229 lines
5.9 KiB
Markdown
229 lines
5.9 KiB
Markdown
# Cutscene System Implementation Roadmap
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## Overview
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This document outlines a step-by-step roadmap for implementing the cutscene system in Godot 4.3, based on the architectural designs created.
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## Phase 1: Foundation
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### 1.1 Base Action Class
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- Create `Action.gd` base class
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- Implement state management (PENDING, RUNNING, COMPLETED)
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- Add core signals (started, completed, failed)
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- Implement basic methods (start, update, is_completed, stop)
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### 1.2 CutsceneManager Core
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- Create `CutsceneManager.gd`
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- Implement sequential action queue
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- Add action addition methods
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- Create basic state management (IDLE, RUNNING)
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## Phase 2: Core Action Types
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### 2.1 WaitAction
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- Simplest action to implement and test
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- Validates the basic action system
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- Tests completion signaling
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### 2.2 MoveAction
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- Implement character movement logic
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- Add position calculation and frame-based updates
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- Test with different speeds and distances
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### 2.3 TurnAction
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- Implement character rotation logic
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- Handle both position and node targets
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- Test smooth rotation animations
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## Phase 3: Advanced Features
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### 3.1 Parallel Execution System
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- Implement parallel action group management
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- Add completion tracking for parallel actions
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- Test with multiple simultaneous actions
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### 3.2 DialogueAction
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- Implement basic dialogue display
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- Add duration-based completion
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- Test with different text lengths
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### 3.3 AnimationAction
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- Implement animation playback
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- Handle AnimationPlayer integration
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- Test with looping and non-looping animations
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## Phase 4: Completion and Callback System
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### 4.1 Signal Integration
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- Connect action signals to CutsceneManager
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- Implement action completion handling
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- Add error handling and failure recovery
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### 4.2 Callback System
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- Implement action-level callbacks
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- Add cutscene-level callbacks
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- Test callback chaining
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### 4.3 State Management
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- Implement full state transitions
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- Add pause/resume functionality
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- Test state persistence
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## Phase 5: Testing and Examples
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### 5.1 Basic Cutscene Example
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- Create simple sequential cutscene
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- Test all core action types
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- Validate completion flow
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### 5.2 Complex Cutscene Example
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- Implement the requirement example:
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- Character1 moves to 234, 591
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- Character2 moves to 912, 235 (simultaneously)
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- Character2 turns to Character1
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- Character2 says dialogue
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- Character1 plays shocked animation
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- Test parallel execution
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- Validate timing and synchronization
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### 5.3 Edge Case Testing
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- Test empty action queues
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- Test failed actions
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- Test rapid state changes
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- Test memory management
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## Phase 6: Extensibility Features
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### 6.1 Custom Action Example
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- Create a custom action type
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- Demonstrate extension process
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- Validate compatibility with core system
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### 6.2 Plugin Architecture
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- Implement basic plugin system
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- Create example plugin
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- Test plugin integration
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### 6.3 Performance Optimization
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- Implement object pooling
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- Add performance monitoring
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- Optimize update loops
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## Implementation Order
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```mermaid
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graph TD
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A[Phase 1: Foundation] --> B[Phase 2: Core Actions]
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B --> C[Phase 3: Advanced Features]
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C --> D[Phase 4: Completion System]
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D --> E[Phase 5: Testing]
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E --> F[Phase 6: Extensibility]
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A1[Action Base Class] --> A2[CutsceneManager Core]
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A --> A1
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A --> A2
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B1[WaitAction] --> B2[MoveAction]
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B2 --> B3[TurnAction]
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B --> B1
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B --> B2
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B --> B3
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C1[Parallel Execution] --> C2[DialogueAction]
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C2 --> C3[AnimationAction]
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C --> C1
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C --> C2
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C --> C3
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D1[Signal Integration] --> D2[Callback System]
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D2 --> D3[State Management]
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D --> D1
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D --> D2
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D --> D3
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E1[Basic Example] --> E2[Complex Example]
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E2 --> E3[Edge Case Testing]
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E --> E1
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E --> E2
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E --> E3
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F1[Custom Action] --> F2[Plugin Architecture]
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F2 --> F3[Performance Optimization]
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F --> F1
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F --> F2
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F --> F3
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```
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## Testing Strategy
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### Unit Tests
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- Each action type tested independently
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- CutsceneManager state transitions
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- Signal emission and connection
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- Error handling paths
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### Integration Tests
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- Sequential action execution
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- Parallel action execution
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- Mixed sequential/parallel sequences
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- Callback chaining
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### Performance Tests
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- Large action queues
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- Multiple simultaneous cutscenes
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- Memory allocation/garbage collection
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- Frame rate impact
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## File Structure Implementation
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```
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res://
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└── cutscene/
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├── CutsceneManager.gd
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├── Action.gd
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├── actions/
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│ ├── MoveAction.gd
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│ ├── TurnAction.gd
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│ ├── DialogueAction.gd
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│ ├── AnimationAction.gd
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│ └── WaitAction.gd
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├── examples/
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│ ├── basic_cutscene.tscn
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│ ├── complex_cutscene.tscn
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│ └── custom_action_example.gd
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└── tests/
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├── test_action.gd
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├── test_cutscene_manager.gd
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└── test_parallel_execution.gd
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```
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## Success Criteria
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### Functional Requirements
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- [ ] Sequential actions execute in order
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- [ ] Parallel actions execute simultaneously
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- [ ] All core action types function correctly
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- [ ] Completion system works reliably
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- [ ] Error handling is robust
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### Performance Requirements
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- [ ] Frame rate remains stable during cutscenes
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- [ ] Memory usage is optimized
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- [ ] No significant garbage collection spikes
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### Extensibility Requirements
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- [ ] New action types can be added easily
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- [ ] System can be extended with plugins
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- [ ] Custom callbacks work as expected
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## Timeline Estimate
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### Phase 1: Foundation - 2 days
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### Phase 2: Core Action Types - 3 days
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### Phase 3: Advanced Features - 2 days
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### Phase 4: Completion and Callback System - 2 days
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### Phase 5: Testing and Examples - 3 days
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### Phase 6: Extensibility Features - 2 days
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**Total Estimated Time: 14 days**
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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. |