | **Config/Data** (balance tuning) | Smoke check pass | `production/qa/smoke-[date].md` | ADVISORY | ## Automated Test Rules - **Naming**: `[system]_[feature]_test.[ext]` for files; `test_[scenario]_[expected]` for functions - **Determinism**: Tests must produce the same result every run — no random seeds, no time-dependent assertions - **Isolation**: Each test sets up and tears down its own state; tests must not depend on execution order - **No hardcoded data**: Test fixtures use constant files or factory functions, not inline magic numbers (exception: boundary value tests where the exact number IS the point) - **Independence**: Unit tests do not call external APIs, databases, or file I/O — use dependency injection ## What NOT to Automate - Visual fidelity (shader output, VFX appearance, animation curves) - "Feel" qualities (input responsiveness, perceived weight, timing) - Platform-specific rendering (test on target hardware, not headlessly) - Full gameplay sessions (covered by playtesting, not automation) ## CI/CD Rules - Automated test suite runs on every push to main and every PR - No merge if tests fail — tests are a blocking gate in CI - Never disable or skip failing tests to make CI pass — fix the underlying issue - Engine-specific CI commands: - **Godot**: `godot --headless --script tests/gdunit4_runner.gd` - **Unity**: `game-ci/unity-test-runner@v4` (GitHub Actions) - **Unreal**: headless runner with `-nullrhi` flag