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category,technique_name,description,facilitation_prompts,best_for,energy_level,typical_duration
game_design,MDA Framework Exploration,Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience,What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align?,holistic-design,moderate,20-30
game_design,Core Loop Brainstorming,Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game,What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve?,gameplay-foundation,high,15-25
game_design,Player Fantasy Mining,Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged,What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume?,player-motivation,high,15-20
game_design,Genre Mashup,Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay,Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook?,innovation,high,15-20
game_design,Verbs Before Nouns,Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay,What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions,mechanics-first,moderate,20-25
game_design,Failure State Design,Work backwards from interesting failure conditions to create tension and meaningful choices,How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics?,challenge-design,moderate,15-20
game_design,Progression Curve Sculpting,Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation,How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow?,pacing-balance,moderate,25-30
game_design,Emergence Engineering,Design simple rule interactions that create complex unexpected player-driven outcomes,What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities?,depth-complexity,moderate,20-25
game_design,Accessibility Layers,Brainstorm how different skill levels and abilities can access your core experience meaningfully,Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options?,inclusive-design,moderate,20-25
game_design,Reward Schedule Architecture,Design the timing and type of rewards to maintain player motivation and engagement,What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction?,engagement-retention,moderate,20-30
narrative_game,Ludonarrative Harmony,Align story and gameplay so mechanics reinforce narrative themes - make meaning through play,What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme?,storytelling,moderate,20-25
narrative_game,Environmental Storytelling,Use world design and ambient details to convey narrative without explicit exposition,What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell?,world-building,moderate,15-20
narrative_game,Player Agency Moments,Identify key decision points where player choice shapes narrative in meaningful ways,What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where?,player-choice,moderate,20-25
narrative_game,Emotion Targeting,Design specific moments intended to evoke targeted emotional responses through integrated design,What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings?,emotional-design,high,20-30
systems_game,Economy Balancing Thought Experiments,Explore resource generation/consumption balance to prevent game-breaking exploits,What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit?,economy-design,moderate,25-30
systems_game,Meta-Game Layer Design,Brainstorm progression systems that persist beyond individual play sessions,What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks?,retention-systems,moderate,20-25
multiplayer_game,Social Dynamics Mapping,Anticipate how players will interact and design mechanics that support desired social behaviors,How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards?,social-design,moderate,20-30
multiplayer_game,Spectator Experience Design,Consider how watching others play can be entertaining - esports and streaming potential,What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers?,spectator-value,moderate,15-20
creative_game,Constraint-Based Creativity,Embrace a specific limitation as your core design constraint and build everything around it,Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst,innovation,moderate,15-25
creative_game,Game Feel Playground,Focus purely on how controls and feedback FEEL before worrying about context or goals,What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions?,game-feel,high,20-30
creative_game,One Button Game Challenge,Design interesting gameplay using only a single input - forces elegant simplicity,Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity?,minimalist-design,moderate,15-20
wild_game,Remix an Existing Game,Take a well-known game and twist one core element - what new experience emerges?,Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation?,rapid-prototyping,high,10-15
wild_game,Anti-Game Design,Design a game that deliberately breaks common conventions - subvert player expectations,What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities?,experimental,moderate,15-20
wild_game,Physics Playground,Start with an interesting physics interaction and build a game around that sensation,What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first?,prototype-first,high,15-25
wild_game,Toy Before Game,Create a playful interactive toy with no goals first - then discover the game within it,What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution?,discovery-design,high,20-30
1 category technique_name description facilitation_prompts best_for energy_level typical_duration
2 game_design MDA Framework Exploration Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align? holistic-design moderate 20-30
3 game_design Core Loop Brainstorming Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve? gameplay-foundation high 15-25
4 game_design Player Fantasy Mining Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume? player-motivation high 15-20
5 game_design Genre Mashup Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook? innovation high 15-20
6 game_design Verbs Before Nouns Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions mechanics-first moderate 20-25
