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Introduces a full shift-left QA pipeline with Story Type classification as the backbone of the Definition of Done: New skills: - /test-setup: scaffold test framework + CI/CD per engine (Godot/Unity/Unreal) - /qa-plan: generate sprint test plan classifying stories by type - /smoke-check: critical path gate (PASS/PASS WITH WARNINGS/FAIL) before QA hand-off - /team-qa: orchestrate qa-lead + qa-tester through full QA cycle Story Type classification (Logic/Integration/Visual/Feel/UI/Config/Data): - Logic and Integration: BLOCKING DoD gate — unit/integration test required - Visual/Feel and UI: ADVISORY — screenshot + sign-off evidence required - Config/Data: ADVISORY — smoke check pass sufficient Updated skills: story-done (test evidence gate), story-readiness (Story Type check), gate-check (test framework at Technical Setup, test evidence at Polish/Release), create-epics-stories (Type field + Test Evidence section) Updated agents: qa-lead (shift-left philosophy + evidence table), qa-tester (automated test patterns for Godot/Unity/Unreal) New templates: test-evidence.md (manual sign-off record), test-plan.md (sprint-oriented QA plan replacing generic feature template) Updated coding-standards.md: Testing Standards section with DoD table, test rules, what NOT to automate, and engine-specific CI/CD commands Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
66 lines
3.4 KiB
Markdown
66 lines
3.4 KiB
Markdown
# Coding Standards
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- All game code must include doc comments on public APIs
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- Every system must have a corresponding architecture decision record in `docs/architecture/`
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- Gameplay values must be data-driven (external config), never hardcoded
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- All public methods must be unit-testable (dependency injection over singletons)
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- Commits must reference the relevant design document or task ID
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- **Verification-driven development**: Write tests first when adding gameplay systems.
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For UI changes, verify with screenshots. Compare expected output to actual output
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before marking work complete. Every implementation should have a way to prove it works.
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# Design Document Standards
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- All design docs use Markdown
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- Each mechanic has a dedicated document in `design/gdd/`
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- Documents must include these 8 required sections:
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1. **Overview** -- one-paragraph summary
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2. **Player Fantasy** -- intended feeling and experience
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3. **Detailed Rules** -- unambiguous mechanics
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4. **Formulas** -- all math defined with variables
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5. **Edge Cases** -- unusual situations handled
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6. **Dependencies** -- other systems listed
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7. **Tuning Knobs** -- configurable values identified
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8. **Acceptance Criteria** -- testable success conditions
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- Balance values must link to their source formula or rationale
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# Testing Standards
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## Test Evidence by Story Type
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All stories must have appropriate test evidence before they can be marked Done:
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| Story Type | Required Evidence | Location | Gate Level |
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|---|---|---|---|
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| **Logic** (formulas, AI, state machines) | Automated unit test — must pass | `tests/unit/[system]/` | BLOCKING |
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| **Integration** (multi-system) | Integration test OR documented playtest | `tests/integration/[system]/` | BLOCKING |
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| **Visual/Feel** (animation, VFX, feel) | Screenshot + lead sign-off | `production/qa/evidence/` | ADVISORY |
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| **UI** (menus, HUD, screens) | Manual walkthrough doc OR interaction test | `production/qa/evidence/` | ADVISORY |
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| **Config/Data** (balance tuning) | Smoke check pass | `production/qa/smoke-[date].md` | ADVISORY |
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## Automated Test Rules
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- **Naming**: `[system]_[feature]_test.[ext]` for files; `test_[scenario]_[expected]` for functions
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- **Determinism**: Tests must produce the same result every run — no random seeds, no time-dependent assertions
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- **Isolation**: Each test sets up and tears down its own state; tests must not depend on execution order
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- **No hardcoded data**: Test fixtures use constant files or factory functions, not inline magic numbers
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(exception: boundary value tests where the exact number IS the point)
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- **Independence**: Unit tests do not call external APIs, databases, or file I/O — use dependency injection
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## What NOT to Automate
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- Visual fidelity (shader output, VFX appearance, animation curves)
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- "Feel" qualities (input responsiveness, perceived weight, timing)
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- Platform-specific rendering (test on target hardware, not headlessly)
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- Full gameplay sessions (covered by playtesting, not automation)
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## CI/CD Rules
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- Automated test suite runs on every push to main and every PR
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- No merge if tests fail — tests are a blocking gate in CI
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- Never disable or skip failing tests to make CI pass — fix the underlying issue
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- Engine-specific CI commands:
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- **Godot**: `godot --headless --script tests/gdunit4_runner.gd`
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- **Unity**: `game-ci/unity-test-runner@v4` (GitHub Actions)
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- **Unreal**: headless runner with `-nullrhi` flag
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