3.6 KiB
3.6 KiB
Story 1.1: Project Initialization & Canary Screen
Status
- Draft
Story
As a developer, I want to set up a new Godot project with version control, so that I have a clean foundation to start building the game.
Acceptance Criteria
- A new Godot project is created and configured.
- A Git repository is initialized for the project.
- The project can be launched to display a single, empty screen with a version number, confirming the build pipeline is working.
Tasks / Subtasks
- Task 1: Initialize Godot Project (AC: 1)
- Create a new Godot 4.x project.
- Create the standard directory structure (
/scenes,/scripts,/assets,/tests). - Configure basic project settings (e.g., display, window).
- Task 2: Update Git Repository (AC: 2)
- Update the existing
.gitignorefile with standard Godot exclusions. - Commit the changes to the repository.
- Update the existing
- Task 3: Create Canary Screen (AC: 3)
- Create a main scene named
CanaryScreen.tscninside the/scenes/ui/directory. - Create a corresponding script named
CanaryScreen.gdinside the/scripts/ui/directory. - Attach the
CanaryScreen.gdscript to theCanaryScreenscene and define aclass_name. - Add a Label node to the scene to display a version number (e.g., "v0.0.1").
- Set this scene as the main scene to run on project launch.
- Create a main scene named
- Task 4: Unit Testing Setup (AC: 1, 3)
- Research and select a unit testing framework for Godot/GDScript (e.g., GUT, GdUnit) that can support the approaches outlined in the
testing-strategy.md. - Add a simple "smoke test" in the
/tests/directory to verify the main scene (CanaryScreen.tscn) can be loaded without errors.
- Research and select a unit testing framework for Godot/GDScript (e.g., GUT, GdUnit) that can support the approaches outlined in the
Dev Notes
Technology Stack
- Game Engine: Godot (Version 4.x recommended) [Source: architecture/7-technology-stack.md]
- Programming Language: GDScript [Source: architecture/7-technology-stack.md]
- IDE: Visual Studio Code [Source: architecture/7-technology-stack.md]
- Version Control: Git [Source: architecture/7-technology-stack.md]
Project Structure Notes
- Source:
docs/sharded-architecture/unified-project-structure.md - Follow the defined project structure. All scenes, scripts, and assets must be placed in their designated directories. For this story, the canary screen files should be in
/scenes/ui/and/scripts/ui/.
Coding Standards
- Source:
docs/sharded-architecture/coding-standards.md - All GDScript code must adhere to the defined standards. This includes
PascalCasefor classes/nodes,snake_casefor functions/variables, mandatory type hinting, and the use ofclass_namefor all scripts.
Testing
- Source:
docs/testing-strategy.md - The selection of a unit testing framework should be guided by the strategies outlined in the testing strategy document. The chosen framework must be capable of supporting unit, integration, and potentially full-cycle tests as described. For this initial story, a simple "smoke test" to confirm the canary scene loads is sufficient.
Change Log
| Date | Version | Description | Author |
|---|---|---|---|
| 2025-08-24 | 1.2 | Validated story against PRD, architecture, and templates. Story is ready for development. | Sarah (Product Owner) |
| 2025-08-23 | 1.1 | Updated Testing task and notes to reference the new testing-strategy.md. |
Bob (Scrum Master) |
| 2025-08-23 | 1.0 | Initial draft | Bob (Scrum Master) |
Dev Agent Record
Agent Model Used
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