7 game_design Failure State Design Work backwards from interesting failure conditions to create tension and meaningful choices How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics? challenge-design moderate 15-20
8 game_design Progression Curve Sculpting Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow? pacing-balance moderate 25-30
9 game_design Emergence Engineering Design simple rule interactions that create complex unexpected player-driven outcomes What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities? depth-complexity moderate 20-25
10 game_design Accessibility Layers Brainstorm how different skill levels and abilities can access your core experience meaningfully Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options? inclusive-design moderate 20-25
11 game_design Reward Schedule Architecture Design the timing and type of rewards to maintain player motivation and engagement What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction? engagement-retention moderate 20-30
12 narrative_game Ludonarrative Harmony Align story and gameplay so mechanics reinforce narrative themes - make meaning through play What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme? storytelling moderate 20-25
13 narrative_game Environmental Storytelling Use world design and ambient details to convey narrative without explicit exposition What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell? world-building moderate 15-20
14 narrative_game Player Agency Moments Identify key decision points where player choice shapes narrative in meaningful ways What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where? player-choice moderate 20-25
15 narrative_game Emotion Targeting Design specific moments intended to evoke targeted emotional responses through integrated design What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings? emotional-design high 20-30
16 systems_game Economy Balancing Thought Experiments Explore resource generation/consumption balance to prevent game-breaking exploits What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit? economy-design moderate 25-30
17 systems_game Meta-Game Layer Design Brainstorm progression systems that persist beyond individual play sessions What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks? retention-systems moderate 20-25
18 multiplayer_game Social Dynamics Mapping Anticipate how players will interact and design mechanics that support desired social behaviors How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards? social-design moderate 20-30
19 multiplayer_game Spectator Experience Design Consider how watching others play can be entertaining - esports and streaming potential What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers? spectator-value moderate 15-20
20 creative_game Constraint-Based Creativity Embrace a specific limitation as your core design constraint and build everything around it Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst innovation moderate 15-25
21 creative_game Game Feel Playground Focus purely on how controls and feedback FEEL before worrying about context or goals What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions? game-feel high 20-30
22 creative_game One Button Game Challenge Design interesting gameplay using only a single input - forces elegant simplicity Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity? minimalist-design moderate 15-20
23 wild_game Remix an Existing Game Take a well-known game and twist one core element - what new experience emerges? Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation? rapid-prototyping high 10-15
24 wild_game Anti-Game Design Design a game that deliberately breaks common conventions - subvert player expectations What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities? experimental moderate 15-20
25 wild_game Physics Playground Start with an interesting physics interaction and build a game around that sensation What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first? prototype-first high 15-25
26 wild_game Toy Before Game Create a playful interactive toy with no goals first - then discover the game within it What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution? discovery-design high 20-30

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# Game Brainstorming Context
This context guide provides game-specific considerations for brainstorming sessions focused on game design and development.
## Session Focus Areas
When brainstorming for games, consider exploring:
- **Core Gameplay Loop** - What players do moment-to-moment
- **Player Fantasy** - What identity/power fantasy does the game fulfill?
- **Game Mechanics** - Rules and interactions that define play
- **Game Dynamics** - Emergent behaviors from mechanic interactions
- **Aesthetic Experience** - Emotional responses and feelings evoked
- **Progression Systems** - How players grow and unlock content
- **Challenge and Difficulty** - How to create engaging difficulty curves
- **Social/Multiplayer Features** - How players interact with each other
- **Narrative and World** - Story, setting, and environmental storytelling
- **Art Direction and Feel** - Visual style and game feel
- **Monetization** - Business model and revenue approach (if applicable)
## Game Design Frameworks
### MDA Framework
- **Mechanics** - Rules and systems (what's in the code)
- **Dynamics** - Runtime behavior (how mechanics interact)
- **Aesthetics** - Emotional responses (what players feel)
### Player Motivation (Bartle's Taxonomy)
- **Achievers** - Goal completion and progression
- **Explorers** - Discovery and understanding systems
- **Socializers** - Interaction and relationships
- **Killers** - Competition and dominance
### Core Experience Questions
- What does the player DO? (Verbs first, nouns second)
- What makes them feel powerful/competent/awesome?
- What's the central tension or challenge?
- What's the "one more turn" factor?
