Session artifact · final

Implementation Readiness report

A full review to see it all the generated files fits to each other so implementation can begin.

Document
TestGame Production-Chain Strategy PoC
Created
2 August 2026
Updated
2 August 2026

Implementation Readiness Assessment Report

Date: 2026-08-02 Project: TestGame Run: Rerun 4 after canonical traceability remediation

Document Discovery

Confirmed assessment inputs:

  • GDD: _bmad-output/planning-artifacts/gdds/gdd-TestGame-2026-08-02/gdd.md
  • Architecture: _bmad-output/game-architecture.md
  • Epics and stories: _bmad-output/planning-artifacts/gdds/gdd-TestGame-2026-08-02/epics.md
  • UX design: _bmad-output/planning-artifacts/ux-designs/ux-TestGame-2026-08-02/DESIGN.md
  • UX experience: _bmad-output/planning-artifacts/ux-designs/ux-TestGame-2026-08-02/EXPERIENCE.md

No missing categories or whole-versus-sharded duplicates were found. Previous readiness reports are preserved and excluded as assessment inputs.

GDD Analysis

Functional Requirements

The following are extracted verbatim in meaning from the self-contained Canonical Requirement Register:

  • GFR-001: The player can inspect Mythical Storage, active Quests, units, and the compact map.
  • GFR-002: The player can place available Buildings on clearly marked valid pads at no Resource cost; previews show validity, placement is immediate, and confirmed Buildings cannot overlap, block required routes, be sold, destroyed, or repositioned.
  • GFR-003: The scenario provides one Iron Mine, Forestry Lot, Thatch Field, Forge, Sawmill, Ropery, and Workshop, each dedicated to its listed role and Recipes.
  • GFR-004: Resource, Processing, and Crafting Buildings remain usable while the player commands units elsewhere.
  • GFR-005: Left-click selects one unit, Building, Recipe, item, Quest, Scroll, or target.
  • GFR-006: Left-drag box-selects player units, and Shift adds or removes click/drag selections.
  • GFR-007: Right-click issues contextual movement on ground or attack against a hostile target.
  • GFR-008: Ctrl+1–9 assigns control groups and 1–9 recalls them.
  • GFR-009: WASD or screen-edge movement pans; Q/E or right-mouse drag rotates; the wheel controls bounded zoom.
  • GFR-010: Escape or the panel close control closes the contextual panel.
  • GFR-011: Invalid actions mutate no state and identify both blocker and remedy.
  • GFR-012: Mythical Storage is a shared global pool with instantaneous Resource/intermediate transfer.
  • GFR-013: Each active Resource Building adds one configured raw Resource every 10 seconds.
  • GFR-014: A fresh Baseline starts with 2 Iron Ore, 2 Timber, and 2 Thatch and zero of every other quantity.
  • GFR-015: Each Building performs at most one job across its Recipes; different Buildings may work concurrently.
  • GFR-016: Every Processing job and Craft lasts 30 seconds.
  • GFR-017: Starting commits all inputs immediately; cancellation returns every committed input and clears any reserved Inventory slot.
  • GFR-018: Every placed Building shows name, role, and state; Resource Buildings additionally show generation and time to next output.
  • GFR-019: Active Processing and Crafting interfaces expose a visible Cancel action.
  • GFR-020: Iron Mine, Forestry Lot, and Thatch Field respectively produce 1 Iron Ore, Timber, or Thatch every 10 seconds.
  • GFR-021: Defeating one Deer transfers 1 Leather directly to Mythical Storage.
  • GFR-022: Smelt Ingot converts 1 Iron Ore to 1 Iron Ingot, and Forge Steel Blade converts 1 Iron Ingot to 1 Steel Blade.
  • GFR-023: Saw Plank converts 1 Timber to 1 Plank; Form Hilt converts 1 Plank to 1 Hilt; Twist Rope converts 1 Thatch to 1 Rope.
  • GFR-024: Iron Sword consumes 1 Steel Blade and 1 Hilt; T1 Leather Armor consumes 1 Rope and 1 Leather; T2 Metal Armor consumes 1 T1 Leather Armor and 1 Iron Ingot; Morale Flag consumes 1 Leather and 1 Plank; each produces exactly one Inventory output.
  • GFR-025: Inventory has exactly 10 slots and stores Crafted Goods only.
  • GFR-026: Craft start reserves one empty slot before inputs commit; a full Inventory rejects the Craft without committing inputs.
  • GFR-027: Inventory represents empty, reserved, occupied, focused, equipped, and ineligible states; equipped items remain in their slots.
  • GFR-028: Each unit has one Weapon and one Armor slot.
  • GFR-029: Iron Sword equips to any melee unit, adds 5% of base maximum HP, and does not change damage.
  • GFR-030: T2 Metal Armor equips only to a Soldier and adds 10% of base maximum HP; T1 Leather Armor is crafting-only.
  • GFR-031: Equipping an HP item raises current and maximum HP equally; removal lowers maximum HP and clamps current HP to the new maximum, never below 1 for a living unit.
  • GFR-032: T2 Craft consumes an exact unequipped T1 Armor, reserves its same slot, fills that slot on completion, and restores the exact T1 instance there on cancellation.
  • GFR-033: Morale Flag deploys only on valid ground within 6 m of the selected Soldier.
  • GFR-034: A deployed Flag creates a visible 10 m radius for 10 seconds and grants Soldiers inside +5% base maximum HP without stacking.
  • GFR-035: Entering applies the Flag bonus; leaving or expiration removes it using the shared HP-clamping rule; expiry removes the Flag without salvage.
  • GFR-036: Each percentage HP modifier is independently calculated from base HP, rounded half up, then summed; Sword/Armor and one Flag coexist, but multiple Flags do not stack.
