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56 changes: 56 additions & 0 deletions docs/DEVELOPMENT-POLICY.md
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Parlyn is developed foundation first. The active scope is completed before optional new systems are promoted into implementation.

## Product ambition and quality bar

Parlyn aims to become a serious, modern, high-quality open-source game engine
for independent developers and small teams, with a distinctive 2.5D-first
workflow and credible additional 3D support. A limited prototype is an
intermediate milestone, not the intended final product.

Godot, Unity and Unreal Engine are reference points for workflow quality,
capability and developer expectations, not promises of feature parity or an
instruction to copy every subsystem. Parlyn should earn adoption through
dependable tools, coherent workflows and useful distinctive capabilities.

Small roadmap steps constrain the current implementation scope, not the
long-term quality ambition. Evaluate completed workflows for usability,
reliability, data safety, rendering correctness, performance on stated target
hardware, documentation and practical usefulness. Validate progress with
automated checks, human Windows acceptance and, as runtime capabilities mature,
a small representative playable project. Do not substitute feature counts,
marketing claims or predicted future AI improvements for evidence.

For asset authoring, choose deliberately between native tools, optional plugins
and dependable bridges to external applications. An external workflow must be
clear and well tested, not used as an excuse for an incomplete engine workflow.
A full native painter or mesh sculptor is not currently approved roadmap work;
terrain shaping, mesh sculpting and PBR texture painting must be assessed as
distinct capabilities at a future planning review.

This ambition was explicitly reaffirmed by Andreas Holzer on 2026-09-13.
It does not bypass the scope, review or acceptance rules below.

## Required design review — established engines and Parlyn's advantage

Before implementing each bounded roadmap step, explicitly ask:
**How do Godot, Unity and Unreal Engine solve this workflow, and can Parlyn
make it better for its intended developers?**

Compare the relevant behavior, interaction, architecture and limitations using
current official documentation where available. Record a concise conclusion in
the step's design notes or pull request: the reference approach, Parlyn's chosen
approach, any intended improvement and the trade-offs. Do not claim superiority
without evidence; validate improvements through tests and human acceptance.

Godot's modular, extensible approach is the preferred realistic starting point
for Parlyn, not a mandatory architecture to copy. Consider optional plugins and
well-integrated external-tool bridges before adding large specialist subsystems
to the core. Native tools remain an option where the workflow clearly warrants
them and an explicit future planning review approves the scope.

“Better” may mean clearer controls, fewer steps, safer persistence, easier setup,
more accessible defaults or stronger 2.5D/3D consistency; it need not mean more
features. Use the comparison to improve the active step, not to import unrelated
features or interrupt the roadmap. The maturity and resources of the reference
engines are context, not promises of immediate feature parity.

This review rule was requested by Andreas Holzer on 2026-09-13.

## First stable release rule

The project's primary objective is a first genuinely stable release of the engine. This means a coherent, installable and testable Parlyn baseline rather than a collection of partially implemented ideas.
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