## Recommended Brainstorming Techniques
### Game Design Specific Techniques
(These are available as additional techniques in game brainstorming sessions)
- **MDA Framework Exploration** - Design through mechanics-dynamics-aesthetics
- **Core Loop Brainstorming** - Define the heartbeat of gameplay
- **Player Fantasy Mining** - Identify and amplify player power fantasies
- **Genre Mashup** - Combine unexpected genres for innovation
- **Verbs Before Nouns** - Focus on actions before objects
- **Failure State Design** - Work backwards from interesting failures
- **Ludonarrative Harmony** - Align story and gameplay
- **Game Feel Playground** - Focus purely on how controls feel
### Standard Techniques Well-Suited for Games
- **SCAMPER Method** - Innovate on existing game mechanics
- **What If Scenarios** - Explore radical gameplay possibilities
- **First Principles Thinking** - Rebuild game concepts from scratch
- **Role Playing** - Generate ideas from player perspectives
- **Analogical Thinking** - Find inspiration from other games/media
- **Constraint-Based Creativity** - Design around limitations
- **Morphological Analysis** - Explore mechanic combinations
## Output Guidance
Effective game brainstorming sessions should capture:
1. **Core Concept** - High-level game vision and hook
2. **Key Mechanics** - Primary gameplay verbs and interactions
3. **Player Experience** - What it feels like to play
4. **Unique Elements** - What makes this game special/different
5. **Design Challenges** - Obstacles to solve during development
6. **Prototype Ideas** - What to test first
7. **Reference Games** - Existing games that inspire or inform
8. **Open Questions** - What needs further exploration
## Integration with Game Development Workflow
Game brainstorming sessions typically feed into:
- **Game Briefs** - High-level vision and core pillars
- **Game Design Documents (GDD)** - Comprehensive design specifications
- **Technical Design Docs** - Architecture for game systems
- **Prototype Plans** - What to build to validate concepts
- **Art Direction Documents** - Visual style and feel guides
## Special Considerations for Game Design
### Start With The Feel
- How should controls feel? Responsive? Weighty? Floaty?
- What's the "game feel" - the juice and feedback?
- Can we prototype the core interaction quickly?
### Think in Systems
- How do mechanics interact?
- What emergent behaviors arise?
- Are there dominant strategies or exploits?
### Design for Failure
- How do players fail?
- Is failure interesting and instructive?
- What's the cost of failure?
### Player Agency vs. Authored Experience
- Where do players have meaningful choices?
- Where is the experience authored/scripted?
- How do we balance freedom and guidance?

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# Brainstorm Game - Workflow Instructions
```xml
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.md</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This is a meta-workflow that orchestrates the CIS brainstorming workflow with game-specific context and additional game design techniques</critical>
<workflow>
<step n="1" goal="Load game brainstorming context and techniques">
<action>Read the game context document from: {game_context}</action>
<action>This context provides game-specific guidance including:
- Focus areas for game ideation (mechanics, narrative, experience, etc.)
- Key considerations for game design
- Recommended techniques for game brainstorming
- Output structure guidance
</action>
<action>Load game-specific brain techniques from: {game_brain_methods}</action>
<action>These additional techniques supplement the standard CIS brainstorming methods with game design-focused approaches like:
- MDA Framework exploration
- Core loop brainstorming
- Player fantasy mining
- Genre mashup
- And other game-specific ideation methods
</action>
</step>
<step n="2" goal="Invoke CIS brainstorming with game context">
<action>Execute the CIS brainstorming workflow with game context and additional techniques</action>
<invoke-workflow path="{cis_brainstorming}" data="{game_context}" techniques="{game_brain_methods}">
The CIS brainstorming workflow will:
- Merge game-specific techniques with standard techniques
- Present interactive brainstorming techniques menu
- Guide the user through selected ideation methods
- Generate and capture brainstorming session results
- Save output to: {output_folder}/brainstorming-session-results-{{date}}.md
</invoke-workflow>
</step>
<step n="3" goal="Completion">
<action>Confirm brainstorming session completed successfully</action>
<action>Brainstorming results saved by CIS workflow</action>
<action>Report workflow completion</action>
</step>
</workflow>
```

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# Brainstorm Game Workflow Configuration
name: "brainstorm-game"
description: "Facilitate game brainstorming sessions by orchestrating the CIS brainstorming workflow with game-specific context, guidance, and additional game design techniques."
author: "BMad"
# Critical variables load from config_source
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Module path and component files
installed_path: "{project-root}/bmad/bmm/workflows/1-analysis/brainstorm-game"
template: false
instructions: "{installed_path}/instructions.md"
# Context and techniques for game brainstorming
game_context: "{installed_path}/game-context.md"
game_brain_methods: "{installed_path}/game-brain-methods.csv"
# CIS brainstorming workflow to invoke
cis_brainstorming: "{project-root}/bmad/cis/workflows/brainstorming/workflow.yaml"