Content
# Godot TDD Multi-Agent Template
A port of the [ai-staff-template](../../README.md) TDD Agentic Framework to Godot 4.6.1.stable game development, wired to the [GDAI MCP server](https://gdaimcp.com/) for fully autonomous Red-Green-Refactor cycles.
> **Status:** Experimental — scaffold complete, awaiting MCP configuration and Godot project initialization.
> See `BOOTSTRAPPING.md` to get started.
---
## What This Is
This template gives you a structured AI staff for Godot development. Each agent has a defined role, a mandate, and hard constraints. They collaborate through a TDD pipeline where **no feature is implemented until a failing test proves it doesn't exist yet**, and **no feature is shipped until MCP confirms the test passes**.
The GDAI MCP server is the backbone. It gives agents programmatic control over the Godot editor — creating scenes, editing GDScript, running the game, reading debugger output, capturing screenshots, and simulating input — closing the TDD loop without a human in the middle.
---
## The Staff
| Name | Role | Mandate |
|---|---|---|
| **VERA** | Orchestrator | Task decomposition, fun-factor ROI, MCP oversight |
| **CASS** | Test Architect | Writes failing GUT tests before any scene is touched |
| **AXEL** | Gameplay Architect | Implements GDScript logic — only what the test demands |
| **WREN** | Scene Designer | Builds `.tscn` hierarchies and UI scenes |
| **KAI** | Integration Agent (The Bridge) | Owns signal contracts, runs MCP E2E verification |
| **RIVEN** | QA Agent (The Adversary) | Adversarial input simulation, frame time, threat assessment |
| **ECHO** | Archivist | GDD alignment, signal registry, decision log |
| **SOREN** | Systems Analyst | Cycle time, fun-factor ROI, operational debt |
Full persona definitions are in `.agents/personas/`.
---
## The TDD Pipeline
Every feature follows this sequential pipeline. No step begins until the previous one signals `READY`.
```
1. RED Test Architect writes a failing GUT test.
MCP runs the scene → debugger confirms FAILED.
2. GREEN Gameplay Architect + Scene Designer implement only
what the test demands.
MCP runs the scene → debugger confirms PASSED.
3. BRIDGE Integration Agent verifies signal contracts.
MCP runs a full game flow + captures screenshot.
Issues Verification: PASS or FAIL with evidence.
4. QA QA Agent simulates adversarial input via MCP.
Checks frame time against budget.
Files a Threat Assessment in memory/threat_log.md.
5. ARCHIVE Systems Analyst drafts post-mortem.
Archivist updates context_snapshot.md and
signal_registry.md. Session is closed.
```
The equivalent in the parent web framework:
| Web Stack | Godot Equivalent |
|---|---|
| `pytest` | GUT (`extends GutTest`) |
| `Playwright` | GDAI MCP (run game + screenshot) |
| OpenAPI ↔ Zod parity | Signal registry contracts |
| Backend Architect | Gameplay Architect |
| Frontend Specialist | Scene Designer |
| Security Agent | QA Agent |
---
## Directory Structure
```
godot-ai-staff-stresstest/
├── README.md ← You are here
├── BOOTSTRAPPING.md ← Start here to set up a real project
└── .agents/
├── personas/
│ ├── orchestrator.md
│ ├── test_architect.md
│ ├── gameplay_architect.md
│ ├── scene_designer.md
│ ├── integration_agent.md
│ ├── qa_agent.md
│ ├── archivist.md
│ └── systems_analyst.md
├── mandates/
│ ├── global_standards.md ← GDScript rules, MCP protocol
│ ├── gameplay_mandate.md ← Signals, state machines, physics
│ ├── scene_mandate.md ← Ownership, PackedScene contracts
│ ├── test_mandate.md ← GUT conventions, TDD Triple-Jump
│ └── delegation_protocol.md ← The full pipeline
└── memory/
├── context_snapshot.md ← Current stable project state
├── active_sprint.md ← Sprint tasks and frame budget
├── decision_log.md ← ADR-format architecture decisions
├── signal_registry.md ← Inter-scene signal contracts
├── threat_log.md ← QA Agent assessments
├── operational_debt.md ← Debt impact matrix
└── session_post_mortem.md ← Efficiency audits per session
```
---
## Key Design Decisions
**Why GUT?**
GUT (Godot Unit Test) is the most widely adopted Godot test framework. It's GDScript-native, supports signal assertions (`assert_signal_emitted`), and can be run headlessly — compatible with MCP-driven execution. See `memory/decision_log.md` for the full rationale.
**Why GDAI MCP over manual verification?**
Without MCP, agents can write GDScript but can't confirm it runs. MCP closes the Red-Green loop autonomously: the Test Architect writes a failing test, MCP confirms `FAILED`, the Gameplay Architect implements, MCP confirms `PASSED`. No human execution step in the middle.
**Why signal contracts over direct node references?**
Godot scenes that reach into each other's node trees via `get_node("/root/...")` create tight coupling that breaks when scenes are refactored. Signal contracts enforced by the Integration Agent keep scenes independently runnable and refactor-safe.
---
## Prerequisites
- Godot 4.6.1.stable
- GDAI MCP plugin (one-time $19 — [gdaimcp.com](https://gdaimcp.com/))
- GUT plugin ([github.com/bitwes/Gut](https://github.com/bitwes/Gut))
- Claude Code with MCP configured
See `BOOTSTRAPPING.md` for the full setup walkthrough.
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