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experiment-adventure-ai/implementation_roadmap.md
2025-07-30 21:52:27 -07:00

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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
```mermaid
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.