# Sprint 10b Interview Transcript

## Q1: Godot Version Target
**Q:** Which Godot version are you targeting? `load()+can_instantiate()` works for 4.3+ but only catches parse errors. Logger class (4.5+) catches ALL errors including semantic ones.
**A:** Godot 4.5+. Use Logger class.

## Q2: check_errors Integration Model
**Q:** Standalone MCP tool, automatic in _editor_state, or both?
**A:** Standalone tool (Recommended). Agent calls it when needed. Avoids scanning all scripts on every request.

## Q3: Pre-run Script Check
**Q:** Should run(action='play') automatically check scripts before starting, blocking if errors exist?
**A:** Yes, block run if errors exist. Server checks scripts before playing; if errors found, returns them instead of starting the game.

## Q4: Prompt File
**Q:** `godot_development.md` was deleted. Use v2 file?
**A:** Use the v2 file. Rename if necessary. Review it for missing features.

## Q5: Pre-run Scan Scope
**Q:** Scan ALL .gd files or only scene scripts + autoloads?
**A:** Scene scripts + autoloads only. Faster, checks only scripts that would actually run.

## Q6: Logger Class Architecture
**Q:** Integrate Logger into godotiq_server.gd or separate godotiq_logger.gd?
**A:** "Do the better choice" — architect's decision. (Decision: integrate into godotiq_server.gd for simplicity since it's a @tool script and Logger just feeds errors into the existing _recent_errors buffer.)

## Q7: Prompt Style
**Q:** Apply spec text verbatim or adapt to current structure?
**A:** Adapt to fit current prompt structure and tone.