  • GFR-037: Flag aura, affected units, and remaining time stay visible; absence of Morale creates no penalty.
  • GFR-038: A fresh session supplies the specified Melee Hero, Spellcasting Hero, three Soldiers, ten Monsters, and three Deer with the GDD’s exact stats.
  • GFR-039: Units execute commanded movement and automatically attack at configured intervals until the target dies, leaves pursuit range, or another command supersedes it.
  • GFR-040: Actor targeting, Sword, Armor, Flag, and Skill eligibility follows the canonical unit-role table.
  • GFR-041: Damage is deterministic and directly reduces HP; there is no mitigation, critical hit, miss, resistance, healing, or regeneration.
  • GFR-042: Units cannot share occupied space and navigate around placed Buildings.
  • GFR-043: Defeated units leave combat and drop no equipment; defeated Deer transfer Leather to Storage.
  • GFR-044: Defeated player units retain equipment and learned/equipped Skills, lose temporary Flag effects, and return after 10 seconds at the start with full HP.
  • GFR-045: On full-party defeat, surviving engaged Monsters return, clear aggro, and restore full HP; defeated Monsters remain defeated and Quest credit persists.
  • GFR-046: Monsters acquire the nearest player unit within 6 m, leash at 10 m, focus until invalid, and otherwise return; they do not coordinate, retreat, use abilities, attack Buildings, gather, or cheat.
  • GFR-047: Deer flee from a player unit within 5 m until 8 m separation or a navigation boundary and never attack.
  • GFR-048: Two designated Monsters each drop one visible unique Scroll: Slash or Fireball.
  • GFR-049: Learn permanently teaches the eligible Hero for the session; learned and equipped are distinct visible states, and a learned Skill occupies the Hero’s single skill slot before use.
  • GFR-050: Slash belongs to the Melee Hero on Z, covers a 2 m 90-degree frontal arc, deals 105% base damage to Monsters, and has a 5-second cooldown.
  • GFR-051: Fireball belongs to the Spellcasting Hero on X, targets within 8 m, affects a 2 m radius, deals 105% base damage to Monsters, and has an 8-second cooldown.
  • GFR-052: Ability targeting previews range/area; invalid targets do not consume cooldown, and buttons display hotkeys.
  • GFR-053: Aggressive Quest requires 10 Monster defeats; Production Quest requires completion of 1 T2 Metal Armor.
  • GFR-054: Both Quests are available at launch and independently accepted from the Quest panel.
  • GFR-055: Launch-time session counters retain qualifying Monster defeats and T2 completions; acceptance initializes progress from the corresponding counter.
  • GFR-056: Quest progress updates immediately from committed Monster defeat or Craft completion.
  • GFR-057: Quest completion shows a transient named popup, returns world focus, leaves a persistent completed tracker, and grants no material/stat/unlock reward.
  • GFR-058: Quest state is available → active → complete; it cannot repeat/reset and implies neither exclusivity nor prescribed order.
  • GFR-059: The sandbox and resolved encounters remain non-terminal, with no formal victory, defeat, deadline, score, surrender, forced reset, enemy base, or terminal screen.
  • GFR-060: One compact, flat, visible sandbox contains a Building zone, nearby Deer zone, and two five-Monster encounter zones; pads preserve routes and keep production within one camera neighborhood.
  • GFR-061: The nearer Monster group supports early aggression while the farther group provides production time without imposing a timer.
  • GFR-062: Terrain is visual separation only and supplies no modifiers, elevation bonus, water rules, fog, capture points, hidden areas, or minimap.
  • GFR-063: World labels identify Buildings and zones, and routes accommodate five selected units without advanced formation behavior.
  • GFR-064: Production, blockers, inputs, timing, reserved destinations, Inventory delivery, effects, Combat outcomes, and Quest state are visible without development tools.
  • GFR-065: Player-visible mutations communicate exact causes and before/after values where relevant.
  • GFR-066: Every Recipe produces one output using the canonical table and Timber as the canonical raw-wood name.
  • GFR-067: Workshop is the single-active-job final-output bottleneck, and the HUD exposes mixed-sequence tradeoffs.
  • GFR-068: Production continues during Combat and unit commands while compact active timers remain visible.
  • GFR-069: The player-facing journey supports production → Inventory → equip/use/deploy → Combat/Quest consequence and both Quest paths.
  • GFR-070: Launch begins a fresh session; durable state survives defeat but nothing persists between launches.
  • GFR-071: The complete loop remains understandable without audio.
  • GFR-072: UI covers ten Inventory slots, Storage, Recipes, timers, Quests, selection, health, damage source, effects, blockers, and confirmations.
  • GFR-073: Three consecutive end-to-end sessions complete without blocker, corruption, or external state intervention.
  • GFR-074: Every tuning change records value and rationale; core-journey changes trigger another end-to-end test.
  • GFR-075: Before extension implementation, an Extension Milestone records hypothesis, smallest scope, success criteria, counter-metrics, and Baseline relationship.

