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experiment-adventure-ai/implementation_roadmap.md
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Cutscene System Implementation Roadmap

Overview

This document outlines a step-by-step roadmap for implementing the cutscene system in Godot 4.3, based on the architectural designs created.

Phase 1: Foundation

1.1 Base Action Class

  • Create Action.gd base class
  • Implement state management (PENDING, RUNNING, COMPLETED)
  • Add core signals (started, completed, failed)
  • Implement basic methods (start, update, is_completed, stop)

1.2 CutsceneManager Core

  • Create CutsceneManager.gd
  • Implement sequential action queue
  • Add action addition methods
  • Create basic state management (IDLE, RUNNING)

Phase 2: Core Action Types

2.1 WaitAction

  • Simplest action to implement and test
  • Validates the basic action system
  • Tests completion signaling

2.2 MoveAction

  • Implement character movement logic
  • Add position calculation and frame-based updates
  • Test with different speeds and distances

2.3 TurnAction

  • Implement character rotation logic
  • Handle both position and node targets
  • Test smooth rotation animations

Phase 3: Advanced Features

3.1 Parallel Execution System

  • Implement parallel action group management
  • Add completion tracking for parallel actions
  • Test with multiple simultaneous actions

3.2 DialogueAction

  • Implement basic dialogue display
  • Add duration-based completion
  • Test with different text lengths

3.3 AnimationAction

  • Implement animation playback
  • Handle AnimationPlayer integration
  • Test with looping and non-looping animations

Phase 4: Completion and Callback System

4.1 Signal Integration

  • Connect action signals to CutsceneManager
  • Implement action completion handling
  • Add error handling and failure recovery

4.2 Callback System

  • Implement action-level callbacks
  • Add cutscene-level callbacks
  • Test callback chaining

4.3 State Management

  • Implement full state transitions
  • Add pause/resume functionality
  • Test state persistence

Phase 5: Testing and Examples

5.1 Basic Cutscene Example

  • Create simple sequential cutscene
  • Test all core action types
  • Validate completion flow

5.2 Complex Cutscene Example

  • Implement the requirement example:
    • Character1 moves to 234, 591
    • Character2 moves to 912, 235 (simultaneously)
    • Character2 turns to Character1
    • Character2 says dialogue
    • Character1 plays shocked animation
  • Test parallel execution
  • Validate timing and synchronization

5.3 Edge Case Testing

  • Test empty action queues
  • Test failed actions
  • Test rapid state changes
  • Test memory management

Phase 6: Extensibility Features

6.1 Custom Action Example

  • Create a custom action type
  • Demonstrate extension process
  • Validate compatibility with core system

6.2 Plugin Architecture

  • Implement basic plugin system
  • Create example plugin
  • Test plugin integration

6.3 Performance Optimization

  • Implement object pooling
  • Add performance monitoring
  • Optimize update loops

Implementation Order

graph TD
    A[Phase 1: Foundation] --> B[Phase 2: Core Actions]
    B --> C[Phase 3: Advanced Features]
    C --> D[Phase 4: Completion System]
    D --> E[Phase 5: Testing]
    E --> F[Phase 6: Extensibility]
    
    A1[Action Base Class] --> A2[CutsceneManager Core]
    A --> A1
    A --> A2
    
    B1[WaitAction] --> B2[MoveAction]
    B2 --> B3[TurnAction]
    B --> B1
    B --> B2
    B --> B3
    
    C1[Parallel Execution] --> C2[DialogueAction]
    C2 --> C3[AnimationAction]
    C --> C1
    C --> C2
    C --> C3
    
    D1[Signal Integration] --> D2[Callback System]
    D2 --> D3[State Management]
    D --> D1
    D --> D2
    D --> D3
    
    E1[Basic Example] --> E2[Complex Example]
    E2 --> E3[Edge Case Testing]
    E --> E1
    E --> E2
    E --> E3
    
    F1[Custom Action] --> F2[Plugin Architecture]
    F2 --> F3[Performance Optimization]
    F --> F1
    F --> F2
    F --> F3

Testing Strategy

Unit Tests

  • Each action type tested independently
  • CutsceneManager state transitions
  • Signal emission and connection
  • Error handling paths

Integration Tests

  • Sequential action execution
  • Parallel action execution
  • Mixed sequential/parallel sequences
  • Callback chaining

Performance Tests

  • Large action queues
  • Multiple simultaneous cutscenes
  • Memory allocation/garbage collection
  • Frame rate impact

File Structure Implementation

res://
└── cutscene/
    ├── CutsceneManager.gd
    ├── Action.gd
    ├── actions/
    │   ├── MoveAction.gd
    │   ├── TurnAction.gd
    │   ├── DialogueAction.gd
    │   ├── AnimationAction.gd
    │   └── WaitAction.gd
    ├── examples/
    │   ├── basic_cutscene.tscn
    │   ├── complex_cutscene.tscn
    │   └── custom_action_example.gd
    └── tests/
        ├── test_action.gd
        ├── test_cutscene_manager.gd
        └── test_parallel_execution.gd

Success Criteria

Functional Requirements

  • Sequential actions execute in order
  • Parallel actions execute simultaneously
  • All core action types function correctly
  • Completion system works reliably
  • Error handling is robust

Performance Requirements

  • Frame rate remains stable during cutscenes
  • Memory usage is optimized
  • No significant garbage collection spikes

Extensibility Requirements

  • New action types can be added easily
  • System can be extended with plugins
  • Custom callbacks work as expected

Timeline Estimate

Phase 1: Foundation - 2 days

Phase 2: Core Action Types - 3 days

Phase 3: Advanced Features - 2 days

Phase 4: Completion and Callback System - 2 days

Phase 5: Testing and Examples - 3 days

Phase 6: Extensibility Features - 2 days

Total Estimated Time: 14 days

This roadmap provides a structured approach to implementing the cutscene system, ensuring that each component is properly tested and integrated before moving on to the next phase.