Set up a Godot project with BMGD
Set up a Godot project with BMGD
Section titled “Set up a Godot project with BMGD”Configure a new Godot project with BMGD workflows for full production game development.
When to Use This Guide
Section titled “When to Use This Guide”- You’re starting a new Godot game project
- You want to use BMGD’s Full Production workflow
- You need formal documentation (GDD, architecture, sprint tracking)
When to Skip This
Section titled “When to Skip This”- You just want to prototype quickly — use Quick Flow instead
- You’re using Unity or Unreal — see the setup guides for those engines
- You’re prototyping or doing a game jam — Quick Flow is faster
Prerequisites
Section titled “Prerequisites”Before starting:
- BMad Method installed with BMGD module enabled
- Godot 4.2+ (recommended) or Godot 3.x installed
- Basic familiarity with Godot and GDScript
- A game concept or idea you want to develop
Step 1: Create your Godot project
Section titled “Step 1: Create your Godot project”- Open Godot Project Manager
- Click New Project
- Browse to your desired folder location
- Choose a renderer:
- Forward+ — Modern PBR, best for 3D games
- Mobile — Optimized for mobile platforms
- Compatibility — GLES2, for older hardware
- Name your project folder
- Click Create & Edit
Step 2: Generate your project context
Section titled “Step 2: Generate your project context”BMGD uses a project-context.md file to maintain consistency across all workflows.
In your BMad-enabled environment at the project root:
/bmgd-generate-project-contextThis invokes the Game Architect (Cloud Dragonborn) to create a project-context.md file that includes:
- Project name and description
- Target platforms (PC, mobile, web)
- Engine version and renderer choice
- Performance budgets
- Critical technical decisions
Step 3: Run the brainstorming workflow
Section titled “Step 3: Run the brainstorming workflow”Define your game concept with the Game Designer agent.
/bmgd-brainstorm-gameThe Game Designer (Samus Shepard) will guide you through:
- Selecting and combining brainstorming techniques
- Generating and refining game ideas
- Choosing a concept to develop
Step 4: Create your Game Brief
Section titled “Step 4: Create your Game Brief”Capture your vision and positioning.
/bmgd-game-briefThe Game Designer creates game-brief.md with:
- Game vision and elevator pitch
- Target audience and market positioning
- Platform and genre decisions
- Competitive analysis
- Art and audio direction
Step 5: Design your game (GDD)
Section titled “Step 5: Design your game (GDD)”Create a comprehensive Game Design Document.
/bmgd-create-gddThe Game Designer helps you:
- Select your game type from 24 available templates
- Define core gameplay mechanics
- Design progression systems
- Plan levels and content
- Specify art and audio requirements
Output: gdd.md
Step 6: Create your technical architecture
Section titled “Step 6: Create your technical architecture”Plan your Godot project structure and systems.
/bmgd-create-architectureThe Game Architect (Cloud Dragonborn) creates architecture.md with:
- Project structure (scenes, scripts, resources)
- System architecture (game loop, nodes, signals, autoloads)
- Godot-specific patterns (tree organization, resource management)
- Performance budgets and optimization strategy
- Export configurations and platform settings
Step 7: Plan your first sprint
Section titled “Step 7: Plan your first sprint”Ready to start building? Use the Game Scrum Master to plan your work.
/bmgd-sprint-planningThe Game Scrum Master (Max) creates:
sprint-status.yaml— Your sprint tracking file- Stories from your GDD and Architecture
- Sprint goals and definition of done
Step 8: Start implementing
Section titled “Step 8: Start implementing”Build features with the Game Developer agent.
/bmgd-dev-story [story-name]The Game Developer (Link Freeman) helps you:
- Implement story tasks with GDScript
- Follow Godot best practices
- Write tests for your features
- Review code before marking complete
What You Get
Section titled “What You Get”After completing this setup, you’ll have:
| File/Folder | Purpose |
|---|---|
project-context.md | AI context for consistency across all BMGD workflows |
game-brief.md | Your game’s vision and positioning |
gdd.md | Complete game design document |
architecture.md | Technical architecture and Godot-specific patterns |
sprint-status.yaml | Sprint tracking with stories and progress |
stories/ | Folder containing individual story files |
Godot-Specific Considerations
Section titled “Godot-Specific Considerations”Project Structure
Section titled “Project Structure”BMGD recommends this Godot project structure:
res://├── scenes/│ ├── levels/│ ├── characters/│ ├── ui/│ └── components/├── scripts/│ ├── autoload/│ └── utils/├── assets/│ ├── art/│ ├── audio/│ └── data/└── project.godotScene Organization
Section titled “Scene Organization”Godot uses a tree of nodes. Your architecture should define:
- Autoload Singletons — Global managers (game state, audio, saves)
- Scene Composition — Reusable scenes (player, enemies, pickups)
- Signal Patterns — Decoupled communication between nodes
The Game Architect will specify these patterns in your architecture.md.
Performance Budgets
Section titled “Performance Budgets”Godot projects typically target:
- 60 FPS for most games
- 30 FPS for mobile with heavy computation
- 144+ FPS for competitive games
Your architecture.md will specify frame time budgets.
Testing Setup
Section titled “Testing Setup”For Godot automated testing, the Game QA agent (GLaDOS) can help:
/bmgd-test-frameworkThis sets up GUT (Godot Unit Test) with:
- Unit tests (script logic without scenes)
- Integration tests (scene interactions)
- Test fixtures and test doubles
Best Practice: Always run
bmgd-generate-project-contextafter creating a new Godot project. Theproject-context.mdfile is the “single source of truth” that all BMGD agents reference.
Avoid: Don’t create deeply nested scene trees. Godot’s scene system encourages composition — prefer many small scenes over one large scene.
Remember: Godot uses GDScript (Python-like) by default. Your architecture should specify if you’re using C# or GDScript — both are supported but have different workflows.
Common Mistakes
Section titled “Common Mistakes”| Mistake | Solution |
|---|---|
| Skipping project-context generation | Always generate project-context.md first — it guides all other workflows |
| Creating monolithic scenes | Break your game into reusable scene components — the Game Architect can help design this |
| Not using autoloads properly | Keep autoloads minimal — only use for true singletons (game state, save system) |
| Mixing GDScript and C# arbitrarily | Choose one primary language and stick with it — mixing adds complexity without benefit |
Next Steps
Section titled “Next Steps”- Quick Flow vs Full Production — Understand both development approaches
- Set up Unity with BMGD — If you’re considering Unity instead
- Run sprint planning — When you’re ready to start building
- Agents Reference — Learn about all 6 BMGD agents