Total GFRs: 75

Non-Functional Requirements

  • GNFR-001: The Windows development build averages at least 60 FPS with a 1% low of at least 55 FPS on Tim’s PC at 1600×900 during the documented ten-minute all-Buildings/all-units workload.
  • GNFR-002: Performance evidence records CPU, GPU, RAM, Windows version, Unity/build profile, profiling method, and workload; Editor FPS is not acceptance evidence.
  • GNFR-003: Memory and load time are gates only when measurement exposes a play-blocking issue.
  • GNFR-004: Baseline targets local-only Windows desktop with Unity, keyboard, and mouse.
  • GNFR-005: The 1600×900 reference UI supports resizing without hiding Storage, selection, active Quest progress, or active job timers.
  • GNFR-006: Essential information never exists only on hover or through color; text/icons accompany state colors.
  • GNFR-007: Keyboard-operable screen controls maintain visible focus.
  • GNFR-008: Effects, values, timers, and blockers remain inspectable, with restrained nonessential motion.
  • GNFR-009: Supported camera zoom limits keep each major zone readable.
  • GNFR-010: Placeholder geometry, animation, and labels are acceptable only when causal readability is preserved.
  • GNFR-011: The experiment remains compact and tunable enough for one bounded extension without rewriting core systems.
  • GNFR-012: Encounter and journey timing target 15–25 seconds to the first encounter, 20–30 additional travel seconds to the second, 90 seconds earliest Sword/T2 Armor, and 6–10 minutes for the understood full loop.
  • GNFR-013: First-playable tuning remains lightweight to adjust without changing player-facing rules and is not presented as final balance.
  • GNFR-014: The experience supports comprehension → anticipation → agency → payoff without prescribing aggression-first or production-first.
  • GNFR-015: Three consecutive end-to-end sessions complete without blockers, corruption, or external state intervention.

Total GNFRs: 15

Additional Requirements

  • Canonical IDs are append-or-retire only and may not be reused, merged, renumbered, or silently changed.
  • Protected Baseline exclusions, dependencies, A1 tuning assumptions, and open post-Baseline decisions remain unchanged.
  • The GDD is explicitly authoritative; generated assessments may quote or group requirements but cannot define or reinterpret them.

GDD Completeness Assessment

The revised GDD is complete and self-contained. It contains exactly 75 unique GFRs and 15 unique GNFRs with no gaps or duplicates, supplies one normative statement for every ID, no longer delegates identity or meaning to a readiness report, and carries an accurate post-architecture readiness status. The prior canonical-source defect is fixed.

Epic Coverage Validation

Coverage Matrix

Canonical requirements Coverage owners Status
GFR-001–GFR-011 Epics 1, 4, 5; E6 input/refusal gates Covered
GFR-012–GFR-024 Epics 2–4; E6 recovery/refusal gate Covered
GFR-025–GFR-037 Epics 3–4; E6 causal/refusal gates; E7 payoff review Covered
GFR-038–GFR-047 Epic 4; E5 Skill persistence; E6/E7 feedback Covered
GFR-048–GFR-059 Epic 5; E4 counter/reset ownership; E6/E7 integration Covered
GFR-060–GFR-069 Epics 1–7, including explicit E1.S2 near/far evidence Covered
GFR-070–GFR-075 Epics 1, 2, 4, 7; E6 silent/UI gate Covered
GNFR-001–GNFR-003 E7.S4 performance and evidence gates Covered
GNFR-004–GNFR-010 Owning interaction/UI stories plus E6 quality gates Covered
GNFR-011–GNFR-015 E1.S2, E4.S1, E7.S1–E7.S6 Covered

The document also contains an explicit per-ID Requirement Coverage Index for all 90 canonical requirements.

Missing Requirements

None.

Coverage and Migration Statistics

  • Canonical GDD requirements: 90
  • GFRs covered: 75/75
  • GNFRs covered: 15/15
  • Story Requirements fields migrated: 48/48
  • Canonical IDs missing from story fields: 0
  • Unknown IDs in story fields: 0
  • Legacy FR/NFR tokens remaining anywhere in epics.md: 0
  • Functional coverage: 100%

Coverage Conclusion

Epic traceability is now direct, complete, and source-owned by the GDD. The previous legacy-story-field defect is fixed without losing coverage or reintroducing forward dependencies.

UX Alignment Assessment

UX Document Status

Found and fully assessed:

  • DESIGN.md — visual identity, tokens, responsive layout, component appearance, contrast, focus, and causal state encoding.
  • EXPERIENCE.md — information architecture, state behavior, input arbitration, accessibility, journeys, and implementation ownership.

UX ↔ GDD Alignment

Pass. The UX journey, state patterns, inputs, production/crafting/inventory flow, equipment and Combat feedback, Skills, Quests, Morale Flag, silent readability, resizing, and Baseline exclusions remain consistent with the canonical GDD. UX details narrow presentation behavior without redefining gameplay requirements.

UX ↔ Architecture Alignment

Pass. Architecture continues to support:

  • uGUI/TextMesh Pro passive views and presenters;
  • single-adapter input precedence and pointer capture;
  • responsive HUD anchors and supported window contract;
  • notification lifetime, pausing, cap, queue, and coalescing;
  • static loading/fatal startup presentation in BaselineSandbox;
  • deterministic focus fallback;
  • world-anchored causal feedback and silent operation;
  • Windows development-build performance and resize evidence.

Traceability Validation

  • Valid canonical IDs referenced by UX: 43 unique IDs covering all UX-relevant requirement areas.
  • Unknown canonical IDs: 0.
  • Legacy FR/NFR tokens: 0.
  • Readiness-report references: 0.
  • Both source lists identify GDD, epics, and architecture directly.
  • Both documents state that requirement identity comes only from the canonical GDD and that stories/gates own implementation.

Alignment Issues

None.

Warnings

None.

UX Alignment Conclusion

The UX traceability remediation is complete. Both UX spines are aligned with the GDD, architecture, and epic ownership model without relying on generated readiness reports.

Epic Quality Review

Critical Violations

None.

Major Issues

None.

Minor Concerns

None requiring planning changes. E1.S1, E4.S8, and E6.S3 remain broad by design, but their implementation slices/case groups provide sufficient execution boundaries for this solo PoC.

Structure and Dependency Validation

  • Epics 1–5 deliver incremental player-visible capabilities.
  • Epic 6 is explicitly classified as an Integrated Quality Gate, not a capability epic.
  • Epic 7 delivers evaluator-visible stabilization and continuation value appropriate to the PoC.
  • All 48 stories have explicit value, canonical requirements, prerequisites, and testable acceptance criteria.
  • Every acceptance-criteria bullet uses Given/When/Then structure.
  • No story depends on a future story or later epic capability.
  • Epic 2 is independently acceptable with three real Processing rows and a presenter fixture; Workshop integration remains in E6.
  • Epic 4 owns counters but not future Skill/Quest presentation; those behaviors remain in Epic 5.
  • HUD regions are introduced just in time: shell in Epic 1, jobs in Epic 2, Quests in Epic 5.
  • The existing initialized Unity project and canonical build procedure are stated explicitly in E1.S1.
  • Data/state creation remains feature-owned rather than introduced through an up-front generic model story.

Epic-by-Epic Result

Epic Value Independence Story/AC quality Result
1 — Runnable Play Space and Interaction Player-visible shell, navigation, interaction, placement Standalone Specific BDD plus visible command acknowledgement Pass
2 — Mythical Storage and Processing Complete Processing loop Uses Epic 1 only Atomicity, errors, concurrency, exact completion Pass
3 — Crafting and Inventory Complete Craft/Inventory loop Uses Epics 1–2 only Reservation, cancellation, identity, state coverage Pass
4 — Units, Combat, Equipment, Morale Complete tactical proof surface Uses prior outputs only Navigation, Combat, recovery, modifiers, feedback Pass
5 — Loot, Skills, Quests Complete loot/Skill/Quest layer Uses prior counters/events only Eligibility, idempotency, backfill, completion Pass
6 — Integrated Quality Gate Cross-cutting experience verification Intentionally waits for Epics 1–5 Structured focus/input, layout, silent/motion cases Pass
7 — Evaluation and Stabilization Evidence-based PoC decision Uses completed Baseline Measurable performance, repeatability, tuning, decision gates Pass

Best-Practices Compliance Checklist

  • Player/evaluator value: Pass.
  • Epic independence: Pass.
  • Story sizing and bounded slices: Pass.
  • No forward dependencies: Pass.
  • Just-in-time data/UI creation: Pass.
  • Clear, testable BDD acceptance criteria: Pass.
  • Canonical requirement traceability: Pass.

Quality Review Conclusion

The revised epic and story set meets implementation-readiness standards. The canonical-ID migration preserved all prior dependency and scope corrections and introduced no new structural defect.

Summary and Recommendations

Overall Readiness Status

READY

TestGame’s GDD, architecture, UX spines, and epics/stories are complete, mutually aligned, canonically traceable, and structurally ready for Phase 4 production planning.

Critical Issues Requiring Immediate Action

None.

Assessment Summary

  • GDD: 75/75 GFRs and 15/15 GNFRs present exactly once with self-contained normative meaning.
  • Epic coverage: 100% of GFRs and GNFRs have direct story or quality-gate ownership.
  • Story migration: 48/48 Requirements fields use canonical IDs only.
  • Unknown or legacy requirement IDs: 0.
  • UX alignment issues: 0.
  • Architecture alignment issues: 0.
  • Forward dependencies: 0.
  • Critical violations: 0.
  • Major issues: 0.
  • Actionable minor concerns: 0.
  • Prior twelve-issue remediation: 12/12 fully resolved.
  1. Run GDS Sprint Planning to generate the Phase 4 sprint-status artifact from the approved epics.
  2. Create the first implementation story with comprehensive context after sprint planning establishes execution order.
  3. Implement through the standard Dev Story → Code Review cycle, preserving the story-level implementation slices and quality gates.
  4. Keep the GDD Canonical Requirement Register append-or-retire only; update direct story and UX traces whenever a requirement changes.

Final Note

This assessment found zero issues requiring attention. Implementation readiness is approved. Future tuning evidence and measured playtest results remain production activities, not planning blockers.

Assessment date: 2026-08-02