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Archived on 2026-10-24. The Godot rewrite is cancelled. Migration decisions and work checklists below are withdrawn. Original claims, code examples, file paths, and completion statements have not all been revalidated. Use the current documentation and issue register for maintenance decisions.

Tiny Chaos Migration Documentation

This folder contains the planning and evidence documents for rebuilding Tiny Chaos in Godot 4.

Read Order

  1. godot-architecture-plan.md
  2. godot-implementation-task-plan.md
  3. system-redesign-analysis.md
  4. unity-analysis/12_migration_summary.md
  5. Focused Unity evidence docs under unity-analysis/

Document Roles

Document Area Role
godot-architecture-plan.md Current target architecture and locked implementation decisions.
godot-implementation-task-plan.md Phase-by-phase execution checklist.
system-redesign-analysis.md Which Unity systems should be preserved, redesigned, delayed, or replaced.
unity-analysis/ Evidence layer describing how the Unity project currently works.

Precedence

If documents appear to conflict, use this order:

  1. Latest locked decisions in godot-architecture-plan.md.
  2. Current execution boundaries in godot-implementation-task-plan.md.
  3. Redesign recommendations in system-redesign-analysis.md.
  4. Unity behavior evidence in unity-analysis/.

The Unity-analysis files are intentionally historical/evidence-focused. They may mention old systems that should not be rebuilt directly.

Current Locked Decisions

  • Godot project is separate from the Unity repo.
  • Unity project remains reference/archive only.
  • Do not bulk-copy the Unity Assets folder.
  • Later asset migration should use a curated TinyChaos_GodotAssetPack.
  • Use pure typed GDScript, not C#.
  • Build PC local co-op first, especially one or two players with keyboard/gamepad.
  • Keep the player architecture ready for 1-4 local players and later mobile controls.
  • Do not design online multiplayer architecture now.
  • Use Soldier / Alex as the first balance reference.
  • Use regular Stage 1 first, then regular Stage 2 and Stage 3 later.
  • Do not use Stage 1 new or Stage 3 ZhangYG unless manually promoted later.
  • Bosses remain enemy specializations.
  • Enemy behavior should preserve prefab/scene state composition, not one script per enemy.
  • Do not migrate the old shop UI/system as-is.
  • Old shop save values should refund into soul points only.
  • Production abilities/upgrades come from Assets/Resources.
  • Assets/Scriptable Object content is testing, in-development, need-revamp, draft, or reference unless manually promoted.
  • Unity fullscreen startup freeze is tracked as a Unity-specific reminder unless reproduced in Godot.

Remaining Audits

  • Exact legacy save/config fixtures for migration tests.
  • Final id/alias map, including known special-upgrade upgradeName save usage.
  • Full production ability/upgrade behavior validation.
  • Full enemy/boss prefab-to-state composition catalog.
  • Exact Steam/leaderboard implementation details after the core gameplay loop is stable.
  • Later Stove/PlayStore requirements if mobile publishing happens.