Video Game Design and Coding

Week 32 packet

Student instructions, tasks, and checks. The answer key is not in this packet. Links stay as text. This page does not embed a clip or run a file.

# Week 32 — Richer-system production

## VGC-L156 — Finish the richer system’s data model

**Objective:** Make allowed states and values explicit.

**Time:** 55 minutes

### Instruction
Complete the chosen system’s validity rules. A save model needs field types, ranges, defaults and a version. An AI needs named states and transition conditions. A generator needs grid dimensions, allowed cell values and reserved spaces. Write these in a compact table next to the code. Reject or safely handle invalid data instead of silently inventing behavior. The table is a contract another beginner should be able to use to predict results.

### Worked example
A richer-system table can pair valid values with safe fallback behavior. Unknown checkpoint IDs map to a known start marker rather than a path loaded from input.

Scaffold C-STATE-SAVE — Validated inventory and checkpoint data
Setup: Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save.
```gdscript
extends Node
const PATH: String = "user://seed_station_v1.json"
func defaults() -> Dictionary:
    return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"}
func _bounded_count(value: Variant) -> int:
    if value is int or value is float:
        return clampi(int(value), 0, 99)
    return 0
func validate(raw: Variant) -> Dictionary:
    var clean := defaults()
    if not raw is Dictionary:
        return clean
    var data: Dictionary = raw
    if data.get("version", 0) != 1:
        return clean
    clean["seed"] = _bounded_count(data.get("seed", 0))
    clean["water"] = _bounded_count(data.get("water", 0))
    var checkpoint: Variant = data.get("checkpoint", "start")
    if checkpoint is String and checkpoint in ["start", "greenhouse"]:
        clean["checkpoint"] = checkpoint
    return clean
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)
```

Scaffold C-GUARD-AI — A readable patrol/chase/return state machine
Setup: Create CharacterBody2D Guard with visible circle or polygon and matching collider. Layer 4 mask 2 for walls. Attach script and assign target to your Player instance in Inspector. Level is one open rectangle; this is steering, not navigation around walls. Damage remains a separate sensor/manager event. Draw detection radii on a design diagram before tuning values.
```gdscript
extends CharacterBody2D
enum Mode { PATROL, CHASE, RETURN }
@export var target: Node2D
@export var speed: float = 70.0
var mode: Mode = Mode.PATROL
var home: Vector2
var patrol_target: Vector2
func _ready() -> void:
    home = global_position
    patrol_target = home + Vector2(80, 0)
func _physics_process(delta: float) -> void:
    if not is_instance_valid(target):
        velocity = Vector2.ZERO
        return
    var distance: float = global_position.distance_to(target.global_position)
    if mode != Mode.CHASE and distance < 120.0:
        mode = Mode.CHASE
    elif mode == Mode.CHASE and distance > 180.0:
        mode = Mode.RETURN
    var destination: Vector2
    if mode == Mode.CHASE:
        destination = target.global_position
    elif mode == Mode.RETURN:
        destination = home
        if global_position.distance_to(home) <= maxf(3.0, speed * delta):
            mode = Mode.PATROL
    else:
        destination = patrol_target
        if global_position.distance_to(patrol_target) <= maxf(3.0, speed * delta):
            patrol_target = home if patrol_target != home else home + Vector2(80, 0)
    var offset := destination - global_position
    velocity = offset.normalized() * minf(speed, offset.length() / maxf(delta, 0.001))
    move_and_slide()
```

Scaffold C-GRID — A deterministic grid with a guaranteed clear route
Setup: Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer.
```gdscript
extends Node2D
const COLS: int = 8
const ROWS: int = 6
const CELL: int = 40
var cells: Array = []
func _ready() -> void:
    var rng := RandomNumberGenerator.new()
    rng.seed = 2468
    for y in range(ROWS):
        var row: Array[int] = []
        for x in range(COLS):
            var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25
            row.append(1 if blocked else 0)
        cells.append(row)
    queue_redraw()
func _draw() -> void:
    for y in range(cells.size()):
        for x in range(cells[y].size()):
            var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE
            draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color)
```

### Assignment
1. Finalize the richer-system validity table.
2. Add tests for two invalid or boundary cases not already covered.

### Acceptance checks
- The table matches code.
- Invalid inputs follow a documented safe behavior.

**Submit:** Richer-system data/model checkpoint and new tests.

**Question:** Why are defaults part of a save schema rather than an afterthought?

**Support:** Use the focused test scene from week 30 to compare isolated behavior with the main game. Keep one explicit state owner. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

**Optional extension:** Add one validated field, AI cue or generation constraint only after existing tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

**Optional free reading:** [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html)

---

## VGC-L157 — Finish ordinary richer-system behavior

**Objective:** Connect a complete useful feature to play.

**Time:** 55 minutes

### Instruction
Make the richer system fully useful within the game’s scope. For saves, demonstrate a meaningful stop/relaunch restoration without duplication. For AI, show patrol, detection, chase, escape and return with readable cues. For generation, rebuild a playable room from a named seed with matching walls and a guaranteed route. Test a normal full sequence, not just one function. Keep limitations explicit: direct steering is not maze pathfinding, and one guaranteed route is not full-map connectivity.

### Worked example
A richer-system table can pair valid values with safe fallback behavior. Unknown checkpoint IDs map to a known start marker rather than a path loaded from input.

Scaffold C-STATE-SAVE — Validated inventory and checkpoint data
Setup: Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save.
```gdscript
extends Node
const PATH: String = "user://seed_station_v1.json"
func defaults() -> Dictionary:
    return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"}
func _bounded_count(value: Variant) -> int:
    if value is int or value is float:
        return clampi(int(value), 0, 99)
    return 0
func validate(raw: Variant) -> Dictionary:
    var clean := defaults()
    if not raw is Dictionary:
        return clean
    var data: Dictionary = raw
    if data.get("version", 0) != 1:
        return clean
    clean["seed"] = _bounded_count(data.get("seed", 0))
    clean["water"] = _bounded_count(data.get("water", 0))
    var checkpoint: Variant = data.get("checkpoint", "start")
    if checkpoint is String and checkpoint in ["start", "greenhouse"]:
        clean["checkpoint"] = checkpoint
    return clean
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)
```

Scaffold C-GUARD-AI — A readable patrol/chase/return state machine
Setup: Create CharacterBody2D Guard with visible circle or polygon and matching collider. Layer 4 mask 2 for walls. Attach script and assign target to your Player instance in Inspector. Level is one open rectangle; this is steering, not navigation around walls. Damage remains a separate sensor/manager event. Draw detection radii on a design diagram before tuning values.
```gdscript
extends CharacterBody2D
enum Mode { PATROL, CHASE, RETURN }
@export var target: Node2D
@export var speed: float = 70.0
var mode: Mode = Mode.PATROL
var home: Vector2
var patrol_target: Vector2
func _ready() -> void:
    home = global_position
    patrol_target = home + Vector2(80, 0)
func _physics_process(delta: float) -> void:
    if not is_instance_valid(target):
        velocity = Vector2.ZERO
        return
    var distance: float = global_position.distance_to(target.global_position)
    if mode != Mode.CHASE and distance < 120.0:
        mode = Mode.CHASE
    elif mode == Mode.CHASE and distance > 180.0:
        mode = Mode.RETURN
    var destination: Vector2
    if mode == Mode.CHASE:
        destination = target.global_position
    elif mode == Mode.RETURN:
        destination = home
        if global_position.distance_to(home) <= maxf(3.0, speed * delta):
            mode = Mode.PATROL
    else:
        destination = patrol_target
        if global_position.distance_to(patrol_target) <= maxf(3.0, speed * delta):
            patrol_target = home if patrol_target != home else home + Vector2(80, 0)
    var offset := destination - global_position
    velocity = offset.normalized() * minf(speed, offset.length() / maxf(delta, 0.001))
    move_and_slide()
```

Scaffold C-GRID — A deterministic grid with a guaranteed clear route
Setup: Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer.
```gdscript
extends Node2D
const COLS: int = 8
const ROWS: int = 6
const CELL: int = 40
var cells: Array = []
func _ready() -> void:
    var rng := RandomNumberGenerator.new()
    rng.seed = 2468
    for y in range(ROWS):
        var row: Array[int] = []
        for x in range(COLS):
            var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25
            row.append(1 if blocked else 0)
        cells.append(row)
    queue_redraw()
func _draw() -> void:
    for y in range(cells.size()):
        for x in range(cells[y].size()):
            var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE
            draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color)
```

### Assignment
1. Complete and test one full ordinary sequence for the chosen system.
2. Write the exact reproduction steps.

### Acceptance checks
- The sequence works through the main game, not only a lab.
- The feature’s claimed scope matches evidence.

**Submit:** Richer-system ordinary-path source and reproduction log.

**Question:** Why must the system be tested through the main game?

**Support:** Use the focused test scene from week 30 to compare isolated behavior with the main game. Keep one explicit state owner. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

**Optional extension:** Add one validated field, AI cue or generation constraint only after existing tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

**Optional free reading:** [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html)

---

## VGC-L158 — Harden failure and boundary paths

**Objective:** Prevent advanced-system errors from corrupting the game.

**Time:** 55 minutes

### Instruction
Test the richer system against adversarial conditions. Saves need malformed and unsupported-version data; AI needs missing target and threshold-band tests; generation needs repeated regeneration and reserved-cell checks. Choose at least four cases appropriate to the system and predict results first. A safe fallback should preserve a playable state and communicate what happened. Do not load arbitrary scripts, paths or external services as a shortcut to recovery.

### Worked example
A richer-system table can pair valid values with safe fallback behavior. Unknown checkpoint IDs map to a known start marker rather than a path loaded from input.

Scaffold C-STATE-SAVE — Validated inventory and checkpoint data
Setup: Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save.
```gdscript
extends Node
const PATH: String = "user://seed_station_v1.json"
func defaults() -> Dictionary:
    return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"}
func _bounded_count(value: Variant) -> int:
    if value is int or value is float:
        return clampi(int(value), 0, 99)
    return 0
func validate(raw: Variant) -> Dictionary:
    var clean := defaults()
    if not raw is Dictionary:
        return clean
    var data: Dictionary = raw
    if data.get("version", 0) != 1:
        return clean
    clean["seed"] = _bounded_count(data.get("seed", 0))
    clean["water"] = _bounded_count(data.get("water", 0))
    var checkpoint: Variant = data.get("checkpoint", "start")
    if checkpoint is String and checkpoint in ["start", "greenhouse"]:
        clean["checkpoint"] = checkpoint
    return clean
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)
```

Scaffold C-GUARD-AI — A readable patrol/chase/return state machine
Setup: Create CharacterBody2D Guard with visible circle or polygon and matching collider. Layer 4 mask 2 for walls. Attach script and assign target to your Player instance in Inspector. Level is one open rectangle; this is steering, not navigation around walls. Damage remains a separate sensor/manager event. Draw detection radii on a design diagram before tuning values.
```gdscript
extends CharacterBody2D
enum Mode { PATROL, CHASE, RETURN }
@export var target: Node2D
@export var speed: float = 70.0
var mode: Mode = Mode.PATROL
var home: Vector2
var patrol_target: Vector2
func _ready() -> void:
    home = global_position
    patrol_target = home + Vector2(80, 0)
func _physics_process(delta: float) -> void:
    if not is_instance_valid(target):
        velocity = Vector2.ZERO
        return
    var distance: float = global_position.distance_to(target.global_position)
    if mode != Mode.CHASE and distance < 120.0:
        mode = Mode.CHASE
    elif mode == Mode.CHASE and distance > 180.0:
        mode = Mode.RETURN
    var destination: Vector2
    if mode == Mode.CHASE:
        destination = target.global_position
    elif mode == Mode.RETURN:
        destination = home
        if global_position.distance_to(home) <= maxf(3.0, speed * delta):
            mode = Mode.PATROL
    else:
        destination = patrol_target
        if global_position.distance_to(patrol_target) <= maxf(3.0, speed * delta):
            patrol_target = home if patrol_target != home else home + Vector2(80, 0)
    var offset := destination - global_position
    velocity = offset.normalized() * minf(speed, offset.length() / maxf(delta, 0.001))
    move_and_slide()
```

Scaffold C-GRID — A deterministic grid with a guaranteed clear route
Setup: Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer.
```gdscript
extends Node2D
const COLS: int = 8
const ROWS: int = 6
const CELL: int = 40
var cells: Array = []
func _ready() -> void:
    var rng := RandomNumberGenerator.new()
    rng.seed = 2468
    for y in range(ROWS):
        var row: Array[int] = []
        for x in range(COLS):
            var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25
            row.append(1 if blocked else 0)
        cells.append(row)
    queue_redraw()
func _draw() -> void:
    for y in range(cells.size()):
        for x in range(cells[y].size()):
            var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE
            draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color)
```

### Assignment
1. Run four richer-system adversarial cases with predictions.
2. Repair the most important discrepancy and retest.

### Acceptance checks
- No tested case crashes or executes untrusted content.
- Fallback leaves a valid, explained state.

**Submit:** Robustness matrix and repaired checkpoint.

**Question:** Why is a silent fallback sometimes misleading?

**Support:** Use the focused test scene from week 30 to compare isolated behavior with the main game. Keep one explicit state owner. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

**Optional extension:** Add one validated field, AI cue or generation constraint only after existing tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

**Optional free reading:** [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html)

---

## VGC-L159 — Reconcile restart and persistence policies

**Objective:** Prevent state leaks across repeated play sessions.

**Time:** 55 minutes

### Instruction
The richer system must agree with Restart and New Game. A loaded inventory cannot coexist with respawned rewards unless the policy accounts for them. A restarted AI needs a valid home and target. Regenerated rooms must remove old colliders. Write a reset matrix for transient state, persistent progress and comfort settings. Run two consecutive rounds or loads and compare expected values. Clearing everything blindly can erase intended preferences; preserving everything can leak ended state.

### Worked example
A richer-system table can pair valid values with safe fallback behavior. Unknown checkpoint IDs map to a known start marker rather than a path loaded from input.

Scaffold C-STATE-SAVE — Validated inventory and checkpoint data
Setup: Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save.
```gdscript
extends Node
const PATH: String = "user://seed_station_v1.json"
func defaults() -> Dictionary:
    return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"}
func _bounded_count(value: Variant) -> int:
    if value is int or value is float:
        return clampi(int(value), 0, 99)
    return 0
func validate(raw: Variant) -> Dictionary:
    var clean := defaults()
    if not raw is Dictionary:
        return clean
    var data: Dictionary = raw
    if data.get("version", 0) != 1:
        return clean
    clean["seed"] = _bounded_count(data.get("seed", 0))
    clean["water"] = _bounded_count(data.get("water", 0))
    var checkpoint: Variant = data.get("checkpoint", "start")
    if checkpoint is String and checkpoint in ["start", "greenhouse"]:
        clean["checkpoint"] = checkpoint
    return clean
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)
```

Scaffold C-GRID — A deterministic grid with a guaranteed clear route
Setup: Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer.
```gdscript
extends Node2D
const COLS: int = 8
const ROWS: int = 6
const CELL: int = 40
var cells: Array = []
func _ready() -> void:
    var rng := RandomNumberGenerator.new()
    rng.seed = 2468
    for y in range(ROWS):
        var row: Array[int] = []
        for x in range(COLS):
            var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25
            row.append(1 if blocked else 0)
        cells.append(row)
    queue_redraw()
func _draw() -> void:
    for y in range(cells.size()):
        for x in range(cells[y].size()):
            var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE
            draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color)
```

Scaffold C-STATES — Explicit game states and gated scoring
Setup: Attach to Node root StateLab with child Label Status. This is a standalone demonstrator; call start_round, add_points, finish_round from buttons or Remote Inspector. In a real game the manager owns this state. Additional Player and spawner scripts must also honor the manager’s state, or be disabled when finishing.
```gdscript
extends Node
enum Phase { TITLE, PLAY, WIN, LOSE }
var phase: Phase = Phase.TITLE
var score: int = 0
func _ready() -> void:
    _show()
func start_round() -> void:
    score = 0
    phase = Phase.PLAY
    _show()
func add_points(amount: int) -> void:
    if phase != Phase.PLAY:
        return
    score += maxi(amount, 0)
    _show()
func finish_round(won: bool) -> void:
    if phase != Phase.PLAY:
        return
    phase = Phase.WIN if won else Phase.LOSE
    _show()
func _show() -> void:
    $Status.text = "State: %s | Score: %d" % [Phase.keys()[phase], score]
```

### Assignment
1. Write the reset/persistence matrix.
2. Test two consecutive restarts, loads or regenerations as appropriate.

### Acceptance checks
- State follows the matrix after both cycles.
- No duplicated object, reward or stale target remains.

**Submit:** Reset-policy matrix and two-cycle integration log.

**Question:** Why separate transient state from persistent progress?

**Support:** Use the focused test scene from week 30 to compare isolated behavior with the main game. Keep one explicit state owner. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

**Optional extension:** Add one validated field, AI cue or generation constraint only after existing tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

**Optional free reading:** [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html)

---

## VGC-L160 — Complete a content-ready integrated build

**Objective:** Create a stable candidate before expanding level or story content.

**Time:** 55 minutes

### Instruction
Run the complete twelve-test contract against the integrated game. Any remaining minimum defect becomes a blocking task. If tests pass, name the build content-ready and save a restore-tested snapshot. This is the base for adding the promised amount of content, not a reason to add unrelated features. Update architecture diagrams if actual code has changed. A technical design document is useful only when it reflects the artifact being assessed.

### Worked example
A richer-system table can pair valid values with safe fallback behavior. Unknown checkpoint IDs map to a known start marker rather than a path loaded from input.

Scaffold C-TESTS — A tiny pure-function test harness
Setup: Attach to Node TestLab. If using command line, create a separate SceneTree harness rather than running this Node script with --script. Run current TestLab scene in editor; assert reports a failed condition in Debugger. No external test framework or package is needed.
```gdscript
extends Node
func bounded_score(old_score: int, change: int) -> int:
    return clampi(old_score + change, 0, 999)
func _ready() -> void:
    assert(bounded_score(10, 2) == 12)
    assert(bounded_score(0, -3) == 0)
    assert(bounded_score(998, 9) == 999)
    print("3 score checks passed")
```

### Assignment
1. Run all twelve acceptance tests.
2. Package a content-ready checkpoint and update diagrams to match code.

### Acceptance checks
- Every minimum test has current evidence or a clearly blocking issue.
- Documentation names actual functions and nodes.

**Submit:** Content-ready source artifact, twelve-test report and updated technical design.

**Question:** Why update diagrams after implementation changes?

**Support:** Use the focused test scene from week 30 to compare isolated behavior with the main game. Keep one explicit state owner. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

**Optional extension:** Add one validated field, AI cue or generation constraint only after existing tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

**Optional free reading:** [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html)

---