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RapidGameFramework
Reusable Godot managers for data-driven small games
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This roadmap tracks reusable systems that should accelerate future games built with RapidGameFramework. Game-specific sprint logs and playtest feedback belong under Game Examples and Testing And Playtest Notes.
See Framework Modularity Audit for the current extraction audit covering recent game work that may become reusable framework code.
See Performance And Engine Refactor Plan for the dedicated optimization/refactor sprint track covering profiling, memory, render caches, UI pooling, entity systems, data loading, and mobile/browser hardening. That broad track is now closed for the current release cycle; see Release Sprint Plan for active work.
all_demos, arcade_pong, and emoji_card_collector; continue tightening per-game asset inclusion.gameSettingsPanel so game tuning definitions can be rendered from JSON without custom scene UI.dataValidationManager: expand reusable JSON validation for levels, menus, themes, build profiles, sprite maps, achievements, adventures, and game settings.levelEditorManager: continue growing the shared level editor toward large tile maps, void/non-playable space, layers, object palettes, triggers, collision previews, and controller-first editing.RGF Level Tools plugin: keep the native editor bridge focused on faster level authoring without replacing JSON. Next planned editor tasks are drag painting, eraser mode, rectangle/stamp brushes, layer controls, collision/validation overlays, and a playtest-current-level action.spriteManager and Sprite Mapper: keep assignment JSON external and game-local while framework code handles loading direct PNGs, sheet cells, animation ranges, transforms, cache warming, and missing-required manifests.spriteRenderManager/future render effects: add a data-driven shader/effect layer for sprite animation polish, such as glow, trail, palette pulse, dissolve, hit flash, and low-power fallbacks.themeManager/settingsManager: continue standardizing colors, font roles, text sizes, backgrounds, button styles, and live theme refresh across menus and games.buildProfileManager: validate package-specific start scenes, include roots, exclude roots, export presets, artifact paths, and future signing/icon metadata.actionEffectManager: normalize costs, cooldowns, targets, and effect resolution for spells, powerups, card actions, items, and platformer abilities.runManager: own active-run lifecycle, objectives, collected rewards, completion/failure/abandon/retry, summaries, and stat events.entityManager: store actors, enemies, projectiles, pickups, hazards, interactables, and game pieces as save-friendly dictionaries with stable ids.entityRenderer: render entities from sprite maps with pooling, health bars, status indicators, and theme-aware fallbacks.aiController: share difficulty/profile logic across arcade opponents, tactical enemies, platformer walkers, bosses, and future board/RPG agents.interactionTriggerManager: handle exits, doors, switches, traps, scripted events, environmental reactions, and objective gates.unlockManager: centralize progression gates for modes, levels, adventures, cards, items, achievements, tutorials, and features.tutorialManager: keep first-run checklists, contextual prompts, next-step hints, and completion state data-driven.A framework feature is considered reusable when it:
scripts/systems/ or shared editor tooling.