3.6 KiB
3.6 KiB
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:
- Overview -- one-paragraph summary
- Player Fantasy -- intended feeling and experience
- Detailed Rules -- unambiguous mechanics
- Formulas -- all math defined with variables
- Edge Cases -- unusual situations handled
- Dependencies -- other systems listed
- Tuning Knobs -- configurable values identified
- 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
-nullrhiflag
- Godot: