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# Project Planning Workflow
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## Overview
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Scale-adaptive project planning workflow that automatically adjusts outputs based on project scope - from single atomic changes (Level 0: tech-spec only) to enterprise platforms (Level 4: full PRD + epics). Generates appropriate planning artifacts for each level with intelligent routing and continuation support.
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## Key Features
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- **Scale-adaptive planning** - Automatically determines output based on project complexity
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- **Intelligent routing** - Uses router system to load appropriate instruction sets
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- **Continuation support** - Can resume from previous sessions and handle incremental work
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- **Multi-level outputs** - Supports 5 project levels (0-4) with appropriate artifacts
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- **Input integration** - Leverages product briefs and market research when available
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- **Template-driven** - Uses validated templates for consistent output structure
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## Usage
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### Basic Invocation
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```bash
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workflow plan-project
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```
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### With Input Documents
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```bash
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# With product brief as input
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workflow plan-project --input /path/to/product-brief.md
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# With multiple inputs
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workflow plan-project --input product-brief.md --input market-research.md
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```
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### Configuration
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The workflow adapts automatically based on project assessment, but key configuration options include:
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- **scale_parameters**: Defines story/epic counts for each project level
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- **output_folder**: Where all generated documents are stored
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- **project_name**: Used in document names and templates
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## Workflow Structure
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### Files Included
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```
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plan-project/
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├── workflow.yaml # Configuration and metadata
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├── instructions-router.md # Initial assessment and routing logic
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├── instructions-sm.md # Level 0 instructions (tech-spec only)
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├── instructions-med.md # Level 1-2 instructions (PRD + tech-spec)
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├── instructions-lg.md # Level 3-4 instructions (full PRD + epics)
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├── analysis-template.md # Project assessment template
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├── prd-template.md # Product Requirements Document template
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├── tech-spec-template.md # Technical Specification template
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├── epics-template.md # Epic breakdown template
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├── checklist.md # Validation criteria
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└── README.md # This file
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```
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## Workflow Process
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### Phase 1: Assessment and Routing (Steps 1-5)
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- **Project Analysis**: Determines project type (greenfield/brownfield/legacy)
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- **Scope Assessment**: Classifies into 5 levels based on complexity
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- **Document Discovery**: Identifies existing inputs and documentation
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- **Workflow Routing**: Loads appropriate instruction set based on level
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- **Continuation Handling**: Resumes from previous work when applicable
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### Phase 2: Level-Specific Planning (Steps vary by level)
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**Level 0 (Single Atomic Change)**:
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- Creates technical specification only
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- Focuses on implementation details for small changes
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**Level 1-2 (Features and Small Systems)**:
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- Generates minimal PRD with core sections
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- Creates comprehensive tech-spec
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- Includes basic epic breakdown
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**Level 3-4 (Full Products and Platforms)**:
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- Produces complete PRD with all sections
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- Generates detailed epic breakdown
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- Includes architect handoff materials
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- Creates traceability mapping
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### Phase 3: Validation and Handoff (Final steps)
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- **Document Review**: Validates outputs against checklists
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- **Architect Preparation**: For Level 3-4, prepares handoff materials
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- **Next Steps**: Provides guidance for development phase
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## Output
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### Generated Files
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- **Primary output**: PRD.md (except Level 0), tech-spec.md, project-workflow-analysis.md
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- **Supporting files**: epics.md (Level 3-4), PRD-validation-report.md (if validation run)
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### Output Structure by Level
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**Level 0 - Tech Spec Only**:
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1. **Technical Overview** - Implementation approach
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2. **Detailed Design** - Code-level specifications
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3. **Testing Strategy** - Validation approach
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**Level 1-2 - Minimal PRD + Tech Spec**:
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1. **Problem Statement** - Core issue definition
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2. **Solution Overview** - High-level approach
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3. **Requirements** - Functional and non-functional
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4. **Technical Specification** - Implementation details
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5. **Success Criteria** - Acceptance criteria
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**Level 3-4 - Full PRD + Epics**:
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1. **Executive Summary** - Project overview
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2. **Problem Definition** - Detailed problem analysis
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3. **Solution Architecture** - Comprehensive solution design
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4. **User Experience** - Journey mapping and wireframes
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5. **Requirements** - Complete functional/non-functional specs
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6. **Epic Breakdown** - Development phases and stories
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7. **Technical Handoff** - Architecture and implementation guidance
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## Requirements
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- **Input Documents**: Product brief and/or market research (recommended but not required)
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- **Project Configuration**: Valid config.yaml with project_name and output_folder
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- **Assessment Readiness**: Clear understanding of project scope and objectives
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## Best Practices
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### Before Starting
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1. **Gather Context**: Collect any existing product briefs, market research, or requirements
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2. **Define Scope**: Have a clear sense of project boundaries and complexity
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3. **Prepare Stakeholders**: Ensure key stakeholders are available for input if needed
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### During Execution
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1. **Be Honest About Scope**: Accurate assessment ensures appropriate planning depth
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2. **Leverage Existing Work**: Reference previous documents and avoid duplication
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3. **Think Incrementally**: Remember that planning can evolve - start with what you know
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### After Completion
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1. **Validate Against Checklist**: Use included validation criteria to ensure completeness
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2. **Share with Stakeholders**: Distribute appropriate documents to relevant team members
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3. **Prepare for Architecture**: For Level 3-4 projects, ensure architect has complete context
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## Troubleshooting
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### Common Issues
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**Issue**: Workflow creates wrong level of documentation
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- **Solution**: Review project assessment and restart with correct scope classification
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- **Check**: Verify the project-workflow-analysis.md reflects actual project complexity
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**Issue**: Missing input documents cause incomplete planning
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- **Solution**: Gather recommended inputs or proceed with manual context gathering
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- **Check**: Ensure critical business context is captured even without formal documents
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**Issue**: Continuation from previous session fails
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- **Solution**: Check for existing project-workflow-analysis.md and ensure output folder is correct
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- **Check**: Verify previous session completed at a valid checkpoint
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## Customization
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To customize this workflow:
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1. **Modify Assessment Logic**: Update instructions-router.md to adjust level classification
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2. **Adjust Templates**: Customize PRD, tech-spec, or epic templates for organizational needs
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3. **Add Validation**: Extend checklist.md with organization-specific quality criteria
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4. **Configure Outputs**: Modify workflow.yaml to change file naming or structure
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## Version History
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- **v6.0.0** - Scale-adaptive architecture with intelligent routing
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- Multi-level project support (0-4)
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- Continuation and resumption capabilities
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- Template-driven output generation
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- Input document integration
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## Support
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For issues or questions:
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- Review the workflow creation guide at `/bmad/bmb/workflows/create-workflow/workflow-creation-guide.md`
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- Validate output using `checklist.md`
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- Consult project assessment in `project-workflow-analysis.md`
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- Check continuation status in existing output documents
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---
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_Part of the BMad Method v6 - BMM (Method) Module_
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@@ -1,369 +0,0 @@
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# Project Planning Validation Checklist (Adaptive: All Levels)
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**Scope**: This checklist adapts based on project level (0-4) and field type (greenfield/brownfield)
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- **Level 0**: Tech-spec only validation
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- **Level 1-2**: PRD + Tech-spec + Epics validation
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- **Level 3-4**: PRD + Epics validation (no tech-spec)
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- **Greenfield**: Focus on setup sequencing and dependencies
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- **Brownfield**: Focus on integration risks and backward compatibility
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## User Intent Validation (Critical First Check)
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### Input Sources and User Need
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- [ ] Product brief or initial context was properly gathered (not just project name)
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- [ ] User's actual problem/need was identified through conversation (not assumed)
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- [ ] Technical preferences mentioned by user were captured separately
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- [ ] User confirmed the description accurately reflects their vision
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- [ ] The PRD addresses what the user asked for, not what we think they need
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### Alignment with User Goals
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- [ ] Goals directly address the user's stated problem
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- [ ] Context reflects actual user-provided information (not invented)
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- [ ] Requirements map to explicit user needs discussed
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- [ ] Nothing critical the user mentioned is missing
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## Document Structure
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- [ ] All required sections are present
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- [ ] No placeholder text remains (all {{variables}} replaced)
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- [ ] Proper formatting and organization throughout
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## Section 1: Description
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- [ ] Clear, concise description of what's being built
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- [ ] Matches user's actual request (not extrapolated)
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- [ ] Sets proper scope and expectations
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## Section 2: Goals (Step 2)
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- [ ] Level 3: Contains 3-5 primary goals
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- [ ] Level 4: Contains 5-7 strategic goals
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- [ ] Each goal is specific and measurable where possible
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- [ ] Goals focus on user and project outcomes
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- [ ] Goals represent what success looks like
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- [ ] Strategic objectives align with product scale
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## Section 3: Context (Step 3)
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- [ ] 1-2 short paragraphs explaining why this matters now
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- [ ] Context was gathered from user (not invented)
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- [ ] Explains actual problem being solved
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- [ ] Describes current situation or pain point
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- [ ] Connects to real-world impact
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## Section 4: Functional Requirements (Step 4)
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- [ ] Level 3: Contains 12-20 FRs
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- [ ] Level 4: Contains 20-30 FRs
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- [ ] Each has unique FR identifier (FR001, FR002, etc.)
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- [ ] Requirements describe capabilities, not implementation
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- [ ] Related features grouped logically while maintaining granularity
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- [ ] All FRs are testable user actions
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- [ ] User provided feedback on proposed FRs
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- [ ] Missing capabilities user expected were added
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- [ ] Priority order reflects user input
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- [ ] Coverage comprehensive for target product scale
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## Section 5: Non-Functional Requirements (Step 5 - Optional)
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- [ ] Only included if truly needed (not arbitrary targets)
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- [ ] Each has unique NFR identifier
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- [ ] Business justification provided for each NFR
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- [ ] Compliance requirements noted if regulated industry
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- [ ] Performance constraints tied to business needs
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- [ ] Typically 0-5 for MVP (not invented)
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## Section 6: User Journeys (Step 6)
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- [ ] Level 3: 2-3 detailed user journeys documented
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- [ ] Level 4: 3-5 comprehensive journeys for major segments
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- [ ] Each journey has named persona with context
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- [ ] Journey shows complete path through system via FRs
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- [ ] Specific FR references included (e.g., "signs up (FR001)")
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- [ ] Success criteria and pain points identified
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- [ ] Edge cases and alternative paths considered
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- [ ] Journeys validate comprehensive value delivery
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## Section 7: UX Principles (Step 7 - Optional)
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- [ ] Target users and sophistication level defined
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- [ ] Design values stated (simple vs powerful, playful vs professional)
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- [ ] Platform strategy specified (mobile-first, web, native)
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- [ ] Accessibility requirements noted if applicable
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- [ ] Sets direction without prescribing specific solutions
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## Section 8: Epics (Step 8)
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- [ ] Level 3: 3-5 epics defined (targeting 12-40 stories)
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- [ ] Level 4: 5-8 epics defined (targeting 40+ stories)
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- [ ] Each epic represents significant, deployable functionality
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- [ ] Epic format includes: Title, Goal, Capabilities, Success Criteria, Dependencies
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- [ ] Related FRs grouped into coherent capabilities
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- [ ] Each epic references specific FR numbers
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- [ ] Post-MVP epics listed separately with their FRs
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- [ ] Dependencies between epics clearly noted
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- [ ] Phased delivery strategy apparent
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## Section 9: Out of Scope (Step 9)
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- [ ] Ideas preserved with FR/NFR references
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- [ ] Format: description followed by (FR###, NFR###)
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- [ ] Prevents scope creep while capturing future possibilities
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- [ ] Clear distinction from MVP scope
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## Section 10: Assumptions and Dependencies (Step 10)
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- [ ] Only ACTUAL assumptions from user discussion (not invented)
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- [ ] Technical choices user explicitly mentioned captured
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- [ ] Dependencies identified in FRs/NFRs listed
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- [ ] User-stated constraints documented
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- [ ] If none exist, states "No critical assumptions identified yet"
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## Cross-References and Consistency
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- [ ] All FRs trace back to at least one goal
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- [ ] User journeys reference actual FR numbers
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- [ ] Epic capabilities cover all FRs
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- [ ] Terminology consistent throughout
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- [ ] No contradictions between sections
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- [ ] Technical details saved to technical_preferences (not in PRD)
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## Quality Checks
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- [ ] Requirements are strategic, not implementation-focused
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- [ ] Document maintains appropriate abstraction level
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- [ ] No premature technical decisions
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- [ ] Focus on WHAT, not HOW
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## Readiness for Next Phase
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- [ ] Sufficient detail for comprehensive architecture design
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- [ ] Clear enough for detailed solution design
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- [ ] Ready for epic breakdown into 12-40+ stories
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- [ ] Value delivery path supports phased releases
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- [ ] If UI exists, ready for UX expert collaboration
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- [ ] Scale and complexity match Level 3-4 requirements
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## Scale Validation
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- [ ] Project scope justifies PRD
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- [ ] Complexity matches Level 1-4 designation
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- [ ] Story estimate aligns with epic structure (12-40+)
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- [ ] Not over-engineered for actual needs
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## Final Validation
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- [ ] Document addresses user's original request completely
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- [ ] All user feedback incorporated
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- [ ] No critical user requirements missing
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- [ ] Ready for user final review and approval
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- [ ] File saved in correct location: {{output_folder}}/PRD.md
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---
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# Cohesion Validation (All Levels)
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**Purpose**: Validate alignment between planning artifacts and readiness for implementation
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## Project Context Detection
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- [ ] Project level confirmed (0, 1, 2, 3, or 4)
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- [ ] Field type identified (greenfield or brownfield)
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- [ ] Appropriate validation sections applied based on context
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## Section A: Tech Spec Validation (Levels 0, 1, 2 only)
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### A.1 Tech Spec Completeness
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- [ ] All technical decisions are DEFINITIVE (no "Option A or B")
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- [ ] Specific versions specified for all frameworks/libraries
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- [ ] Source tree structure clearly defined
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- [ ] Technical approach precisely described
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- [ ] Implementation stack complete with exact tools
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- [ ] Testing approach clearly defined
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- [ ] Deployment strategy documented
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### A.2 Tech Spec - PRD Alignment (Levels 1-2 only)
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- [ ] Every functional requirement has technical solution
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- [ ] Non-functional requirements addressed in tech spec
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- [ ] Tech stack aligns with PRD constraints
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- [ ] Performance requirements achievable with chosen stack
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- [ ] Technical preferences from user incorporated
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## Section B: Greenfield-Specific Validation (if greenfield)
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### B.1 Project Setup Sequencing
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- [ ] Epic 0 or 1 includes project initialization steps
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- [ ] Repository setup precedes feature development
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- [ ] Development environment configuration included early
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- [ ] Core dependencies installed before use
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- [ ] Testing infrastructure set up before tests written
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### B.2 Infrastructure Before Features
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- [ ] Database setup before data operations
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- [ ] API framework before endpoint implementation
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- [ ] Authentication setup before protected features
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- [ ] CI/CD pipeline before deployment
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- [ ] Monitoring setup included
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### B.3 External Dependencies
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- [ ] Third-party account creation assigned to user
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||||
- [ ] API keys acquisition process defined
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- [ ] Credential storage approach specified
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- [ ] External service setup sequenced properly
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- [ ] Fallback strategies for external failures
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## Section C: Brownfield-Specific Validation (if brownfield)
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### C.1 Existing System Integration
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- [ ] Current architecture analyzed and documented
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- [ ] Integration points with existing system identified
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- [ ] Existing functionality preservation validated
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- [ ] Database schema compatibility assessed
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||||
- [ ] API contract compatibility verified
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### C.2 Risk Management
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- [ ] Breaking change risks identified and mitigated
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- [ ] Rollback procedures defined for each integration
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- [ ] Feature flags or toggles included where appropriate
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- [ ] Performance degradation risks assessed
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- [ ] User impact analysis completed
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### C.3 Backward Compatibility
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- [ ] Database migrations maintain backward compatibility
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- [ ] API changes don't break existing consumers
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- [ ] Authentication/authorization integration safe
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- [ ] Configuration changes non-breaking
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- [ ] Existing monitoring preserved or enhanced
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### C.4 Dependency Conflicts
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- [ ] New dependencies compatible with existing versions
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- [ ] No version conflicts introduced
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- [ ] Security vulnerabilities not introduced
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- [ ] License compatibility verified
|
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- [ ] Bundle size impact acceptable
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||||
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## Section D: Feature Sequencing (All Levels)
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### D.1 Functional Dependencies
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- [ ] Features depending on others sequenced correctly
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- [ ] Shared components built before consumers
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- [ ] User flows follow logical progression
|
||||
- [ ] Authentication precedes protected features
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||||
|
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### D.2 Technical Dependencies
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||||
|
||||
- [ ] Lower-level services before higher-level ones
|
||||
- [ ] Utilities and libraries created before use
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- [ ] Data models defined before operations
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- [ ] API endpoints before client consumption
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### D.3 Epic Dependencies
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- [ ] Later epics build on earlier epic functionality
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- [ ] No circular dependencies between epics
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- [ ] Infrastructure from early epics reused
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- [ ] Incremental value delivery maintained
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## Section E: UI/UX Cohesion (if UI components exist)
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||||
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### E.1 Design System (Greenfield)
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||||
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||||
- [ ] UI framework selected and installed early
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||||
- [ ] Design system or component library established
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||||
- [ ] Styling approach defined
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||||
- [ ] Responsive design strategy clear
|
||||
- [ ] Accessibility requirements defined
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||||
|
||||
### E.2 Design Consistency (Brownfield)
|
||||
|
||||
- [ ] UI consistent with existing system
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||||
- [ ] Component library updates non-breaking
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||||
- [ ] Styling approach matches existing
|
||||
- [ ] Accessibility standards maintained
|
||||
- [ ] Existing user workflows preserved
|
||||
|
||||
### E.3 UX Flow Validation
|
||||
|
||||
- [ ] User journeys mapped completely
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||||
- [ ] Navigation patterns defined
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||||
- [ ] Error and loading states planned
|
||||
- [ ] Form validation patterns established
|
||||
|
||||
## Section F: Responsibility Assignment (All Levels)
|
||||
|
||||
### F.1 User vs Agent Clarity
|
||||
|
||||
- [ ] Human-only tasks assigned to user
|
||||
- [ ] Account creation on external services → user
|
||||
- [ ] Payment/purchasing actions → user
|
||||
- [ ] All code tasks → developer agent
|
||||
- [ ] Configuration management properly assigned
|
||||
|
||||
## Section G: Documentation Readiness (All Levels)
|
||||
|
||||
### G.1 Developer Documentation
|
||||
|
||||
- [ ] Setup instructions comprehensive
|
||||
- [ ] Technical decisions documented
|
||||
- [ ] Patterns and conventions clear
|
||||
- [ ] API documentation plan exists (if applicable)
|
||||
|
||||
### G.2 Deployment Documentation (Brownfield)
|
||||
|
||||
- [ ] Runbook updates planned
|
||||
- [ ] Incident response procedures updated
|
||||
- [ ] Rollback procedures documented and tested
|
||||
- [ ] Monitoring dashboard updates planned
|
||||
|
||||
## Section H: Future-Proofing (All Levels)
|
||||
|
||||
### H.1 Extensibility
|
||||
|
||||
- [ ] Current scope vs future features clearly separated
|
||||
- [ ] Architecture supports planned enhancements
|
||||
- [ ] Technical debt considerations documented
|
||||
- [ ] Extensibility points identified
|
||||
|
||||
### H.2 Observability
|
||||
|
||||
- [ ] Monitoring strategy defined
|
||||
- [ ] Success metrics from planning captured
|
||||
- [ ] Analytics or tracking included if needed
|
||||
- [ ] Performance measurement approach clear
|
||||
|
||||
## Cohesion Summary
|
||||
|
||||
### Overall Readiness Assessment
|
||||
|
||||
- [ ] **Ready for Development** - All critical items pass
|
||||
- [ ] **Needs Alignment** - Some gaps need addressing
|
||||
- [ ] **Too Risky** (brownfield only) - Integration risks too high
|
||||
|
||||
### Critical Gaps Identified
|
||||
|
||||
_List any blocking issues or unacceptable risks:_
|
||||
|
||||
### Integration Risk Level (brownfield only)
|
||||
|
||||
- [ ] Low - well-understood integration with good rollback
|
||||
- [ ] Medium - some unknowns but manageable
|
||||
- [ ] High - significant risks require mitigation
|
||||
|
||||
### Recommendations
|
||||
|
||||
_Specific actions to improve cohesion before development:_
|
||||
|
||||
---
|
||||
@@ -1,222 +0,0 @@
|
||||
# Game Design Document (GDD) Workflow
|
||||
|
||||
This folder contains the GDD workflow for game projects, replacing the traditional PRD approach with game-specific documentation.
|
||||
|
||||
## Overview
|
||||
|
||||
The GDD workflow creates a comprehensive Game Design Document that captures:
|
||||
|
||||
- Core gameplay mechanics and pillars
|
||||
- Game type-specific elements (RPG systems, platformer movement, puzzle mechanics, etc.)
|
||||
- Level design framework
|
||||
- Art and audio direction
|
||||
- Technical specifications (platform-agnostic)
|
||||
- Development epics
|
||||
|
||||
## Architecture
|
||||
|
||||
### Universal Template
|
||||
|
||||
`gdd-template.md` contains sections common to ALL game types:
|
||||
|
||||
- Executive Summary
|
||||
- Goals and Context
|
||||
- Core Gameplay
|
||||
- Win/Loss Conditions
|
||||
- Progression and Balance
|
||||
- Level Design Framework
|
||||
- Art and Audio Direction
|
||||
- Technical Specs
|
||||
- Development Epics
|
||||
- Success Metrics
|
||||
|
||||
### Game-Type-Specific Injection
|
||||
|
||||
The template includes a `{{GAME_TYPE_SPECIFIC_SECTIONS}}` placeholder that gets replaced with game-type-specific content.
|
||||
|
||||
### Game Types Registry
|
||||
|
||||
`game-types.csv` defines 24+ game types with:
|
||||
|
||||
- **id**: Unique identifier (e.g., `action-platformer`, `rpg`, `roguelike`)
|
||||
- **name**: Human-readable name
|
||||
- **description**: Brief description of the game type
|
||||
- **genre_tags**: Searchable tags
|
||||
- **fragment_file**: Path to type-specific template fragment
|
||||
|
||||
### Game-Type Fragments
|
||||
|
||||
Located in `game-types/` folder, these markdown files contain sections specific to each game type:
|
||||
|
||||
**action-platformer.md**:
|
||||
|
||||
- Movement System (jump mechanics, air control, special moves)
|
||||
- Combat System (attack types, combos, enemy AI)
|
||||
- Level Design Patterns (platforming challenges, combat arenas)
|
||||
- Player Abilities and Unlocks
|
||||
|
||||
**rpg.md**:
|
||||
|
||||
- Character System (stats, classes, leveling)
|
||||
- Inventory and Equipment
|
||||
- Quest System
|
||||
- World and Exploration
|
||||
- NPC and Dialogue
|
||||
- Combat System
|
||||
|
||||
**puzzle.md**:
|
||||
|
||||
- Core Puzzle Mechanics
|
||||
- Puzzle Progression
|
||||
- Level Structure
|
||||
- Player Assistance
|
||||
- Replayability
|
||||
|
||||
**roguelike.md**:
|
||||
|
||||
- Run Structure
|
||||
- Procedural Generation
|
||||
- Permadeath and Progression
|
||||
- Item and Upgrade System
|
||||
- Character Selection
|
||||
- Difficulty Modifiers
|
||||
|
||||
...and 20+ more game types!
|
||||
|
||||
## Workflow Flow
|
||||
|
||||
1. **Router Detection** (instructions-router.md):
|
||||
- Step 3 asks for project type
|
||||
- If "Game" selected → sets `workflow_type = "gdd"`
|
||||
- Skips standard level classification
|
||||
- Jumps to GDD-specific assessment
|
||||
|
||||
2. **Game Type Selection** (instructions-gdd.md Step 1):
|
||||
- Presents 9 common game types + "Other"
|
||||
- Maps selection to `game-types.csv`
|
||||
- Loads corresponding fragment file
|
||||
- Stores `game_type` for injection
|
||||
|
||||
3. **Universal GDD Sections** (Steps 2-5, 7-13):
|
||||
- Platform and target audience
|
||||
- Goals and context
|
||||
- Core gameplay (pillars, loop, win/loss)
|
||||
- Mechanics and controls
|
||||
- Progression and balance
|
||||
- Level design
|
||||
- Art and audio
|
||||
- Technical specs
|
||||
- Epics and metrics
|
||||
|
||||
4. **Game-Type Injection** (Step 6):
|
||||
- Loads fragment from `game-types/{game_type}.md`
|
||||
- For each `{{placeholder}}` in fragment, elicits details
|
||||
- Injects completed sections into `{{GAME_TYPE_SPECIFIC_SECTIONS}}`
|
||||
|
||||
5. **Solutioning Handoff** (Step 14):
|
||||
- Routes to `3-solutioning` workflow
|
||||
- Platform/engine specifics handled by solutioning registry
|
||||
- Game-\* entries in solutioning `registry.csv` provide engine-specific guidance
|
||||
|
||||
## Platform vs. Game Type Separation
|
||||
|
||||
**GDD (this workflow)**: Game-type specifics
|
||||
|
||||
- What makes an RPG an RPG (stats, quests, inventory)
|
||||
- What makes a platformer a platformer (jump mechanics, level design)
|
||||
- Genre-defining mechanics and systems
|
||||
|
||||
**Solutioning (3-solutioning workflow)**: Platform/engine specifics
|
||||
|
||||
- Unity vs. Godot vs. Phaser vs. Unreal
|
||||
- 2D vs. 3D rendering
|
||||
- Physics engines
|
||||
- Input systems
|
||||
- Platform constraints (mobile, web, console)
|
||||
|
||||
This separation allows:
|
||||
|
||||
- Single universal GDD regardless of platform
|
||||
- Platform decisions made during architecture phase
|
||||
- Easy platform pivots without rewriting GDD
|
||||
|
||||
## Output
|
||||
|
||||
**GDD.md**: Complete game design document with:
|
||||
|
||||
- All universal sections filled
|
||||
- Game-type-specific sections injected
|
||||
- Ready for solutioning handoff
|
||||
|
||||
## Example Game Types
|
||||
|
||||
| ID | Name | Key Sections |
|
||||
| ----------------- | ----------------- | ------------------------------------------------- |
|
||||
| action-platformer | Action Platformer | Movement, Combat, Level Patterns, Abilities |
|
||||
| rpg | RPG | Character System, Inventory, Quests, World, NPCs |
|
||||
| puzzle | Puzzle | Puzzle Mechanics, Progression, Level Structure |
|
||||
| roguelike | Roguelike | Run Structure, Procgen, Permadeath, Items |
|
||||
| shooter | Shooter | Weapon Systems, Enemy AI, Arena Design |
|
||||
| strategy | Strategy | Resources, Units, AI, Victory Conditions |
|
||||
| metroidvania | Metroidvania | Interconnected World, Ability Gating, Exploration |
|
||||
| visual-novel | Visual Novel | Branching Story, Dialogue Trees, Choices |
|
||||
| tower-defense | Tower Defense | Waves, Tower Types, Placement, Economy |
|
||||
| card-game | Card Game | Deck Building, Card Mechanics, Turn System |
|
||||
|
||||
...and 14+ more!
|
||||
|
||||
## Adding New Game Types
|
||||
|
||||
1. Add row to `game-types.csv`:
|
||||
|
||||
```csv
|
||||
new-type,New Type Name,"Description",tags,new-type.md
|
||||
```
|
||||
|
||||
2. Create `game-types/new-type.md`:
|
||||
|
||||
```markdown
|
||||
## New Type Specific Elements
|
||||
|
||||
### System Name
|
||||
|
||||
{{system_placeholder}}
|
||||
|
||||
**Details:**
|
||||
|
||||
- Element 1
|
||||
- Element 2
|
||||
```
|
||||
|
||||
3. The workflow automatically uses it!
|
||||
|
||||
## Integration with Solutioning
|
||||
|
||||
When a game project completes the GDD and moves to solutioning:
|
||||
|
||||
1. Solutioning workflow reads `project_type == "game"`
|
||||
2. Loads GDD.md instead of PRD.md
|
||||
3. Matches game platforms to solutioning `registry.csv` game-\* entries
|
||||
4. Provides engine-specific guidance (Unity, Godot, Phaser, etc.)
|
||||
5. Generates solution-architecture.md with platform decisions
|
||||
6. Creates per-epic tech specs
|
||||
|
||||
Example solutioning registry entries:
|
||||
|
||||
- `game-unity-2d`: Unity 2D games
|
||||
- `game-godot-3d`: Godot 3D games
|
||||
- `game-phaser`: Phaser web games
|
||||
- `game-unreal-3d`: Unreal Engine games
|
||||
- `game-custom-3d-rust`: Custom Rust game engines
|
||||
|
||||
## Philosophy
|
||||
|
||||
**Game projects are fundamentally different from software products**:
|
||||
|
||||
- Gameplay feel > feature lists
|
||||
- Playtesting > user testing
|
||||
- Game pillars > product goals
|
||||
- Mechanics > requirements
|
||||
- Fun > utility
|
||||
|
||||
The GDD workflow respects these differences while maintaining BMAD Method rigor.
|
||||
@@ -1,25 +0,0 @@
|
||||
id,name,description,genre_tags,fragment_file
|
||||
action-platformer,Action Platformer,"Side-scrolling or 3D platforming with combat mechanics","action,platformer,combat,movement",action-platformer.md
|
||||
puzzle,Puzzle,"Logic-based challenges and problem-solving","puzzle,logic,cerebral",puzzle.md
|
||||
rpg,RPG,"Character progression, stats, inventory, quests","rpg,stats,inventory,quests,narrative",rpg.md
|
||||
strategy,Strategy,"Resource management, tactical decisions, long-term planning","strategy,tactics,resources,planning",strategy.md
|
||||
shooter,Shooter,"Projectile combat, aiming mechanics, arena/level design","shooter,combat,aiming,fps,tps",shooter.md
|
||||
adventure,Adventure,"Story-driven exploration and narrative","adventure,narrative,exploration,story",adventure.md
|
||||
simulation,Simulation,"Realistic systems, management, building","simulation,management,sandbox,systems",simulation.md
|
||||
roguelike,Roguelike,"Procedural generation, permadeath, run-based progression","roguelike,procedural,permadeath,runs",roguelike.md
|
||||
moba,MOBA,"Multiplayer team battles, hero/champion selection, lanes","moba,multiplayer,pvp,heroes,lanes",moba.md
|
||||
fighting,Fighting,"1v1 combat, combos, frame data, competitive","fighting,combat,competitive,combos,pvp",fighting.md
|
||||
racing,Racing,"Vehicle control, tracks, speed, lap times","racing,vehicles,tracks,speed",racing.md
|
||||
sports,Sports,"Team-based or individual sports simulation","sports,teams,realistic,physics",sports.md
|
||||
survival,Survival,"Resource gathering, crafting, persistent threats","survival,crafting,resources,danger",survival.md
|
||||
horror,Horror,"Atmosphere, tension, limited resources, fear mechanics","horror,atmosphere,tension,fear",horror.md
|
||||
idle-incremental,Idle/Incremental,"Passive progression, upgrades, automation","idle,incremental,automation,progression",idle-incremental.md
|
||||
card-game,Card Game,"Deck building, card mechanics, turn-based strategy","card,deck-building,strategy,turns",card-game.md
|
||||
tower-defense,Tower Defense,"Wave-based defense, tower placement, resource management","tower-defense,waves,placement,strategy",tower-defense.md
|
||||
metroidvania,Metroidvania,"Interconnected world, ability gating, exploration","metroidvania,exploration,abilities,interconnected",metroidvania.md
|
||||
visual-novel,Visual Novel,"Narrative choices, branching story, dialogue","visual-novel,narrative,choices,story",visual-novel.md
|
||||
rhythm,Rhythm,"Music synchronization, timing-based gameplay","rhythm,music,timing,beats",rhythm.md
|
||||
turn-based-tactics,Turn-Based Tactics,"Grid-based movement, turn order, positioning","tactics,turn-based,grid,positioning",turn-based-tactics.md
|
||||
sandbox,Sandbox,"Creative freedom, building, minimal objectives","sandbox,creative,building,freedom",sandbox.md
|
||||
text-based,Text-Based,"Text input/output, parser or choice-based","text,parser,interactive-fiction,mud",text-based.md
|
||||
party-game,Party Game,"Local multiplayer, minigames, casual fun","party,multiplayer,minigames,casual",party-game.md
|
||||
|
@@ -1,45 +0,0 @@
|
||||
## Action Platformer Specific Elements
|
||||
|
||||
### Movement System
|
||||
|
||||
{{movement_mechanics}}
|
||||
|
||||
**Core movement abilities:**
|
||||
|
||||
- Jump mechanics (height, air control, coyote time)
|
||||
- Running/walking speed
|
||||
- Special movement (dash, wall-jump, double-jump, etc.)
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Attack types (melee, ranged, special)
|
||||
- Combo system
|
||||
- Enemy AI behavior patterns
|
||||
- Hit feedback and impact
|
||||
|
||||
### Level Design Patterns
|
||||
|
||||
{{level_design_patterns}}
|
||||
|
||||
**Level structure:**
|
||||
|
||||
- Platforming challenges
|
||||
- Combat arenas
|
||||
- Secret areas and collectibles
|
||||
- Checkpoint placement
|
||||
- Difficulty spikes and pacing
|
||||
|
||||
### Player Abilities and Unlocks
|
||||
|
||||
{{player_abilities}}
|
||||
|
||||
**Ability progression:**
|
||||
|
||||
- Starting abilities
|
||||
- Unlockable abilities
|
||||
- Ability synergies
|
||||
- Upgrade paths
|
||||
@@ -1,84 +0,0 @@
|
||||
## Adventure Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- Detailed story structure and beats
|
||||
- Character profiles and arcs
|
||||
- World lore and history
|
||||
- Dialogue framework
|
||||
- Environmental storytelling
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Exploration Mechanics
|
||||
|
||||
{{exploration_mechanics}}
|
||||
|
||||
**Exploration design:**
|
||||
|
||||
- World structure (linear, open, hub-based, interconnected)
|
||||
- Movement and traversal
|
||||
- Observation and inspection mechanics
|
||||
- Discovery rewards (story reveals, items, secrets)
|
||||
- Pacing of exploration vs. story
|
||||
|
||||
### Story Integration
|
||||
|
||||
{{story_integration}}
|
||||
|
||||
**Narrative gameplay:**
|
||||
|
||||
- Story delivery methods (cutscenes, in-game, environmental)
|
||||
- Player agency in story (linear, branching, player-driven)
|
||||
- Story pacing (acts, beats, tension/release)
|
||||
- Character introduction and development
|
||||
- Climax and resolution structure
|
||||
|
||||
**Note:** Detailed story elements (plot, characters, lore) belong in the Narrative Design Document.
|
||||
|
||||
### Puzzle Systems
|
||||
|
||||
{{puzzle_systems}}
|
||||
|
||||
**Puzzle integration:**
|
||||
|
||||
- Puzzle types (inventory, logic, environmental, dialogue)
|
||||
- Puzzle difficulty curve
|
||||
- Hint systems
|
||||
- Puzzle-story connection (narrative purpose)
|
||||
- Optional vs. required puzzles
|
||||
|
||||
### Character Interaction
|
||||
|
||||
{{character_interaction}}
|
||||
|
||||
**NPC systems:**
|
||||
|
||||
- Dialogue system (branching, linear, choice-based)
|
||||
- Character relationships
|
||||
- NPC schedules/behaviors
|
||||
- Companion mechanics (if applicable)
|
||||
- Memorable character moments
|
||||
|
||||
### Inventory and Items
|
||||
|
||||
{{inventory_items}}
|
||||
|
||||
**Item systems:**
|
||||
|
||||
- Inventory scope (key items, collectibles, consumables)
|
||||
- Item examination/description
|
||||
- Combination/crafting (if applicable)
|
||||
- Story-critical items vs. optional items
|
||||
- Item-based progression gates
|
||||
|
||||
### Environmental Storytelling
|
||||
|
||||
{{environmental_storytelling}}
|
||||
|
||||
**World narrative:**
|
||||
|
||||
- Visual storytelling techniques
|
||||
- Audio atmosphere
|
||||
- Readable documents (journals, notes, signs)
|
||||
- Environmental clues
|
||||
- Show vs. tell balance
|
||||
@@ -1,76 +0,0 @@
|
||||
## Card Game Specific Elements
|
||||
|
||||
### Card Types and Effects
|
||||
|
||||
{{card_types}}
|
||||
|
||||
**Card design:**
|
||||
|
||||
- Card categories (creatures, spells, enchantments, etc.)
|
||||
- Card rarity tiers (common, rare, epic, legendary)
|
||||
- Card attributes (cost, power, health, etc.)
|
||||
- Effect types (damage, healing, draw, control, etc.)
|
||||
- Keywords and abilities
|
||||
- Card synergies
|
||||
|
||||
### Deck Building
|
||||
|
||||
{{deck_building}}
|
||||
|
||||
**Deck construction:**
|
||||
|
||||
- Deck size limits (minimum, maximum)
|
||||
- Card quantity limits (e.g., max 2 copies)
|
||||
- Class/faction restrictions
|
||||
- Deck archetypes (aggro, control, combo, midrange)
|
||||
- Sideboard mechanics (if applicable)
|
||||
- Pre-built vs. custom decks
|
||||
|
||||
### Mana/Resource System
|
||||
|
||||
{{mana_resources}}
|
||||
|
||||
**Resource mechanics:**
|
||||
|
||||
- Mana generation (per turn, from cards, etc.)
|
||||
- Mana curve design
|
||||
- Resource types (colored mana, energy, etc.)
|
||||
- Ramp mechanics
|
||||
- Resource denial strategies
|
||||
|
||||
### Turn Structure
|
||||
|
||||
{{turn_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Turn phases (draw, main, combat, end)
|
||||
- Priority and response windows
|
||||
- Simultaneous vs. alternating turns
|
||||
- Time limits per turn
|
||||
- Match length targets
|
||||
|
||||
### Card Collection and Progression
|
||||
|
||||
{{collection_progression}}
|
||||
|
||||
**Player progression:**
|
||||
|
||||
- Card acquisition (packs, rewards, crafting)
|
||||
- Deck unlocks
|
||||
- Currency systems (gold, dust, wildcards)
|
||||
- Free-to-play balance
|
||||
- Collection completion incentives
|
||||
|
||||
### Game Modes
|
||||
|
||||
{{game_modes}}
|
||||
|
||||
**Mode variety:**
|
||||
|
||||
- Ranked ladder
|
||||
- Draft/Arena modes
|
||||
- Campaign/story mode
|
||||
- Casual/unranked
|
||||
- Special event modes
|
||||
- Tournament formats
|
||||
@@ -1,89 +0,0 @@
|
||||
## Fighting Game Specific Elements
|
||||
|
||||
### Character Roster
|
||||
|
||||
{{character_roster}}
|
||||
|
||||
**Fighter design:**
|
||||
|
||||
- Roster size (launch + planned DLC)
|
||||
- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
|
||||
- Move list diversity
|
||||
- Complexity tiers (beginner vs. expert characters)
|
||||
- Balance philosophy (everyone viable vs. tier system)
|
||||
|
||||
### Move Lists and Frame Data
|
||||
|
||||
{{moves_frame_data}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Normal moves (light, medium, heavy)
|
||||
- Special moves (quarter-circle, charge, etc.)
|
||||
- Super/ultimate moves
|
||||
- Frame data (startup, active, recovery, advantage)
|
||||
- Hit/hurt boxes
|
||||
- Command inputs vs. simplified inputs
|
||||
|
||||
### Combo System
|
||||
|
||||
{{combo_system}}
|
||||
|
||||
**Combo design:**
|
||||
|
||||
- Combo structure (links, cancels, chains)
|
||||
- Juggle system
|
||||
- Wall/ground bounces
|
||||
- Combo scaling
|
||||
- Reset opportunities
|
||||
- Optimal vs. practical combos
|
||||
|
||||
### Defensive Mechanics
|
||||
|
||||
{{defensive_mechanics}}
|
||||
|
||||
**Defense options:**
|
||||
|
||||
- Blocking (high, low, crossup protection)
|
||||
- Dodging/rolling/backdashing
|
||||
- Parries/counters
|
||||
- Pushblock/advancing guard
|
||||
- Invincibility frames
|
||||
- Escape options (burst, breaker, etc.)
|
||||
|
||||
### Stage Design
|
||||
|
||||
{{stage_design}}
|
||||
|
||||
**Arena design:**
|
||||
|
||||
- Stage size and boundaries
|
||||
- Wall mechanics (wall combos, wall break)
|
||||
- Interactive elements
|
||||
- Ring-out mechanics (if applicable)
|
||||
- Visual clarity vs. aesthetics
|
||||
|
||||
### Single Player Modes
|
||||
|
||||
{{single_player}}
|
||||
|
||||
**Offline content:**
|
||||
|
||||
- Arcade/story mode
|
||||
- Training mode features
|
||||
- Mission/challenge mode
|
||||
- Boss fights
|
||||
- Unlockables
|
||||
|
||||
### Competitive Features
|
||||
|
||||
{{competitive_features}}
|
||||
|
||||
**Tournament-ready:**
|
||||
|
||||
- Ranked matchmaking
|
||||
- Lobby systems
|
||||
- Replay features
|
||||
- Frame delay/rollback netcode
|
||||
- Spectator mode
|
||||
- Tournament mode
|
||||
@@ -1,86 +0,0 @@
|
||||
## Horror Game Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-important**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- Detailed story structure and scares
|
||||
- Character backstories and motivations
|
||||
- World lore and mythology
|
||||
- Environmental storytelling
|
||||
- Tension pacing and narrative beats
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Atmosphere and Tension Building
|
||||
|
||||
{{atmosphere}}
|
||||
|
||||
**Horror atmosphere:**
|
||||
|
||||
- Visual design (lighting, shadows, color palette)
|
||||
- Audio design (soundscape, silence, music cues)
|
||||
- Environmental storytelling
|
||||
- Pacing of tension and release
|
||||
- Jump scares vs. psychological horror
|
||||
- Safe zones vs. danger zones
|
||||
|
||||
### Fear Mechanics
|
||||
|
||||
{{fear_mechanics}}
|
||||
|
||||
**Core horror systems:**
|
||||
|
||||
- Visibility/darkness mechanics
|
||||
- Limited resources (ammo, health, light)
|
||||
- Vulnerability (combat avoidance, hiding)
|
||||
- Sanity/fear meter (if applicable)
|
||||
- Pursuer/stalker mechanics
|
||||
- Detection systems (line of sight, sound)
|
||||
|
||||
### Enemy/Threat Design
|
||||
|
||||
{{enemy_threat}}
|
||||
|
||||
**Threat systems:**
|
||||
|
||||
- Enemy types (stalker, environmental, psychological)
|
||||
- Enemy behavior (patrol, hunt, ambush)
|
||||
- Telegraphing and tells
|
||||
- Invincible vs. killable enemies
|
||||
- Boss encounters
|
||||
- Encounter frequency and pacing
|
||||
|
||||
### Resource Scarcity
|
||||
|
||||
{{resource_scarcity}}
|
||||
|
||||
**Limited resources:**
|
||||
|
||||
- Ammo/weapon durability
|
||||
- Health items
|
||||
- Light sources (batteries, fuel)
|
||||
- Save points (if limited)
|
||||
- Inventory constraints
|
||||
- Risk vs. reward of exploration
|
||||
|
||||
### Safe Zones and Respite
|
||||
|
||||
{{safe_zones}}
|
||||
|
||||
**Tension management:**
|
||||
|
||||
- Safe room design
|
||||
- Save point placement
|
||||
- Temporary refuge mechanics
|
||||
- Calm before storm pacing
|
||||
- Item management areas
|
||||
|
||||
### Puzzle Integration
|
||||
|
||||
{{puzzles}}
|
||||
|
||||
**Environmental puzzles:**
|
||||
|
||||
- Puzzle types (locks, codes, environmental)
|
||||
- Difficulty balance (accessibility vs. challenge)
|
||||
- Hint systems
|
||||
- Puzzle-tension balance
|
||||
- Narrative purpose of puzzles
|
||||
@@ -1,78 +0,0 @@
|
||||
## Idle/Incremental Game Specific Elements
|
||||
|
||||
### Core Click/Interaction
|
||||
|
||||
{{core_interaction}}
|
||||
|
||||
**Primary mechanic:**
|
||||
|
||||
- Click action (what happens on click)
|
||||
- Click value progression
|
||||
- Auto-click mechanics
|
||||
- Combo/streak systems (if applicable)
|
||||
- Satisfaction and feedback (visual, audio)
|
||||
|
||||
### Upgrade Trees
|
||||
|
||||
{{upgrade_trees}}
|
||||
|
||||
**Upgrade systems:**
|
||||
|
||||
- Upgrade categories (click power, auto-generation, multipliers)
|
||||
- Upgrade costs and scaling
|
||||
- Unlock conditions
|
||||
- Synergies between upgrades
|
||||
- Upgrade branches and choices
|
||||
- Meta-upgrades (affect future runs)
|
||||
|
||||
### Automation Systems
|
||||
|
||||
{{automation}}
|
||||
|
||||
**Passive mechanics:**
|
||||
|
||||
- Auto-clicker unlocks
|
||||
- Manager/worker systems
|
||||
- Multiplier stacking
|
||||
- Offline progression
|
||||
- Automation tiers
|
||||
- Balance between active and idle play
|
||||
|
||||
### Prestige and Reset Mechanics
|
||||
|
||||
{{prestige_reset}}
|
||||
|
||||
**Long-term progression:**
|
||||
|
||||
- Prestige conditions (when to reset)
|
||||
- Persistent bonuses after reset
|
||||
- Prestige currency
|
||||
- Multiple prestige layers (if applicable)
|
||||
- Scaling between runs
|
||||
- Endgame infinite scaling
|
||||
|
||||
### Number Balancing
|
||||
|
||||
{{number_balancing}}
|
||||
|
||||
**Economy design:**
|
||||
|
||||
- Exponential growth curves
|
||||
- Notation systems (K, M, B, T or scientific)
|
||||
- Soft caps and plateaus
|
||||
- Time gates
|
||||
- Pacing of progression
|
||||
- Wall breaking mechanics
|
||||
|
||||
### Meta-Progression
|
||||
|
||||
{{meta_progression}}
|
||||
|
||||
**Long-term engagement:**
|
||||
|
||||
- Achievement system
|
||||
- Collectibles
|
||||
- Alternate game modes
|
||||
- Seasonal content
|
||||
- Challenge runs
|
||||
- Endgame goals
|
||||
@@ -1,87 +0,0 @@
|
||||
## Metroidvania Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-moderate**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- World lore and environmental storytelling
|
||||
- Character encounters and NPC arcs
|
||||
- Backstory reveals through exploration
|
||||
- Optional narrative depth
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Interconnected World Map
|
||||
|
||||
{{world_map}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- World structure (regions, zones, biomes)
|
||||
- Interconnection points (shortcuts, elevators, warps)
|
||||
- Verticality and layering
|
||||
- Secret areas
|
||||
- Map reveal mechanics
|
||||
- Fast travel system (if applicable)
|
||||
|
||||
### Ability-Gating System
|
||||
|
||||
{{ability_gating}}
|
||||
|
||||
**Progression gates:**
|
||||
|
||||
- Core abilities (double jump, dash, wall climb, swim, etc.)
|
||||
- Ability locations and pacing
|
||||
- Soft gates vs. hard gates
|
||||
- Optional abilities
|
||||
- Sequence breaking considerations
|
||||
- Ability synergies
|
||||
|
||||
### Backtracking Design
|
||||
|
||||
{{backtracking}}
|
||||
|
||||
**Return mechanics:**
|
||||
|
||||
- Obvious backtrack opportunities
|
||||
- Hidden backtrack rewards
|
||||
- Fast travel to reduce tedium
|
||||
- Enemy respawn considerations
|
||||
- Changed world state (if applicable)
|
||||
- Completionist incentives
|
||||
|
||||
### Exploration Rewards
|
||||
|
||||
{{exploration_rewards}}
|
||||
|
||||
**Discovery incentives:**
|
||||
|
||||
- Health/energy upgrades
|
||||
- Ability upgrades
|
||||
- Collectibles (lore, cosmetics)
|
||||
- Secret bosses
|
||||
- Optional areas
|
||||
- Completion percentage tracking
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Attack types (melee, ranged, magic)
|
||||
- Boss fight design
|
||||
- Enemy variety and placement
|
||||
- Combat progression
|
||||
- Defensive options
|
||||
- Difficulty balance
|
||||
|
||||
### Sequence Breaking
|
||||
|
||||
{{sequence_breaking}}
|
||||
|
||||
**Advanced play:**
|
||||
|
||||
- Intended vs. unintended skips
|
||||
- Speedrun considerations
|
||||
- Difficulty of sequence breaks
|
||||
- Reward for sequence breaking
|
||||
- Developer stance on breaks
|
||||
- Game completion without all abilities
|
||||
@@ -1,74 +0,0 @@
|
||||
## MOBA Specific Elements
|
||||
|
||||
### Hero/Champion Roster
|
||||
|
||||
{{hero_roster}}
|
||||
|
||||
**Character design:**
|
||||
|
||||
- Hero count (initial roster, planned additions)
|
||||
- Hero roles (tank, support, carry, assassin, mage, etc.)
|
||||
- Unique abilities per hero (Q, W, E, R + passive)
|
||||
- Hero complexity tiers (beginner-friendly vs. advanced)
|
||||
- Visual and thematic diversity
|
||||
- Counter-pick dynamics
|
||||
|
||||
### Lane Structure and Map
|
||||
|
||||
{{lane_map}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- Lane configuration (3-lane, 2-lane, custom)
|
||||
- Jungle/neutral areas
|
||||
- Objective locations (towers, inhibitors, nexus/ancient)
|
||||
- Spawn points and fountains
|
||||
- Vision mechanics (wards, fog of war)
|
||||
|
||||
### Item and Build System
|
||||
|
||||
{{item_build}}
|
||||
|
||||
**Itemization:**
|
||||
|
||||
- Item categories (offensive, defensive, utility, consumables)
|
||||
- Gold economy
|
||||
- Build paths and item trees
|
||||
- Situational itemization
|
||||
- Starting items vs. late-game items
|
||||
|
||||
### Team Composition and Roles
|
||||
|
||||
{{team_composition}}
|
||||
|
||||
**Team strategy:**
|
||||
|
||||
- Role requirements (1-3-1, 2-1-2, etc.)
|
||||
- Team synergies
|
||||
- Draft/ban phase (if applicable)
|
||||
- Meta considerations
|
||||
- Flexible vs. rigid compositions
|
||||
|
||||
### Match Phases
|
||||
|
||||
{{match_phases}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Early game (laning phase)
|
||||
- Mid game (roaming, objectives)
|
||||
- Late game (team fights, sieging)
|
||||
- Phase transition mechanics
|
||||
- Comeback mechanics
|
||||
|
||||
### Objectives and Win Conditions
|
||||
|
||||
{{objectives_victory}}
|
||||
|
||||
**Strategic objectives:**
|
||||
|
||||
- Primary objective (destroy base/nexus/ancient)
|
||||
- Secondary objectives (towers, dragons, baron, roshan, etc.)
|
||||
- Neutral camps
|
||||
- Vision control objectives
|
||||
- Time limits and sudden death (if applicable)
|
||||
@@ -1,79 +0,0 @@
|
||||
## Party Game Specific Elements
|
||||
|
||||
### Minigame Variety
|
||||
|
||||
{{minigame_variety}}
|
||||
|
||||
**Minigame design:**
|
||||
|
||||
- Minigame count (launch + DLC)
|
||||
- Genre variety (racing, puzzle, reflex, trivia, etc.)
|
||||
- Minigame length (15-60 seconds typical)
|
||||
- Skill vs. luck balance
|
||||
- Team vs. FFA minigames
|
||||
- Accessibility across skill levels
|
||||
|
||||
### Turn Structure
|
||||
|
||||
{{turn_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Board game structure (if applicable)
|
||||
- Turn order (fixed, random, earned)
|
||||
- Turn actions (roll dice, move, minigame, etc.)
|
||||
- Event spaces
|
||||
- Special mechanics (warp, steal, bonus)
|
||||
- Match length (rounds, turns, time)
|
||||
|
||||
### Player Elimination vs. Points
|
||||
|
||||
{{scoring_elimination}}
|
||||
|
||||
**Competition design:**
|
||||
|
||||
- Points-based (everyone plays to the end)
|
||||
- Elimination (last player standing)
|
||||
- Hybrid systems
|
||||
- Comeback mechanics
|
||||
- Handicap systems
|
||||
- Victory conditions
|
||||
|
||||
### Local Multiplayer UX
|
||||
|
||||
{{local_multiplayer}}
|
||||
|
||||
**Couch co-op design:**
|
||||
|
||||
- Controller sharing vs. individual controllers
|
||||
- Screen layout (split-screen, shared screen)
|
||||
- Turn clarity (whose turn indicators)
|
||||
- Spectator experience (watching others play)
|
||||
- Player join/drop mechanics
|
||||
- Tutorial integration for new players
|
||||
|
||||
### Accessibility and Skill Range
|
||||
|
||||
{{accessibility}}
|
||||
|
||||
**Inclusive design:**
|
||||
|
||||
- Skill floor (easy to understand)
|
||||
- Skill ceiling (depth for experienced players)
|
||||
- Luck elements to balance skill gaps
|
||||
- Assist modes or handicaps
|
||||
- Child-friendly content
|
||||
- Colorblind modes and accessibility
|
||||
|
||||
### Session Length
|
||||
|
||||
{{session_length}}
|
||||
|
||||
**Time management:**
|
||||
|
||||
- Quick play (5-10 minutes)
|
||||
- Standard match (15-30 minutes)
|
||||
- Extended match (30+ minutes)
|
||||
- Drop-in/drop-out support
|
||||
- Pause and resume
|
||||
- Party management (hosting, invites)
|
||||
@@ -1,58 +0,0 @@
|
||||
## Puzzle Game Specific Elements
|
||||
|
||||
### Core Puzzle Mechanics
|
||||
|
||||
{{puzzle_mechanics}}
|
||||
|
||||
**Puzzle elements:**
|
||||
|
||||
- Primary puzzle mechanic(s)
|
||||
- Supporting mechanics
|
||||
- Mechanic interactions
|
||||
- Constraint systems
|
||||
|
||||
### Puzzle Progression
|
||||
|
||||
{{puzzle_progression}}
|
||||
|
||||
**Difficulty progression:**
|
||||
|
||||
- Tutorial/introduction puzzles
|
||||
- Core concept puzzles
|
||||
- Combined mechanic puzzles
|
||||
- Expert/bonus puzzles
|
||||
- Pacing and difficulty curve
|
||||
|
||||
### Level Structure
|
||||
|
||||
{{level_structure}}
|
||||
|
||||
**Level organization:**
|
||||
|
||||
- Number of levels/puzzles
|
||||
- World/chapter grouping
|
||||
- Unlock progression
|
||||
- Optional/bonus content
|
||||
|
||||
### Player Assistance
|
||||
|
||||
{{player_assistance}}
|
||||
|
||||
**Help systems:**
|
||||
|
||||
- Hint system
|
||||
- Undo/reset mechanics
|
||||
- Skip puzzle options
|
||||
- Tutorial integration
|
||||
|
||||
### Replayability
|
||||
|
||||
{{replayability}}
|
||||
|
||||
**Replay elements:**
|
||||
|
||||
- Par time/move goals
|
||||
- Perfect solution challenges
|
||||
- Procedural generation (if applicable)
|
||||
- Daily/weekly puzzles
|
||||
- Challenge modes
|
||||
@@ -1,88 +0,0 @@
|
||||
## Racing Game Specific Elements
|
||||
|
||||
### Vehicle Handling and Physics
|
||||
|
||||
{{vehicle_physics}}
|
||||
|
||||
**Handling systems:**
|
||||
|
||||
- Physics model (arcade vs. simulation vs. hybrid)
|
||||
- Vehicle stats (speed, acceleration, handling, braking, weight)
|
||||
- Drift mechanics
|
||||
- Collision physics
|
||||
- Vehicle damage system (if applicable)
|
||||
|
||||
### Vehicle Roster
|
||||
|
||||
{{vehicle_roster}}
|
||||
|
||||
**Vehicle design:**
|
||||
|
||||
- Vehicle types (cars, bikes, boats, etc.)
|
||||
- Vehicle classes (lightweight, balanced, heavyweight)
|
||||
- Unlock progression
|
||||
- Customization options (visual, performance)
|
||||
- Balance considerations
|
||||
|
||||
### Track Design
|
||||
|
||||
{{track_design}}
|
||||
|
||||
**Course design:**
|
||||
|
||||
- Track variety (circuits, point-to-point, open world)
|
||||
- Track length and lap counts
|
||||
- Hazards and obstacles
|
||||
- Shortcuts and alternate paths
|
||||
- Track-specific mechanics
|
||||
- Environmental themes
|
||||
|
||||
### Race Mechanics
|
||||
|
||||
{{race_mechanics}}
|
||||
|
||||
**Core racing:**
|
||||
|
||||
- Starting mechanics (countdown, reaction time)
|
||||
- Checkpoint system
|
||||
- Lap tracking and position
|
||||
- Slipstreaming/drafting
|
||||
- Pit stops (if applicable)
|
||||
- Weather and time-of-day effects
|
||||
|
||||
### Powerups and Boost
|
||||
|
||||
{{powerups_boost}}
|
||||
|
||||
**Enhancement systems (if arcade-style):**
|
||||
|
||||
- Powerup types (offensive, defensive, utility)
|
||||
- Boost mechanics (drift boost, nitro, slipstream)
|
||||
- Item balance
|
||||
- Counterplay mechanics
|
||||
- Powerup placement on track
|
||||
|
||||
### Game Modes
|
||||
|
||||
{{game_modes}}
|
||||
|
||||
**Mode variety:**
|
||||
|
||||
- Standard race
|
||||
- Time trial
|
||||
- Elimination/knockout
|
||||
- Battle/arena modes
|
||||
- Career/campaign mode
|
||||
- Online multiplayer modes
|
||||
|
||||
### Progression and Unlocks
|
||||
|
||||
{{progression}}
|
||||
|
||||
**Player advancement:**
|
||||
|
||||
- Career structure
|
||||
- Unlockable vehicles and tracks
|
||||
- Currency/rewards system
|
||||
- Achievements and challenges
|
||||
- Skill-based unlocks vs. time-based
|
||||
@@ -1,79 +0,0 @@
|
||||
## Rhythm Game Specific Elements
|
||||
|
||||
### Music Synchronization
|
||||
|
||||
{{music_sync}}
|
||||
|
||||
**Core mechanics:**
|
||||
|
||||
- Beat/rhythm detection
|
||||
- Note types (tap, hold, slide, etc.)
|
||||
- Synchronization accuracy
|
||||
- Audio-visual feedback
|
||||
- Lane systems (4-key, 6-key, circular, etc.)
|
||||
- Offset calibration
|
||||
|
||||
### Note Charts and Patterns
|
||||
|
||||
{{note_charts}}
|
||||
|
||||
**Chart design:**
|
||||
|
||||
- Charting philosophy (fun, challenge, accuracy to song)
|
||||
- Pattern vocabulary (streams, jumps, chords, etc.)
|
||||
- Difficulty representation
|
||||
- Special patterns (gimmicks, memes)
|
||||
- Chart preview
|
||||
- Custom chart support (if applicable)
|
||||
|
||||
### Timing Windows
|
||||
|
||||
{{timing_windows}}
|
||||
|
||||
**Judgment system:**
|
||||
|
||||
- Judgment tiers (perfect, great, good, bad, miss)
|
||||
- Timing windows (frame-perfect vs. lenient)
|
||||
- Visual feedback for timing
|
||||
- Audio feedback
|
||||
- Combo system
|
||||
- Health/life system (if applicable)
|
||||
|
||||
### Scoring System
|
||||
|
||||
{{scoring}}
|
||||
|
||||
**Score design:**
|
||||
|
||||
- Base score calculation
|
||||
- Combo multipliers
|
||||
- Accuracy weighting
|
||||
- Max score calculation
|
||||
- Grade/rank system (S, A, B, C)
|
||||
- Leaderboards and competition
|
||||
|
||||
### Difficulty Tiers
|
||||
|
||||
{{difficulty_tiers}}
|
||||
|
||||
**Progression:**
|
||||
|
||||
- Difficulty levels (easy, normal, hard, expert, etc.)
|
||||
- Difficulty representation (stars, numbers)
|
||||
- Unlock conditions
|
||||
- Difficulty curve
|
||||
- Accessibility options
|
||||
- Expert+ content
|
||||
|
||||
### Song Selection
|
||||
|
||||
{{song_selection}}
|
||||
|
||||
**Music library:**
|
||||
|
||||
- Song count (launch + planned DLC)
|
||||
- Genre diversity
|
||||
- Licensing vs. original music
|
||||
- Song length targets
|
||||
- Song unlock progression
|
||||
- Favorites and playlists
|
||||
@@ -1,69 +0,0 @@
|
||||
## Roguelike Specific Elements
|
||||
|
||||
### Run Structure
|
||||
|
||||
{{run_structure}}
|
||||
|
||||
**Run design:**
|
||||
|
||||
- Run length (time, stages)
|
||||
- Starting conditions
|
||||
- Difficulty scaling per run
|
||||
- Victory conditions
|
||||
|
||||
### Procedural Generation
|
||||
|
||||
{{procedural_generation}}
|
||||
|
||||
**Generation systems:**
|
||||
|
||||
- Level generation algorithm
|
||||
- Enemy placement
|
||||
- Item/loot distribution
|
||||
- Biome/theme variation
|
||||
- Seed system (if deterministic)
|
||||
|
||||
### Permadeath and Progression
|
||||
|
||||
{{permadeath_progression}}
|
||||
|
||||
**Death mechanics:**
|
||||
|
||||
- Permadeath rules
|
||||
- What persists between runs
|
||||
- Meta-progression systems
|
||||
- Unlock conditions
|
||||
|
||||
### Item and Upgrade System
|
||||
|
||||
{{item_upgrade_system}}
|
||||
|
||||
**Item mechanics:**
|
||||
|
||||
- Item types (passive, active, consumable)
|
||||
- Rarity system
|
||||
- Item synergies
|
||||
- Build variety
|
||||
- Curse/risk mechanics
|
||||
|
||||
### Character Selection
|
||||
|
||||
{{character_selection}}
|
||||
|
||||
**Playable characters:**
|
||||
|
||||
- Starting characters
|
||||
- Unlockable characters
|
||||
- Character unique abilities
|
||||
- Character playstyle differences
|
||||
|
||||
### Difficulty Modifiers
|
||||
|
||||
{{difficulty_modifiers}}
|
||||
|
||||
**Challenge systems:**
|
||||
|
||||
- Difficulty tiers
|
||||
- Modifiers/curses
|
||||
- Challenge runs
|
||||
- Achievement conditions
|
||||
@@ -1,70 +0,0 @@
|
||||
## RPG Specific Elements
|
||||
|
||||
### Character System
|
||||
|
||||
{{character_system}}
|
||||
|
||||
**Character attributes:**
|
||||
|
||||
- Stats (Strength, Dexterity, Intelligence, etc.)
|
||||
- Classes/roles
|
||||
- Leveling system
|
||||
- Skill trees
|
||||
|
||||
### Inventory and Equipment
|
||||
|
||||
{{inventory_equipment}}
|
||||
|
||||
**Equipment system:**
|
||||
|
||||
- Item types (weapons, armor, accessories)
|
||||
- Rarity tiers
|
||||
- Item stats and modifiers
|
||||
- Inventory management
|
||||
|
||||
### Quest System
|
||||
|
||||
{{quest_system}}
|
||||
|
||||
**Quest structure:**
|
||||
|
||||
- Main story quests
|
||||
- Side quests
|
||||
- Quest tracking
|
||||
- Branching questlines
|
||||
- Quest rewards
|
||||
|
||||
### World and Exploration
|
||||
|
||||
{{world_exploration}}
|
||||
|
||||
**World design:**
|
||||
|
||||
- Map structure (open world, hub-based, linear)
|
||||
- Towns and safe zones
|
||||
- Dungeons and combat zones
|
||||
- Fast travel system
|
||||
- Points of interest
|
||||
|
||||
### NPC and Dialogue
|
||||
|
||||
{{npc_dialogue}}
|
||||
|
||||
**NPC interaction:**
|
||||
|
||||
- Dialogue trees
|
||||
- Relationship/reputation system
|
||||
- Companion system
|
||||
- Merchant NPCs
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Combat style (real-time, turn-based, tactical)
|
||||
- Ability system
|
||||
- Magic/skill system
|
||||
- Status effects
|
||||
- Party composition (if applicable)
|
||||
@@ -1,79 +0,0 @@
|
||||
## Sandbox Game Specific Elements
|
||||
|
||||
### Creation Tools
|
||||
|
||||
{{creation_tools}}
|
||||
|
||||
**Building mechanics:**
|
||||
|
||||
- Tool types (place, delete, modify, paint)
|
||||
- Object library (blocks, props, entities)
|
||||
- Precision controls (snap, free, grid)
|
||||
- Copy/paste and templates
|
||||
- Undo/redo system
|
||||
- Import/export functionality
|
||||
|
||||
### Physics and Building Systems
|
||||
|
||||
{{physics_building}}
|
||||
|
||||
**System simulation:**
|
||||
|
||||
- Physics engine (rigid body, soft body, fluids)
|
||||
- Structural integrity (if applicable)
|
||||
- Destruction mechanics
|
||||
- Material properties
|
||||
- Constraint systems (joints, hinges, motors)
|
||||
- Interactive simulations
|
||||
|
||||
### Sharing and Community
|
||||
|
||||
{{sharing_community}}
|
||||
|
||||
**Social features:**
|
||||
|
||||
- Creation sharing (workshop, gallery)
|
||||
- Discoverability (search, trending, featured)
|
||||
- Rating and feedback systems
|
||||
- Collaboration tools
|
||||
- Modding support
|
||||
- User-generated content moderation
|
||||
|
||||
### Constraints and Rules
|
||||
|
||||
{{constraints_rules}}
|
||||
|
||||
**Game design:**
|
||||
|
||||
- Creative mode (unlimited resources, no objectives)
|
||||
- Challenge mode (limited resources, objectives)
|
||||
- Budget/point systems (if competitive)
|
||||
- Build limits (size, complexity)
|
||||
- Rulesets and game modes
|
||||
- Victory conditions (if applicable)
|
||||
|
||||
### Tools and Editing
|
||||
|
||||
{{tools_editing}}
|
||||
|
||||
**Advanced features:**
|
||||
|
||||
- Logic gates/scripting (if applicable)
|
||||
- Animation tools
|
||||
- Terrain editing
|
||||
- Weather/environment controls
|
||||
- Lighting and effects
|
||||
- Testing/preview modes
|
||||
|
||||
### Emergent Gameplay
|
||||
|
||||
{{emergent_gameplay}}
|
||||
|
||||
**Player creativity:**
|
||||
|
||||
- Unintended creations (embracing exploits)
|
||||
- Community-defined challenges
|
||||
- Speedrunning player creations
|
||||
- Cross-creation interaction
|
||||
- Viral moments and showcases
|
||||
- Evolution of the meta
|
||||
@@ -1,62 +0,0 @@
|
||||
## Shooter Specific Elements
|
||||
|
||||
### Weapon Systems
|
||||
|
||||
{{weapon_systems}}
|
||||
|
||||
**Weapon design:**
|
||||
|
||||
- Weapon types (pistol, rifle, shotgun, sniper, explosive, etc.)
|
||||
- Weapon stats (damage, fire rate, accuracy, reload time, ammo capacity)
|
||||
- Weapon progression (starting weapons, unlocks, upgrades)
|
||||
- Weapon feel (recoil patterns, sound design, impact feedback)
|
||||
- Balance considerations (risk/reward, situational use)
|
||||
|
||||
### Aiming and Combat Mechanics
|
||||
|
||||
{{aiming_combat}}
|
||||
|
||||
**Combat systems:**
|
||||
|
||||
- Aiming system (first-person, third-person, twin-stick, lock-on)
|
||||
- Hit detection (hitscan vs. projectile)
|
||||
- Accuracy mechanics (spread, recoil, movement penalties)
|
||||
- Critical hits / weak points
|
||||
- Melee integration (if applicable)
|
||||
|
||||
### Enemy Design and AI
|
||||
|
||||
{{enemy_ai}}
|
||||
|
||||
**Enemy systems:**
|
||||
|
||||
- Enemy types (fodder, elite, tank, ranged, melee, boss)
|
||||
- AI behavior patterns (aggressive, defensive, flanking, cover use)
|
||||
- Spawn systems (waves, triggers, procedural)
|
||||
- Difficulty scaling (health, damage, AI sophistication)
|
||||
- Enemy tells and telegraphing
|
||||
|
||||
### Arena and Level Design
|
||||
|
||||
{{arena_level_design}}
|
||||
|
||||
**Level structure:**
|
||||
|
||||
- Arena flow (choke points, open spaces, verticality)
|
||||
- Cover system design (destructible, dynamic, static)
|
||||
- Spawn points and safe zones
|
||||
- Power-up placement
|
||||
- Environmental hazards
|
||||
- Sightlines and engagement distances
|
||||
|
||||
### Multiplayer Considerations
|
||||
|
||||
{{multiplayer}}
|
||||
|
||||
**Multiplayer systems (if applicable):**
|
||||
|
||||
- Game modes (deathmatch, team deathmatch, objective-based, etc.)
|
||||
- Map design for PvP
|
||||
- Loadout systems
|
||||
- Matchmaking and ranking
|
||||
- Balance considerations (skill ceiling, counter-play)
|
||||
@@ -1,73 +0,0 @@
|
||||
## Simulation Specific Elements
|
||||
|
||||
### Core Simulation Systems
|
||||
|
||||
{{simulation_systems}}
|
||||
|
||||
**What's being simulated:**
|
||||
|
||||
- Primary simulation focus (city, farm, business, ecosystem, etc.)
|
||||
- Simulation depth (abstract vs. realistic)
|
||||
- System interconnections
|
||||
- Emergent behaviors
|
||||
- Simulation tickrate and performance
|
||||
|
||||
### Management Mechanics
|
||||
|
||||
{{management_mechanics}}
|
||||
|
||||
**Management systems:**
|
||||
|
||||
- Resource management (budget, materials, time)
|
||||
- Decision-making mechanics
|
||||
- Automation vs. manual control
|
||||
- Delegation systems (if applicable)
|
||||
- Efficiency optimization
|
||||
|
||||
### Building and Construction
|
||||
|
||||
{{building_construction}}
|
||||
|
||||
**Construction systems:**
|
||||
|
||||
- Placeable objects/structures
|
||||
- Grid system (free placement, snap-to-grid, tiles)
|
||||
- Building prerequisites and unlocks
|
||||
- Upgrade/demolition mechanics
|
||||
- Space constraints and planning
|
||||
|
||||
### Economic and Resource Loops
|
||||
|
||||
{{economic_loops}}
|
||||
|
||||
**Economic design:**
|
||||
|
||||
- Income sources
|
||||
- Expenses and maintenance
|
||||
- Supply chains (if applicable)
|
||||
- Market dynamics
|
||||
- Economic balance and pacing
|
||||
|
||||
### Progression and Unlocks
|
||||
|
||||
{{progression_unlocks}}
|
||||
|
||||
**Progression systems:**
|
||||
|
||||
- Unlock conditions (achievements, milestones, levels)
|
||||
- Tech/research tree
|
||||
- New mechanics/features over time
|
||||
- Difficulty scaling
|
||||
- Endgame content
|
||||
|
||||
### Sandbox vs. Scenario
|
||||
|
||||
{{sandbox_scenario}}
|
||||
|
||||
**Game modes:**
|
||||
|
||||
- Sandbox mode (unlimited resources, creative freedom)
|
||||
- Scenario/campaign mode (specific goals, constraints)
|
||||
- Challenge modes
|
||||
- Random/procedural scenarios
|
||||
- Custom scenario creation
|
||||
@@ -1,75 +0,0 @@
|
||||
## Sports Game Specific Elements
|
||||
|
||||
### Sport-Specific Rules
|
||||
|
||||
{{sport_rules}}
|
||||
|
||||
**Rule implementation:**
|
||||
|
||||
- Core sport rules (scoring, fouls, violations)
|
||||
- Match/game structure (quarters, periods, innings, etc.)
|
||||
- Referee/umpire system
|
||||
- Rule variations (if applicable)
|
||||
- Simulation vs. arcade rule adherence
|
||||
|
||||
### Team and Player Systems
|
||||
|
||||
{{team_player}}
|
||||
|
||||
**Roster design:**
|
||||
|
||||
- Player attributes (speed, strength, skill, etc.)
|
||||
- Position-specific stats
|
||||
- Team composition
|
||||
- Substitution mechanics
|
||||
- Stamina/fatigue system
|
||||
- Injury system (if applicable)
|
||||
|
||||
### Match Structure
|
||||
|
||||
{{match_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Pre-match setup (lineups, strategies)
|
||||
- In-match actions (plays, tactics, timeouts)
|
||||
- Half-time/intermission
|
||||
- Overtime/extra time rules
|
||||
- Post-match results and stats
|
||||
|
||||
### Physics and Realism
|
||||
|
||||
{{physics_realism}}
|
||||
|
||||
**Simulation balance:**
|
||||
|
||||
- Physics accuracy (ball/puck physics, player movement)
|
||||
- Realism vs. fun tradeoffs
|
||||
- Animation systems
|
||||
- Collision detection
|
||||
- Weather/field condition effects
|
||||
|
||||
### Career and Season Modes
|
||||
|
||||
{{career_season}}
|
||||
|
||||
**Long-term modes:**
|
||||
|
||||
- Career mode structure
|
||||
- Season/tournament progression
|
||||
- Transfer/draft systems
|
||||
- Team management
|
||||
- Contract negotiations
|
||||
- Sponsor/financial systems
|
||||
|
||||
### Multiplayer Modes
|
||||
|
||||
{{multiplayer}}
|
||||
|
||||
**Competitive play:**
|
||||
|
||||
- Local multiplayer (couch co-op)
|
||||
- Online multiplayer
|
||||
- Ranked/casual modes
|
||||
- Ultimate team/card collection (if applicable)
|
||||
- Co-op vs. AI
|
||||
@@ -1,71 +0,0 @@
|
||||
## Strategy Specific Elements
|
||||
|
||||
### Resource Systems
|
||||
|
||||
{{resource_systems}}
|
||||
|
||||
**Resource management:**
|
||||
|
||||
- Resource types (gold, food, energy, population, etc.)
|
||||
- Gathering mechanics (auto-generate, harvesting, capturing)
|
||||
- Resource spending (units, buildings, research, upgrades)
|
||||
- Economic balance (income vs. expenses)
|
||||
- Scarcity and strategic choices
|
||||
|
||||
### Unit Types and Stats
|
||||
|
||||
{{unit_types}}
|
||||
|
||||
**Unit design:**
|
||||
|
||||
- Unit roster (basic, advanced, specialized, hero units)
|
||||
- Unit stats (health, attack, defense, speed, range)
|
||||
- Unit abilities (active, passive, unique)
|
||||
- Counter systems (rock-paper-scissors dynamics)
|
||||
- Unit production (cost, build time, prerequisites)
|
||||
|
||||
### Technology and Progression
|
||||
|
||||
{{tech_progression}}
|
||||
|
||||
**Progression systems:**
|
||||
|
||||
- Tech tree structure (linear, branching, era-based)
|
||||
- Research mechanics (time, cost, prerequisites)
|
||||
- Upgrade paths (unit upgrades, building improvements)
|
||||
- Unlock conditions (progression gates, achievements)
|
||||
|
||||
### Map and Terrain
|
||||
|
||||
{{map_terrain}}
|
||||
|
||||
**Strategic space:**
|
||||
|
||||
- Map size and structure (small/medium/large, symmetric/asymmetric)
|
||||
- Terrain types (passable, impassable, elevated, water)
|
||||
- Terrain effects (movement, combat bonuses, vision)
|
||||
- Strategic points (resources, objectives, choke points)
|
||||
- Fog of war / vision system
|
||||
|
||||
### AI Opponent
|
||||
|
||||
{{ai_opponent}}
|
||||
|
||||
**AI design:**
|
||||
|
||||
- AI difficulty levels (easy, medium, hard, expert)
|
||||
- AI behavior patterns (aggressive, defensive, economic, adaptive)
|
||||
- AI cheating considerations (fair vs. challenge-focused)
|
||||
- AI personality types (if multiple opponents)
|
||||
|
||||
### Victory Conditions
|
||||
|
||||
{{victory_conditions}}
|
||||
|
||||
**Win/loss design:**
|
||||
|
||||
- Victory types (domination, economic, technological, diplomatic, etc.)
|
||||
- Time limits (if applicable)
|
||||
- Score systems (if applicable)
|
||||
- Defeat conditions
|
||||
- Early surrender / concession mechanics
|
||||
@@ -1,79 +0,0 @@
|
||||
## Survival Game Specific Elements
|
||||
|
||||
### Resource Gathering and Crafting
|
||||
|
||||
{{resource_crafting}}
|
||||
|
||||
**Resource systems:**
|
||||
|
||||
- Resource types (wood, stone, food, water, etc.)
|
||||
- Gathering methods (mining, foraging, hunting, looting)
|
||||
- Crafting recipes and trees
|
||||
- Tool/weapon crafting
|
||||
- Durability and repair
|
||||
- Storage and inventory management
|
||||
|
||||
### Survival Needs
|
||||
|
||||
{{survival_needs}}
|
||||
|
||||
**Player vitals:**
|
||||
|
||||
- Hunger/thirst systems
|
||||
- Health and healing
|
||||
- Temperature/exposure
|
||||
- Sleep/rest (if applicable)
|
||||
- Sanity/morale (if applicable)
|
||||
- Status effects (poison, disease, etc.)
|
||||
|
||||
### Environmental Threats
|
||||
|
||||
{{environmental_threats}}
|
||||
|
||||
**Danger systems:**
|
||||
|
||||
- Wildlife (predators, hostile creatures)
|
||||
- Environmental hazards (weather, terrain)
|
||||
- Day/night cycle threats
|
||||
- Seasonal changes (if applicable)
|
||||
- Natural disasters
|
||||
- Dynamic threat scaling
|
||||
|
||||
### Base Building
|
||||
|
||||
{{base_building}}
|
||||
|
||||
**Construction systems:**
|
||||
|
||||
- Building materials and recipes
|
||||
- Structure types (shelter, storage, defenses)
|
||||
- Base location and planning
|
||||
- Upgrade paths
|
||||
- Defensive structures
|
||||
- Automation (if applicable)
|
||||
|
||||
### Progression and Technology
|
||||
|
||||
{{progression_tech}}
|
||||
|
||||
**Advancement:**
|
||||
|
||||
- Tech tree or skill progression
|
||||
- Tool/weapon tiers
|
||||
- Unlock conditions
|
||||
- New biomes/areas access
|
||||
- Endgame objectives (if applicable)
|
||||
- Prestige/restart mechanics (if applicable)
|
||||
|
||||
### World Structure
|
||||
|
||||
{{world_structure}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- World size and boundaries
|
||||
- Biome diversity
|
||||
- Procedural vs. handcrafted
|
||||
- Points of interest
|
||||
- Risk/reward zones
|
||||
- Fast travel or navigation systems
|
||||
@@ -1,91 +0,0 @@
|
||||
## Text-Based Game Specific Elements
|
||||
|
||||
<narrative-workflow-critical>
|
||||
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
|
||||
- Complete story and all narrative paths
|
||||
- Room descriptions and atmosphere
|
||||
- Puzzle solutions and hints
|
||||
- Character dialogue
|
||||
- World lore and backstory
|
||||
- Parser vocabulary (if parser-based)
|
||||
</narrative-workflow-critical>
|
||||
|
||||
### Input System
|
||||
|
||||
{{input_system}}
|
||||
|
||||
**Core interface:**
|
||||
|
||||
- Parser-based (natural language commands)
|
||||
- Choice-based (numbered/lettered options)
|
||||
- Hybrid system
|
||||
- Command vocabulary depth
|
||||
- Synonyms and flexibility
|
||||
- Error messaging and hints
|
||||
|
||||
### Room/Location Structure
|
||||
|
||||
{{location_structure}}
|
||||
|
||||
**World design:**
|
||||
|
||||
- Room count and scope
|
||||
- Room descriptions (length, detail)
|
||||
- Connection types (doors, paths, obstacles)
|
||||
- Map structure (linear, branching, maze-like, open)
|
||||
- Landmarks and navigation aids
|
||||
- Fast travel or mapping system
|
||||
|
||||
### Item and Inventory System
|
||||
|
||||
{{item_inventory}}
|
||||
|
||||
**Object interaction:**
|
||||
|
||||
- Examinable objects
|
||||
- Takeable vs. scenery objects
|
||||
- Item use and combinations
|
||||
- Inventory management
|
||||
- Object descriptions
|
||||
- Hidden objects and clues
|
||||
|
||||
### Puzzle Design
|
||||
|
||||
{{puzzle_design}}
|
||||
|
||||
**Challenge structure:**
|
||||
|
||||
- Puzzle types (logic, inventory, knowledge, exploration)
|
||||
- Difficulty curve
|
||||
- Hint system (gradual reveals)
|
||||
- Red herrings vs. crucial clues
|
||||
- Puzzle integration with story
|
||||
- Non-linear puzzle solving
|
||||
|
||||
### Narrative and Writing
|
||||
|
||||
{{narrative_writing}}
|
||||
|
||||
**Story delivery:**
|
||||
|
||||
- Writing tone and style
|
||||
- Descriptive density
|
||||
- Character voice
|
||||
- Dialogue systems
|
||||
- Branching narrative (if applicable)
|
||||
- Multiple endings (if applicable)
|
||||
|
||||
**Note:** All narrative content must be written in the Narrative Design Document.
|
||||
|
||||
### Game Flow and Pacing
|
||||
|
||||
{{game_flow}}
|
||||
|
||||
**Structure:**
|
||||
|
||||
- Game length target
|
||||
- Acts or chapters
|
||||
- Save system
|
||||
- Undo/rewind mechanics
|
||||
- Walkthrough or hint accessibility
|
||||
- Replayability considerations
|
||||
@@ -1,79 +0,0 @@
|
||||
## Tower Defense Specific Elements
|
||||
|
||||
### Tower Types and Upgrades
|
||||
|
||||
{{tower_types}}
|
||||
|
||||
**Tower design:**
|
||||
|
||||
- Tower categories (damage, slow, splash, support, special)
|
||||
- Tower stats (damage, range, fire rate, cost)
|
||||
- Upgrade paths (linear, branching)
|
||||
- Tower synergies
|
||||
- Tier progression
|
||||
- Special abilities and targeting
|
||||
|
||||
### Enemy Wave Design
|
||||
|
||||
{{wave_design}}
|
||||
|
||||
**Enemy systems:**
|
||||
|
||||
- Enemy types (fast, tank, flying, immune, boss)
|
||||
- Wave composition
|
||||
- Wave difficulty scaling
|
||||
- Wave scheduling and pacing
|
||||
- Boss encounters
|
||||
- Endless mode scaling (if applicable)
|
||||
|
||||
### Path and Placement Strategy
|
||||
|
||||
{{path_placement}}
|
||||
|
||||
**Strategic space:**
|
||||
|
||||
- Path structure (fixed, custom, maze-building)
|
||||
- Placement restrictions (grid, free placement)
|
||||
- Terrain types (buildable, non-buildable, special)
|
||||
- Choke points and strategic locations
|
||||
- Multiple paths (if applicable)
|
||||
- Line of sight and range visualization
|
||||
|
||||
### Economy and Resources
|
||||
|
||||
{{economy}}
|
||||
|
||||
**Resource management:**
|
||||
|
||||
- Starting resources
|
||||
- Resource generation (per wave, per kill, passive)
|
||||
- Resource spending (towers, upgrades, abilities)
|
||||
- Selling/refund mechanics
|
||||
- Special currencies (if applicable)
|
||||
- Economic optimization strategies
|
||||
|
||||
### Abilities and Powers
|
||||
|
||||
{{abilities_powers}}
|
||||
|
||||
**Active mechanics:**
|
||||
|
||||
- Player-activated abilities (airstrikes, freezes, etc.)
|
||||
- Cooldown systems
|
||||
- Ability unlocks
|
||||
- Ability upgrade paths
|
||||
- Strategic timing
|
||||
- Resource cost vs. cooldown
|
||||
|
||||
### Difficulty and Replayability
|
||||
|
||||
{{difficulty_replay}}
|
||||
|
||||
**Challenge systems:**
|
||||
|
||||
- Difficulty levels
|
||||
- Mission objectives (perfect clear, no lives lost, etc.)
|
||||
- Star ratings
|
||||
- Challenge modifiers
|
||||
- Randomized elements
|
||||
- New Game+ or prestige modes
|
||||
@@ -1,88 +0,0 @@
|
||||
## Turn-Based Tactics Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-moderate to heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- Campaign story and mission briefings
|
||||
- Character backstories and development
|
||||
- Faction lore and motivations
|
||||
- Mission narratives
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Grid System and Movement
|
||||
|
||||
{{grid_movement}}
|
||||
|
||||
**Spatial design:**
|
||||
|
||||
- Grid type (square, hex, free-form)
|
||||
- Movement range calculation
|
||||
- Movement types (walk, fly, teleport)
|
||||
- Terrain movement costs
|
||||
- Zone of control
|
||||
- Pathfinding visualization
|
||||
|
||||
### Unit Types and Classes
|
||||
|
||||
{{unit_classes}}
|
||||
|
||||
**Unit design:**
|
||||
|
||||
- Class roster (warrior, archer, mage, healer, etc.)
|
||||
- Class abilities and specializations
|
||||
- Unit progression (leveling, promotions)
|
||||
- Unit customization
|
||||
- Unique units (heroes, named characters)
|
||||
- Class balance and counters
|
||||
|
||||
### Action Economy
|
||||
|
||||
{{action_economy}}
|
||||
|
||||
**Turn structure:**
|
||||
|
||||
- Action points system (fixed, variable, pooled)
|
||||
- Action types (move, attack, ability, item, wait)
|
||||
- Free actions vs. costing actions
|
||||
- Opportunity attacks
|
||||
- Turn order (initiative, simultaneous, alternating)
|
||||
- Time limits per turn (if applicable)
|
||||
|
||||
### Positioning and Tactics
|
||||
|
||||
{{positioning_tactics}}
|
||||
|
||||
**Strategic depth:**
|
||||
|
||||
- Flanking mechanics
|
||||
- High ground advantage
|
||||
- Cover system
|
||||
- Formation bonuses
|
||||
- Area denial
|
||||
- Chokepoint tactics
|
||||
- Line of sight and vision
|
||||
|
||||
### Terrain and Environmental Effects
|
||||
|
||||
{{terrain_effects}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- Terrain types (grass, water, lava, ice, etc.)
|
||||
- Terrain effects (defense bonus, movement penalty, damage)
|
||||
- Destructible terrain
|
||||
- Interactive objects
|
||||
- Weather effects
|
||||
- Elevation and verticality
|
||||
|
||||
### Campaign Structure
|
||||
|
||||
{{campaign}}
|
||||
|
||||
**Mission design:**
|
||||
|
||||
- Campaign length and pacing
|
||||
- Mission variety (defeat all, survive, escort, capture, etc.)
|
||||
- Optional objectives
|
||||
- Branching campaigns
|
||||
- Permadeath vs. casualty systems
|
||||
- Resource management between missions
|
||||
@@ -1,89 +0,0 @@
|
||||
## Visual Novel Specific Elements
|
||||
|
||||
<narrative-workflow-critical>
|
||||
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
|
||||
- Complete story structure and script
|
||||
- All character profiles and development arcs
|
||||
- Branching story flowcharts
|
||||
- Scene-by-scene breakdown
|
||||
- Dialogue drafts
|
||||
- Multiple route planning
|
||||
</narrative-workflow-critical>
|
||||
|
||||
### Branching Story Structure
|
||||
|
||||
{{branching_structure}}
|
||||
|
||||
**Narrative design:**
|
||||
|
||||
- Story route types (character routes, plot branches)
|
||||
- Branch points (choices, stats, flags)
|
||||
- Convergence points
|
||||
- Route length and pacing
|
||||
- True/golden ending requirements
|
||||
- Branch complexity (simple, moderate, complex)
|
||||
|
||||
### Choice Impact System
|
||||
|
||||
{{choice_impact}}
|
||||
|
||||
**Decision mechanics:**
|
||||
|
||||
- Choice types (immediate, delayed, hidden)
|
||||
- Choice visualization (explicit, subtle, invisible)
|
||||
- Point systems (affection, alignment, stats)
|
||||
- Flag tracking
|
||||
- Choice consequences
|
||||
- Meaningful vs. cosmetic choices
|
||||
|
||||
### Route Design
|
||||
|
||||
{{route_design}}
|
||||
|
||||
**Route structure:**
|
||||
|
||||
- Common route (shared beginning)
|
||||
- Individual routes (character-specific paths)
|
||||
- Route unlock conditions
|
||||
- Route length balance
|
||||
- Route independence vs. interconnection
|
||||
- Recommended play order
|
||||
|
||||
### Character Relationship Systems
|
||||
|
||||
{{relationship_systems}}
|
||||
|
||||
**Character mechanics:**
|
||||
|
||||
- Affection/friendship points
|
||||
- Relationship milestones
|
||||
- Character-specific scenes
|
||||
- Dialogue variations based on relationship
|
||||
- Multiple romance options (if applicable)
|
||||
- Platonic vs. romantic paths
|
||||
|
||||
### Save/Load and Flowchart
|
||||
|
||||
{{save_flowchart}}
|
||||
|
||||
**Player navigation:**
|
||||
|
||||
- Save point frequency
|
||||
- Quick save/load
|
||||
- Scene skip functionality
|
||||
- Flowchart/scene select (after completion)
|
||||
- Branch tracking visualization
|
||||
- Completion percentage
|
||||
|
||||
### Art Asset Requirements
|
||||
|
||||
{{art_assets}}
|
||||
|
||||
**Visual content:**
|
||||
|
||||
- Character sprites (poses, expressions)
|
||||
- Background art (locations, times of day)
|
||||
- CG artwork (key moments, endings)
|
||||
- UI elements
|
||||
- Special effects
|
||||
- Asset quantity estimates
|
||||
@@ -1,159 +0,0 @@
|
||||
# {{game_name}} - Game Design Document
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Game Type:** {{game_type}}
|
||||
**Target Platform(s):** {{platforms}}
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
### Core Concept
|
||||
|
||||
{{description}}
|
||||
|
||||
### Target Audience
|
||||
|
||||
{{target_audience}}
|
||||
|
||||
### Unique Selling Points (USPs)
|
||||
|
||||
{{unique_selling_points}}
|
||||
|
||||
---
|
||||
|
||||
## Goals and Context
|
||||
|
||||
### Project Goals
|
||||
|
||||
{{goals}}
|
||||
|
||||
### Background and Rationale
|
||||
|
||||
{{context}}
|
||||
|
||||
---
|
||||
|
||||
## Core Gameplay
|
||||
|
||||
### Game Pillars
|
||||
|
||||
{{game_pillars}}
|
||||
|
||||
### Core Gameplay Loop
|
||||
|
||||
{{gameplay_loop}}
|
||||
|
||||
### Win/Loss Conditions
|
||||
|
||||
{{win_loss_conditions}}
|
||||
|
||||
---
|
||||
|
||||
## Game Mechanics
|
||||
|
||||
### Primary Mechanics
|
||||
|
||||
{{primary_mechanics}}
|
||||
|
||||
### Controls and Input
|
||||
|
||||
{{controls}}
|
||||
|
||||
---
|
||||
|
||||
{{GAME_TYPE_SPECIFIC_SECTIONS}}
|
||||
|
||||
---
|
||||
|
||||
## Progression and Balance
|
||||
|
||||
### Player Progression
|
||||
|
||||
{{player_progression}}
|
||||
|
||||
### Difficulty Curve
|
||||
|
||||
{{difficulty_curve}}
|
||||
|
||||
### Economy and Resources
|
||||
|
||||
{{economy_resources}}
|
||||
|
||||
---
|
||||
|
||||
## Level Design Framework
|
||||
|
||||
### Level Types
|
||||
|
||||
{{level_types}}
|
||||
|
||||
### Level Progression
|
||||
|
||||
{{level_progression}}
|
||||
|
||||
---
|
||||
|
||||
## Art and Audio Direction
|
||||
|
||||
### Art Style
|
||||
|
||||
{{art_style}}
|
||||
|
||||
### Audio and Music
|
||||
|
||||
{{audio_music}}
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Performance Requirements
|
||||
|
||||
{{performance_requirements}}
|
||||
|
||||
### Platform-Specific Details
|
||||
|
||||
{{platform_details}}
|
||||
|
||||
### Asset Requirements
|
||||
|
||||
{{asset_requirements}}
|
||||
|
||||
---
|
||||
|
||||
## Development Epics
|
||||
|
||||
### Epic Structure
|
||||
|
||||
{{epics}}
|
||||
|
||||
---
|
||||
|
||||
## Success Metrics
|
||||
|
||||
### Technical Metrics
|
||||
|
||||
{{technical_metrics}}
|
||||
|
||||
### Gameplay Metrics
|
||||
|
||||
{{gameplay_metrics}}
|
||||
|
||||
---
|
||||
|
||||
## Out of Scope
|
||||
|
||||
{{out_of_scope}}
|
||||
|
||||
---
|
||||
|
||||
## Assumptions and Dependencies
|
||||
|
||||
{{assumptions_and_dependencies}}
|
||||
|
||||
---
|
||||
|
||||
## Change Log
|
||||
|
||||
{{change_log}}
|
||||
@@ -1,480 +0,0 @@
|
||||
# GDD Workflow - Game Projects (All Levels)
|
||||
|
||||
<workflow>
|
||||
|
||||
<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 the GDD instruction set for GAME projects - replaces PRD with Game Design Document</critical>
|
||||
<critical>Project analysis already completed - proceeding with game-specific design</critical>
|
||||
<critical>Uses gdd_template for GDD output, game_types.csv for type-specific sections</critical>
|
||||
<critical>Routes to 3-solutioning for architecture (platform-specific decisions handled there)</critical>
|
||||
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
|
||||
|
||||
<step n="1" goal="Load context and determine game type">
|
||||
|
||||
<action>Load project-workflow-analysis.md</action>
|
||||
<action>Confirm project_type == "game"</action>
|
||||
|
||||
<check>If continuation_mode == true:</check>
|
||||
<action>Load existing GDD.md and check completion status</action>
|
||||
<ask>Found existing work. Would you like to:
|
||||
|
||||
1. Review what's done and continue
|
||||
2. Modify existing sections
|
||||
3. Start fresh
|
||||
</ask>
|
||||
<action>If continuing, skip to first incomplete section</action>
|
||||
|
||||
<check>If new or starting fresh:</check>
|
||||
Check `output_folder` for existing game docs.
|
||||
|
||||
<action>Check for existing game-brief in output_folder</action>
|
||||
|
||||
<check>If game-brief exists:</check>
|
||||
<ask>Found existing game brief! Would you like to:
|
||||
|
||||
1. Use it as input (recommended - I'll extract key info)
|
||||
2. Ignore it and start fresh
|
||||
|
||||
Your choice:</ask>
|
||||
|
||||
<check>If using game-brief:</check>
|
||||
<action>Load and analyze game-brief document</action>
|
||||
<action>Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics</action>
|
||||
<action>Pre-fill relevant GDD sections with game-brief content</action>
|
||||
<action>Note which sections were pre-filled from brief</action>
|
||||
|
||||
<ask>What type of game are you designing?
|
||||
|
||||
**Common Game Types:**
|
||||
|
||||
1. Action Platformer (e.g., Celeste, Hollow Knight)
|
||||
2. RPG (e.g., Stardew Valley, Undertale)
|
||||
3. Puzzle (e.g., Portal, The Witness)
|
||||
4. Roguelike (e.g., Hades, Dead Cells)
|
||||
5. Shooter (e.g., DOOM, Enter the Gungeon)
|
||||
6. Strategy (e.g., Into the Breach, Slay the Spire)
|
||||
7. Adventure (e.g., Firewatch, What Remains of Edith Finch)
|
||||
8. Simulation (e.g., Factorio, Rimworld)
|
||||
9. Other (I'll ask follow-up questions)
|
||||
|
||||
Select a number or describe your game type:</ask>
|
||||
|
||||
<action>Map selection to game_types.csv id</action>
|
||||
<action>Load corresponding fragment file from game-types/ folder</action>
|
||||
<action>Store game_type for later injection</action>
|
||||
|
||||
<action>Load gdd_template from workflow.yaml</action>
|
||||
|
||||
Get core game concept and vision.
|
||||
|
||||
<template-output>description</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define platforms and target audience">
|
||||
|
||||
<ask>What platform(s) are you targeting?
|
||||
|
||||
- Desktop (Windows/Mac/Linux)
|
||||
- Mobile (iOS/Android)
|
||||
- Web (Browser-based)
|
||||
- Console (which consoles?)
|
||||
- Multiple platforms
|
||||
|
||||
Your answer:</ask>
|
||||
|
||||
<template-output>platforms</template-output>
|
||||
|
||||
<ask>Who is your target audience?
|
||||
|
||||
Consider:
|
||||
|
||||
- Age range
|
||||
- Gaming experience level (casual, core, hardcore)
|
||||
- Genre familiarity
|
||||
- Play session length preferences
|
||||
|
||||
Your answer:</ask>
|
||||
|
||||
<template-output>target_audience</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Define goals and context">
|
||||
|
||||
**Goal Guidelines based on project level:**
|
||||
|
||||
- Level 0-1: 1-2 primary goals
|
||||
- Level 2: 2-3 primary goals
|
||||
- Level 3-4: 3-5 strategic goals
|
||||
|
||||
<template-output>goals</template-output>
|
||||
|
||||
Brief context on why this game matters now.
|
||||
|
||||
<template-output>context</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Core gameplay definition">
|
||||
|
||||
<critical>These are game-defining decisions</critical>
|
||||
|
||||
<ask>What are the core game pillars (2-4 fundamental gameplay elements)?
|
||||
|
||||
Examples:
|
||||
|
||||
- Tight controls + challenging combat + rewarding exploration
|
||||
- Strategic depth + replayability + quick sessions
|
||||
- Narrative + atmosphere + player agency
|
||||
|
||||
Your game pillars:</ask>
|
||||
|
||||
<template-output>game_pillars</template-output>
|
||||
|
||||
<ask>Describe the core gameplay loop (what the player does repeatedly):
|
||||
|
||||
Example: "Player explores level → encounters enemies → defeats enemies with abilities → collects resources → upgrades abilities → explores deeper"
|
||||
|
||||
Your gameplay loop:</ask>
|
||||
|
||||
<template-output>gameplay_loop</template-output>
|
||||
|
||||
<ask>How does the player win? How do they lose?</ask>
|
||||
|
||||
<template-output>win_loss_conditions</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Game mechanics and controls">
|
||||
|
||||
Define the primary game mechanics.
|
||||
|
||||
<template-output>primary_mechanics</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
<ask>Describe the control scheme and input method:
|
||||
|
||||
- Keyboard + Mouse
|
||||
- Gamepad
|
||||
- Touch screen
|
||||
- Other
|
||||
|
||||
Include key bindings or button layouts if known.</ask>
|
||||
|
||||
<template-output>controls</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Inject game-type-specific sections">
|
||||
|
||||
<action>Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md</action>
|
||||
|
||||
<critical>Process each section in the fragment template</critical>
|
||||
|
||||
For each {{placeholder}} in the fragment, elicit and capture that information.
|
||||
|
||||
<template-output file="GDD.md">GAME_TYPE_SPECIFIC_SECTIONS</template-output>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Progression and balance">
|
||||
|
||||
<ask>How does player progression work?
|
||||
|
||||
- Skill-based (player gets better)
|
||||
- Power-based (character gets stronger)
|
||||
- Unlock-based (new abilities/areas)
|
||||
- Narrative-based (story progression)
|
||||
- Combination
|
||||
|
||||
Describe:</ask>
|
||||
|
||||
<template-output>player_progression</template-output>
|
||||
|
||||
<ask>Describe the difficulty curve:
|
||||
|
||||
- How does difficulty increase?
|
||||
- Pacing (steady, spikes, player-controlled?)
|
||||
- Accessibility options?</ask>
|
||||
|
||||
<template-output>difficulty_curve</template-output>
|
||||
|
||||
<ask optional="true">Is there an in-game economy or resource system?
|
||||
|
||||
Skip if not applicable.</ask>
|
||||
|
||||
<template-output>economy_resources</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Level design framework">
|
||||
|
||||
<ask>What types of levels/stages does your game have?
|
||||
|
||||
Examples:
|
||||
|
||||
- Tutorial, early levels, mid-game, late-game, boss arenas
|
||||
- Biomes/themes
|
||||
- Procedural vs. handcrafted
|
||||
|
||||
Describe:</ask>
|
||||
|
||||
<template-output>level_types</template-output>
|
||||
|
||||
<ask>How do levels progress or unlock?
|
||||
|
||||
- Linear sequence
|
||||
- Hub-based
|
||||
- Open world
|
||||
- Player choice
|
||||
|
||||
Describe:</ask>
|
||||
|
||||
<template-output>level_progression</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Art and audio direction">
|
||||
|
||||
<ask>Describe the art style:
|
||||
|
||||
- Visual aesthetic (pixel art, low-poly, realistic, stylized, etc.)
|
||||
- Color palette
|
||||
- Inspirations or references
|
||||
|
||||
Your vision:</ask>
|
||||
|
||||
<template-output>art_style</template-output>
|
||||
|
||||
<ask>Describe audio and music direction:
|
||||
|
||||
- Music style/genre
|
||||
- Sound effect tone
|
||||
- Audio importance to gameplay
|
||||
|
||||
Your vision:</ask>
|
||||
|
||||
<template-output>audio_music</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Technical specifications">
|
||||
|
||||
<ask>What are the performance requirements?
|
||||
|
||||
Consider:
|
||||
|
||||
- Target frame rate
|
||||
- Resolution
|
||||
- Load times
|
||||
- Battery life (mobile)
|
||||
|
||||
Requirements:</ask>
|
||||
|
||||
<template-output>performance_requirements</template-output>
|
||||
|
||||
<ask>Any platform-specific considerations?
|
||||
|
||||
- Mobile: Touch controls, screen sizes
|
||||
- PC: Keyboard/mouse, settings
|
||||
- Console: Controller, certification
|
||||
- Web: Browser compatibility, file size
|
||||
|
||||
Platform details:</ask>
|
||||
|
||||
<template-output>platform_details</template-output>
|
||||
|
||||
<ask>What are the key asset requirements?
|
||||
|
||||
- Art assets (sprites, models, animations)
|
||||
- Audio assets (music, SFX, voice)
|
||||
- Estimated asset counts/sizes
|
||||
- Asset pipeline needs
|
||||
|
||||
Asset requirements:</ask>
|
||||
|
||||
<template-output>asset_requirements</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Epic structure">
|
||||
|
||||
<action>Translate game features into development epics</action>
|
||||
|
||||
**Epic Guidelines based on project level:**
|
||||
|
||||
- Level 1: 1 epic with 1-10 stories
|
||||
- Level 2: 1-2 epics with 5-15 stories total
|
||||
- Level 3: 2-5 epics with 12-40 stories
|
||||
- Level 4: 5+ epics with 40+ stories
|
||||
|
||||
<template-output>epics</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Success metrics">
|
||||
|
||||
<ask>What technical metrics will you track?
|
||||
|
||||
Examples:
|
||||
|
||||
- Frame rate consistency
|
||||
- Load times
|
||||
- Crash rate
|
||||
- Memory usage
|
||||
|
||||
Your metrics:</ask>
|
||||
|
||||
<template-output>technical_metrics</template-output>
|
||||
|
||||
<ask>What gameplay metrics will you track?
|
||||
|
||||
Examples:
|
||||
|
||||
- Player completion rate
|
||||
- Average session length
|
||||
- Difficulty pain points
|
||||
- Feature engagement
|
||||
|
||||
Your metrics:</ask>
|
||||
|
||||
<template-output>gameplay_metrics</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="13" goal="Document out of scope and assumptions">
|
||||
|
||||
<template-output>out_of_scope</template-output>
|
||||
|
||||
<template-output>assumptions_and_dependencies</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="14" goal="Generate solutioning handoff and next steps">
|
||||
|
||||
<action>Check if game-type fragment contained narrative tags</action>
|
||||
|
||||
<check>If fragment had <narrative-workflow-critical> or <narrative-workflow-recommended>:</check>
|
||||
<action>Set needs_narrative = true</action>
|
||||
<action>Extract narrative importance level from tag</action>
|
||||
|
||||
## Next Steps for {{game_name}}
|
||||
|
||||
<check>If needs_narrative == true:</check>
|
||||
<ask>This game type ({{game_type}}) is **{{narrative_importance}}** for narrative.
|
||||
|
||||
Your game would benefit from a Narrative Design Document to detail:
|
||||
|
||||
- Story structure and beats
|
||||
- Character profiles and arcs
|
||||
- World lore and history
|
||||
- Dialogue framework
|
||||
- Environmental storytelling
|
||||
|
||||
Would you like to create a Narrative Design Document now?
|
||||
|
||||
1. Yes, create Narrative Design Document (recommended)
|
||||
2. No, proceed directly to solutioning
|
||||
3. Skip for now, I'll do it later
|
||||
|
||||
Your choice:</ask>
|
||||
|
||||
<check>If user selects option 1:</check>
|
||||
<action>LOAD: {installed_path}/narrative/instructions-narrative.md</action>
|
||||
<action>Pass GDD context to narrative workflow</action>
|
||||
<action>Exit current workflow (narrative will hand off to solutioning when done)</action>
|
||||
|
||||
Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture.
|
||||
|
||||
**Start new chat with solutioning workflow and provide:**
|
||||
|
||||
1. This GDD: `{{gdd_output_file}}`
|
||||
2. Project analysis: `{{analysis_file}}`
|
||||
|
||||
**The solutioning workflow will:**
|
||||
|
||||
- Determine game engine/platform (Unity, Godot, Phaser, custom, etc.)
|
||||
- Generate solution-architecture.md with engine-specific decisions
|
||||
- Create per-epic tech specs
|
||||
- Handle platform-specific architecture (from registry.csv game-\* entries)
|
||||
|
||||
## Complete Next Steps Checklist
|
||||
|
||||
<action>Generate comprehensive checklist based on project analysis</action>
|
||||
|
||||
### Phase 1: Solution Architecture and Engine Selection
|
||||
|
||||
- [ ] **Run solutioning workflow** (REQUIRED)
|
||||
- Command: `workflow solution-architecture`
|
||||
- Input: GDD.md, project-workflow-analysis.md
|
||||
- Output: solution-architecture.md with engine/platform specifics
|
||||
- Note: Registry.csv will provide engine-specific guidance
|
||||
|
||||
### Phase 2: Prototype and Playtesting
|
||||
|
||||
- [ ] **Create core mechanic prototype**
|
||||
- Validate game feel
|
||||
- Test control responsiveness
|
||||
- Iterate on game pillars
|
||||
|
||||
- [ ] **Playtest early and often**
|
||||
- Internal testing
|
||||
- External playtesting
|
||||
- Feedback integration
|
||||
|
||||
### Phase 3: Asset Production
|
||||
|
||||
- [ ] **Create asset pipeline**
|
||||
- Art style guides
|
||||
- Technical constraints
|
||||
- Asset naming conventions
|
||||
|
||||
- [ ] **Audio integration**
|
||||
- Music composition/licensing
|
||||
- SFX creation
|
||||
- Audio middleware setup
|
||||
|
||||
### Phase 4: Development
|
||||
|
||||
- [ ] **Generate detailed user stories**
|
||||
- Command: `workflow generate-stories`
|
||||
- Input: GDD.md + solution-architecture.md
|
||||
|
||||
- [ ] **Sprint planning**
|
||||
- Vertical slices
|
||||
- Milestone planning
|
||||
- Demo/playable builds
|
||||
|
||||
<ask>GDD Complete! Next immediate action:
|
||||
|
||||
<check>If needs_narrative == true:</check>
|
||||
|
||||
1. Create Narrative Design Document (recommended for {{game_type}})
|
||||
2. Start solutioning workflow (engine/architecture)
|
||||
3. Create prototype build
|
||||
4. Begin asset production planning
|
||||
5. Review GDD with team/stakeholders
|
||||
6. Exit workflow
|
||||
|
||||
<check>Else:</check>
|
||||
|
||||
1. Start solutioning workflow (engine/architecture)
|
||||
2. Create prototype build
|
||||
3. Begin asset production planning
|
||||
4. Review GDD with team/stakeholders
|
||||
5. Exit workflow
|
||||
|
||||
Which would you like to proceed with?</ask>
|
||||
|
||||
<check>If user selects narrative option:</check>
|
||||
<action>LOAD: {installed_path}/narrative/instructions-narrative.md</action>
|
||||
<action>Pass GDD context to narrative workflow</action>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,222 +0,0 @@
|
||||
# PRD Workflow Router Instructions
|
||||
|
||||
<workflow>
|
||||
|
||||
<critical>This is the INITIAL ASSESSMENT phase - determines which instruction set to load</critical>
|
||||
<critical>ALWAYS check for existing project-workflow-analysis.md first</critical>
|
||||
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.md</critical>
|
||||
|
||||
<step n="1" goal="Check for existing analysis or perform new assessment">
|
||||
|
||||
<action>Check if {output_folder}/project-workflow-analysis.md exists</action>
|
||||
|
||||
<check>If exists:</check>
|
||||
<action>Load the analysis file</action>
|
||||
<action>Check for existing workflow outputs based on level in analysis:</action>
|
||||
|
||||
- Level 0: Check for tech-spec.md
|
||||
- Level 1-2: Check for PRD.md, epic-stories.md, tech-spec.md
|
||||
- Level 3-4: Check for PRD.md, epics.md
|
||||
|
||||
<ask>Previous analysis found (Level {{project_level}}).
|
||||
|
||||
**Existing documents detected:**
|
||||
{{list_existing_docs}}
|
||||
|
||||
Options:
|
||||
|
||||
1. Continue where left off with existing documents
|
||||
2. Start fresh assessment (will archive existing work)
|
||||
3. Review and modify previous analysis
|
||||
</ask>
|
||||
|
||||
<check>If not exists or starting fresh:</check>
|
||||
<action>Proceed to assessment</action>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Determine workflow path">
|
||||
|
||||
<ask>What type of planning do you need?
|
||||
|
||||
**Quick Selection:**
|
||||
|
||||
- [ ] Full project planning (PRD, Tech Spec, etc.)
|
||||
- [ ] UX/UI specification only
|
||||
- [ ] Tech spec only (for small changes)
|
||||
- [ ] Generate AI Frontend Prompt from existing specs
|
||||
|
||||
Select an option or describe your needs:
|
||||
</ask>
|
||||
|
||||
<check>If "UX/UI specification only":</check>
|
||||
<action>LOAD: {installed_path}/ux/instructions-ux.md</action>
|
||||
<action>Pass mode="standalone" to UX instructions</action>
|
||||
<action>Skip remaining router steps</action>
|
||||
|
||||
<check>If "Generate AI Frontend Prompt":</check>
|
||||
<action>Check for existing UX spec or PRD</action>
|
||||
<invoke-task>{project-root}/bmad/bmm/tasks/ai-fe-prompt.md</invoke-task>
|
||||
<action>Exit workflow after prompt generation</action>
|
||||
|
||||
<check>If "Tech spec only" or "Full project planning":</check>
|
||||
<action>Continue to step 3 for project assessment</action>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Project context assessment" if="not_ux_only">
|
||||
|
||||
<ask>Let's understand your project needs:
|
||||
|
||||
**1. Project Type:**
|
||||
|
||||
- [ ] Game
|
||||
- [ ] Web application
|
||||
- [ ] Mobile application
|
||||
- [ ] Desktop application
|
||||
- [ ] Backend service/API
|
||||
- [ ] Library/package
|
||||
- [ ] Other
|
||||
|
||||
**2. Project Context:**
|
||||
|
||||
- [ ] New project (greenfield)
|
||||
- [ ] Adding to existing clean codebase
|
||||
- [ ] Working with messy/legacy code (needs refactoring)
|
||||
|
||||
**3. What are you building?** (brief description)
|
||||
</ask>
|
||||
|
||||
<action>Detect if project_type == "game"</action>
|
||||
|
||||
<check>If project_type == "game":</check>
|
||||
<action>Set workflow_type = "gdd"</action>
|
||||
<action>Skip level classification (GDD workflow handles all game project levels)</action>
|
||||
<action>Jump to step 5 for GDD-specific assessment</action>
|
||||
|
||||
<action>Else, based on their description, analyze and suggest scope level:</action>
|
||||
|
||||
Examples:
|
||||
|
||||
- "Fix login bug" → Suggests Level 0 (single atomic change)
|
||||
- "Add OAuth to existing app" → Suggests Level 1 (coherent feature)
|
||||
- "Build internal admin dashboard" → Suggests Level 2 (small system)
|
||||
- "Create customer portal with payments" → Suggests Level 3 (full product)
|
||||
- "Multi-tenant SaaS platform" → Suggests Level 4 (platform)
|
||||
|
||||
<ask>Based on your description, this appears to be a **{{suggested_level}}** project.
|
||||
|
||||
**3. Quick Scope Guide - Please confirm or adjust:**
|
||||
|
||||
- [ ] **Single atomic change** → Bug fix, add endpoint, single file change (Level 0)
|
||||
- [ ] **Coherent feature** → Add search, implement SSO, new component (Level 1)
|
||||
- [ ] **Small complete system** → Admin tool, team app, prototype (Level 2)
|
||||
- [ ] **Full product** → Customer portal, SaaS MVP (Level 3)
|
||||
- [ ] **Platform/ecosystem** → Enterprise suite, multi-tenant system (Level 4)
|
||||
|
||||
**4. Do you have existing documentation?**
|
||||
|
||||
- [ ] Product Brief
|
||||
- [ ] Market Research
|
||||
- [ ] Technical docs/Architecture
|
||||
- [ ] None
|
||||
</ask>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Determine project level and workflow path">
|
||||
|
||||
<action>Based on responses, determine:</action>
|
||||
|
||||
**Level Classification:**
|
||||
|
||||
- **Level 0**: Single atomic change → tech-spec only
|
||||
- **Level 1**: Single feature, 1-10 stories → minimal PRD + tech-spec
|
||||
- **Level 2**: Small system, 5-15 stories → focused PRD + tech-spec
|
||||
- **Level 3**: Full product, 12-40 stories → full PRD + architect handoff
|
||||
- **Level 4**: Platform, 40+ stories → enterprise PRD + architect handoff
|
||||
|
||||
<action>For brownfield without docs:</action>
|
||||
|
||||
- Levels 0-2: Can proceed with context gathering
|
||||
- Levels 3-4: MUST run architect assessment first
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Create workflow analysis document">
|
||||
|
||||
<action>Initialize analysis using analysis_template from workflow.yaml</action>
|
||||
|
||||
<critical>Capture any technical preferences mentioned during assessment</critical>
|
||||
|
||||
Generate comprehensive analysis with all assessment data.
|
||||
|
||||
<template-output file="project-workflow-analysis.md">project_type</template-output>
|
||||
<template-output file="project-workflow-analysis.md">project_level</template-output>
|
||||
<template-output file="project-workflow-analysis.md">instruction_set</template-output>
|
||||
<template-output file="project-workflow-analysis.md">scope_description</template-output>
|
||||
<template-output file="project-workflow-analysis.md">story_count</template-output>
|
||||
<template-output file="project-workflow-analysis.md">epic_count</template-output>
|
||||
<template-output file="project-workflow-analysis.md">timeline</template-output>
|
||||
<template-output file="project-workflow-analysis.md">field_type</template-output>
|
||||
<template-output file="project-workflow-analysis.md">existing_docs</template-output>
|
||||
<template-output file="project-workflow-analysis.md">team_size</template-output>
|
||||
<template-output file="project-workflow-analysis.md">deployment_intent</template-output>
|
||||
<template-output file="project-workflow-analysis.md">expected_outputs</template-output>
|
||||
<template-output file="project-workflow-analysis.md">workflow_steps</template-output>
|
||||
<template-output file="project-workflow-analysis.md">next_steps</template-output>
|
||||
<template-output file="project-workflow-analysis.md">special_notes</template-output>
|
||||
<template-output file="project-workflow-analysis.md">technical_preferences</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Load appropriate instruction set and handle continuation">
|
||||
|
||||
<critical>Based on project type and level, load ONLY the needed instructions:</critical>
|
||||
|
||||
<check>If workflow_type == "gdd" (Game projects):</check>
|
||||
<action>LOAD: {installed_path}/gdd/instructions-gdd.md</action>
|
||||
<check>If continuing:</check>
|
||||
|
||||
- Load existing GDD.md if present
|
||||
- Check which sections are complete
|
||||
- Resume from last completed section
|
||||
- GDD workflow handles all game project levels internally
|
||||
|
||||
<check>If Level 0:</check>
|
||||
<action>LOAD: {installed_path}/tech-spec/instructions-sm.md</action>
|
||||
<check>If continuing:</check>
|
||||
|
||||
- Load existing tech-spec.md
|
||||
- Allow user to review and modify
|
||||
- Complete any missing sections
|
||||
|
||||
<check>If Level 1-2:</check>
|
||||
<action>LOAD: {installed_path}/prd/instructions-med.md</action>
|
||||
<check>If continuing:</check>
|
||||
|
||||
- Load existing PRD.md if present
|
||||
- Check which sections are complete
|
||||
- Resume from last completed section
|
||||
- If PRD done, show solutioning handoff instructions
|
||||
|
||||
<check>If Level 3-4:</check>
|
||||
<action>LOAD: {installed_path}/prd/instructions-lg.md</action>
|
||||
<check>If continuing:</check>
|
||||
|
||||
- Load existing PRD.md and epics.md
|
||||
- Identify last completed step (check template variables)
|
||||
- Resume from incomplete sections
|
||||
- If all done, show architect handoff instructions
|
||||
|
||||
<critical>Pass continuation context to loaded instruction set:</critical>
|
||||
|
||||
- continuation_mode: true/false
|
||||
- last_completed_step: {{step_number}}
|
||||
- existing_documents: {{document_list}}
|
||||
|
||||
<critical>The loaded instruction set should check continuation_mode and adjust accordingly</critical>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,517 +0,0 @@
|
||||
# Narrative Design Workflow
|
||||
|
||||
<workflow>
|
||||
|
||||
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.md</critical>
|
||||
<critical>You MUST have already completed the GDD workflow</critical>
|
||||
<critical>This workflow creates detailed narrative content for story-driven games</critical>
|
||||
<critical>Uses narrative_template for output</critical>
|
||||
<critical>If users mention gameplay mechanics, note them but keep focus on narrative</critical>
|
||||
|
||||
<step n="1" goal="Load GDD context and assess narrative complexity">
|
||||
|
||||
<action>Load GDD.md from {output_folder}</action>
|
||||
<action>Extract game_type, game_name, and any narrative mentions</action>
|
||||
|
||||
<ask>What level of narrative complexity does your game have?
|
||||
|
||||
**Narrative Complexity:**
|
||||
|
||||
1. **Critical** - Story IS the game (Visual Novel, Text-Based Adventure)
|
||||
2. **Heavy** - Story drives the experience (Story-driven RPG, Narrative Adventure)
|
||||
3. **Moderate** - Story enhances gameplay (Metroidvania, Tactics RPG, Horror)
|
||||
4. **Light** - Story provides context (most other genres)
|
||||
|
||||
Your game type ({{game_type}}) suggests **{{suggested_complexity}}**. Confirm or adjust:</ask>
|
||||
|
||||
<action>Set narrative_complexity</action>
|
||||
|
||||
<check>If complexity == "Light":</check>
|
||||
<ask>Light narrative games usually don't need a full Narrative Design Document. Are you sure you want to continue?
|
||||
|
||||
- GDD story sections may be sufficient
|
||||
- Consider just expanding GDD narrative notes
|
||||
- Proceed with full narrative workflow
|
||||
|
||||
Your choice:</ask>
|
||||
|
||||
<action>Load narrative_template from workflow.yaml</action>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define narrative premise and themes">
|
||||
|
||||
<ask>Describe your narrative premise in 2-3 sentences.
|
||||
|
||||
This is the "elevator pitch" of your story.
|
||||
|
||||
Examples:
|
||||
|
||||
- "A young knight discovers they're the last hope to stop an ancient evil, but must choose between saving the kingdom or their own family."
|
||||
- "After a mysterious pandemic, survivors must navigate a world where telling the truth is deadly but lying corrupts your soul."
|
||||
|
||||
Your premise:</ask>
|
||||
|
||||
<template-output>narrative_premise</template-output>
|
||||
|
||||
<ask>What are the core themes of your narrative? (2-4 themes)
|
||||
|
||||
Themes are the underlying ideas/messages.
|
||||
|
||||
Examples: redemption, sacrifice, identity, corruption, hope vs. despair, nature vs. technology
|
||||
|
||||
Your themes:</ask>
|
||||
|
||||
<template-output>core_themes</template-output>
|
||||
|
||||
<ask>Describe the tone and atmosphere.
|
||||
|
||||
Consider: dark, hopeful, comedic, melancholic, mysterious, epic, intimate, etc.
|
||||
|
||||
Your tone:</ask>
|
||||
|
||||
<template-output>tone_atmosphere</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Define story structure">
|
||||
|
||||
<ask>What story structure are you using?
|
||||
|
||||
Common structures:
|
||||
|
||||
- **3-Act** (Setup, Confrontation, Resolution)
|
||||
- **Hero's Journey** (Campbell's monomyth)
|
||||
- **Kishōtenketsu** (4-act: Introduction, Development, Twist, Conclusion)
|
||||
- **Episodic** (Self-contained episodes with arc)
|
||||
- **Branching** (Multiple paths and endings)
|
||||
- **Freeform** (Player-driven narrative)
|
||||
|
||||
Your structure:</ask>
|
||||
|
||||
<template-output>story_type</template-output>
|
||||
|
||||
<ask>Break down your story into acts/sections.
|
||||
|
||||
For 3-Act:
|
||||
|
||||
- Act 1: Setup and inciting incident
|
||||
- Act 2: Rising action and midpoint
|
||||
- Act 3: Climax and resolution
|
||||
|
||||
Describe each act/section for your game:</ask>
|
||||
|
||||
<template-output>act_breakdown</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Define major story beats">
|
||||
|
||||
<ask>List the major story beats (10-20 key moments).
|
||||
|
||||
Story beats are significant events that drive the narrative forward.
|
||||
|
||||
Format:
|
||||
|
||||
1. [Beat name] - Brief description
|
||||
2. [Beat name] - Brief description
|
||||
...
|
||||
|
||||
Your story beats:</ask>
|
||||
|
||||
<template-output>story_beats</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
<ask>Describe the pacing and flow of your narrative.
|
||||
|
||||
Consider:
|
||||
|
||||
- Slow burn vs. fast-paced
|
||||
- Tension/release rhythm
|
||||
- Story-heavy vs. gameplay-heavy sections
|
||||
- Optional vs. required narrative content
|
||||
|
||||
Your pacing:</ask>
|
||||
|
||||
<template-output>pacing_flow</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Develop protagonist(s)">
|
||||
|
||||
<ask>Describe your protagonist(s).
|
||||
|
||||
For each protagonist include:
|
||||
|
||||
- Name and brief description
|
||||
- Background and motivation
|
||||
- Character arc (how they change)
|
||||
- Strengths and flaws
|
||||
- Relationships to other characters
|
||||
- Internal and external conflicts
|
||||
|
||||
Your protagonist(s):</ask>
|
||||
|
||||
<template-output>protagonists</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Develop antagonist(s)">
|
||||
|
||||
<ask>Describe your antagonist(s).
|
||||
|
||||
For each antagonist include:
|
||||
|
||||
- Name and brief description
|
||||
- Background and motivation
|
||||
- Goals (what they want)
|
||||
- Methods (how they pursue goals)
|
||||
- Relationship to protagonist
|
||||
- Sympathetic elements (if any)
|
||||
|
||||
Your antagonist(s):</ask>
|
||||
|
||||
<template-output>antagonists</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Develop supporting characters">
|
||||
|
||||
<ask>Describe supporting characters (allies, mentors, companions, NPCs).
|
||||
|
||||
For each character include:
|
||||
|
||||
- Name and role
|
||||
- Personality and traits
|
||||
- Relationship to protagonist
|
||||
- Function in story (mentor, foil, comic relief, etc.)
|
||||
- Key scenes/moments
|
||||
|
||||
Your supporting characters:</ask>
|
||||
|
||||
<template-output>supporting_characters</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Map character arcs">
|
||||
|
||||
<ask>Describe the character arcs for major characters.
|
||||
|
||||
Character arc: How does the character change from beginning to end?
|
||||
|
||||
For each arc:
|
||||
|
||||
- Starting state
|
||||
- Key transformation moments
|
||||
- Ending state
|
||||
- Lessons learned
|
||||
|
||||
Your character arcs:</ask>
|
||||
|
||||
<template-output>character_arcs</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Build world and lore">
|
||||
|
||||
<ask>Describe your world.
|
||||
|
||||
Include:
|
||||
|
||||
- Setting (time period, location, world type)
|
||||
- World rules (magic systems, technology level, societal norms)
|
||||
- Atmosphere and aesthetics
|
||||
- What makes this world unique
|
||||
|
||||
Your world:</ask>
|
||||
|
||||
<template-output>world_overview</template-output>
|
||||
|
||||
<ask>What is the history and backstory of your world?
|
||||
|
||||
- Major historical events
|
||||
- How did the world reach its current state?
|
||||
- Legends and myths
|
||||
- Past conflicts
|
||||
|
||||
Your history:</ask>
|
||||
|
||||
<template-output>history_backstory</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Define factions and locations">
|
||||
|
||||
<ask optional="true">Describe factions, organizations, or groups (if applicable).
|
||||
|
||||
For each:
|
||||
|
||||
- Name and purpose
|
||||
- Leadership and structure
|
||||
- Goals and methods
|
||||
- Relationships with other factions
|
||||
|
||||
Your factions:</ask>
|
||||
|
||||
<template-output>factions_organizations</template-output>
|
||||
|
||||
<ask>Describe key locations in your world.
|
||||
|
||||
For each location:
|
||||
|
||||
- Name and description
|
||||
- Narrative significance
|
||||
- Atmosphere and mood
|
||||
- Key events that occur there
|
||||
|
||||
Your locations:</ask>
|
||||
|
||||
<template-output>locations</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Define dialogue framework">
|
||||
|
||||
<ask>Describe your dialogue style.
|
||||
|
||||
Consider:
|
||||
|
||||
- Formal vs. casual
|
||||
- Period-appropriate vs. modern
|
||||
- Verbose vs. concise
|
||||
- Humor level
|
||||
- Profanity/mature language
|
||||
|
||||
Your dialogue style:</ask>
|
||||
|
||||
<template-output>dialogue_style</template-output>
|
||||
|
||||
<ask>List key conversations/dialogue moments.
|
||||
|
||||
Include:
|
||||
|
||||
- Who is involved
|
||||
- When it occurs
|
||||
- What's discussed
|
||||
- Narrative purpose
|
||||
- Emotional tone
|
||||
|
||||
Your key conversations:</ask>
|
||||
|
||||
<template-output>key_conversations</template-output>
|
||||
|
||||
<check>If game has branching dialogue:</check>
|
||||
<ask>Describe your branching dialogue system.
|
||||
|
||||
- How many branches/paths?
|
||||
- What determines branches? (stats, choices, flags)
|
||||
- Do branches converge?
|
||||
- How much unique dialogue?
|
||||
|
||||
Your branching system:</ask>
|
||||
|
||||
<template-output>branching_dialogue</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Environmental storytelling">
|
||||
|
||||
<ask>How will you tell story through the environment?
|
||||
|
||||
Visual storytelling:
|
||||
|
||||
- Set dressing and props
|
||||
- Environmental damage/aftermath
|
||||
- Visual symbolism
|
||||
- Color and lighting
|
||||
|
||||
Your visual storytelling:</ask>
|
||||
|
||||
<template-output>visual_storytelling</template-output>
|
||||
|
||||
<ask>How will audio contribute to storytelling?
|
||||
|
||||
- Ambient sounds
|
||||
- Music emotional cues
|
||||
- Voice acting
|
||||
- Audio logs/recordings
|
||||
|
||||
Your audio storytelling:</ask>
|
||||
|
||||
<template-output>audio_storytelling</template-output>
|
||||
|
||||
<ask optional="true">Will you have found documents (journals, notes, emails)?
|
||||
|
||||
If yes, describe:
|
||||
|
||||
- Types of documents
|
||||
- How many
|
||||
- What they reveal
|
||||
- Optional vs. required reading
|
||||
|
||||
Your found documents:</ask>
|
||||
|
||||
<template-output>found_documents</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="13" goal="Narrative delivery methods">
|
||||
|
||||
<ask>How will you deliver narrative content?
|
||||
|
||||
**Cutscenes/Cinematics:**
|
||||
|
||||
- How many?
|
||||
- Skippable?
|
||||
- Real-time or pre-rendered?
|
||||
- Average length
|
||||
|
||||
Your cutscenes:</ask>
|
||||
|
||||
<template-output>cutscenes</template-output>
|
||||
|
||||
<ask>How will you deliver story during gameplay?
|
||||
|
||||
- NPC conversations
|
||||
- Radio/comm chatter
|
||||
- Environmental cues
|
||||
- Player actions
|
||||
- Show vs. tell balance
|
||||
|
||||
Your in-game storytelling:</ask>
|
||||
|
||||
<template-output>ingame_storytelling</template-output>
|
||||
|
||||
<ask>What narrative content is optional?
|
||||
|
||||
- Side quests
|
||||
- Collectible lore
|
||||
- Optional conversations
|
||||
- Secret endings
|
||||
|
||||
Your optional content:</ask>
|
||||
|
||||
<template-output>optional_content</template-output>
|
||||
|
||||
<check>If multiple endings:</check>
|
||||
<ask>Describe your ending structure.
|
||||
|
||||
- How many endings?
|
||||
- What determines ending? (choices, stats, completion)
|
||||
- Ending variety (minor variations vs. drastically different)
|
||||
- True/golden ending?
|
||||
|
||||
Your endings:</ask>
|
||||
|
||||
<template-output>multiple_endings</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="14" goal="Gameplay integration">
|
||||
|
||||
<ask>How does narrative integrate with gameplay?
|
||||
|
||||
- Does story unlock mechanics?
|
||||
- Do mechanics reflect themes?
|
||||
- Ludonarrative harmony or dissonance?
|
||||
- Balance of story vs. gameplay
|
||||
|
||||
Your narrative-gameplay integration:</ask>
|
||||
|
||||
<template-output>narrative_gameplay</template-output>
|
||||
|
||||
<ask>How does story gate progression?
|
||||
|
||||
- Story-locked areas
|
||||
- Cutscene triggers
|
||||
- Mandatory story beats
|
||||
- Optional vs. required narrative
|
||||
|
||||
Your story gates:</ask>
|
||||
|
||||
<template-output>story_gates</template-output>
|
||||
|
||||
<ask>How much agency does the player have?
|
||||
|
||||
- Can player affect story?
|
||||
- Meaningful choices?
|
||||
- Role-playing freedom?
|
||||
- Predetermined vs. dynamic narrative
|
||||
|
||||
Your player agency:</ask>
|
||||
|
||||
<template-output>player_agency</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="15" goal="Production planning">
|
||||
|
||||
<ask>Estimate your writing scope.
|
||||
|
||||
- Word count estimate
|
||||
- Number of scenes/chapters
|
||||
- Dialogue lines estimate
|
||||
- Branching complexity
|
||||
|
||||
Your scope:</ask>
|
||||
|
||||
<template-output>writing_scope</template-output>
|
||||
|
||||
<ask>Localization considerations?
|
||||
|
||||
- Target languages
|
||||
- Cultural adaptation needs
|
||||
- Text expansion concerns
|
||||
- Dialogue recording implications
|
||||
|
||||
Your localization:</ask>
|
||||
|
||||
<template-output>localization</template-output>
|
||||
|
||||
<ask>Voice acting plans?
|
||||
|
||||
- Fully voiced, partially voiced, or text-only?
|
||||
- Number of characters needing voices
|
||||
- Dialogue volume
|
||||
- Budget considerations
|
||||
|
||||
Your voice acting:</ask>
|
||||
|
||||
<template-output>voice_acting</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="16" goal="Completion and next steps">
|
||||
|
||||
<action>Generate character relationship map (text-based diagram)</action>
|
||||
<template-output>relationship_map</template-output>
|
||||
|
||||
<action>Generate story timeline</action>
|
||||
<template-output>timeline</template-output>
|
||||
|
||||
<ask optional="true">Any references or inspirations to note?
|
||||
|
||||
- Books, movies, games that inspired you
|
||||
- Reference materials
|
||||
- Tone/theme references
|
||||
|
||||
Your references:</ask>
|
||||
|
||||
<template-output>references</template-output>
|
||||
|
||||
<ask>Narrative Design complete! Next steps:
|
||||
|
||||
1. Proceed to solutioning (technical architecture)
|
||||
2. Create detailed script/screenplay (outside workflow)
|
||||
3. Review narrative with team/stakeholders
|
||||
4. Exit workflow
|
||||
|
||||
Which would you like?</ask>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,195 +0,0 @@
|
||||
# {{game_name}} - Narrative Design Document
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Game Type:** {{game_type}}
|
||||
**Narrative Complexity:** {{narrative_complexity}}
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
### Narrative Premise
|
||||
|
||||
{{narrative_premise}}
|
||||
|
||||
### Core Themes
|
||||
|
||||
{{core_themes}}
|
||||
|
||||
### Tone and Atmosphere
|
||||
|
||||
{{tone_atmosphere}}
|
||||
|
||||
---
|
||||
|
||||
## Story Structure
|
||||
|
||||
### Story Type
|
||||
|
||||
{{story_type}}
|
||||
|
||||
**Structure used:** (3-act, hero's journey, kishōtenketsu, episodic, branching, etc.)
|
||||
|
||||
### Act Breakdown
|
||||
|
||||
{{act_breakdown}}
|
||||
|
||||
### Story Beats
|
||||
|
||||
{{story_beats}}
|
||||
|
||||
### Pacing and Flow
|
||||
|
||||
{{pacing_flow}}
|
||||
|
||||
---
|
||||
|
||||
## Characters
|
||||
|
||||
### Protagonist(s)
|
||||
|
||||
{{protagonists}}
|
||||
|
||||
### Antagonist(s)
|
||||
|
||||
{{antagonists}}
|
||||
|
||||
### Supporting Characters
|
||||
|
||||
{{supporting_characters}}
|
||||
|
||||
### Character Arcs
|
||||
|
||||
{{character_arcs}}
|
||||
|
||||
---
|
||||
|
||||
## World and Lore
|
||||
|
||||
### World Overview
|
||||
|
||||
{{world_overview}}
|
||||
|
||||
### History and Backstory
|
||||
|
||||
{{history_backstory}}
|
||||
|
||||
### Factions and Organizations
|
||||
|
||||
{{factions_organizations}}
|
||||
|
||||
### Locations
|
||||
|
||||
{{locations}}
|
||||
|
||||
### Cultural Elements
|
||||
|
||||
{{cultural_elements}}
|
||||
|
||||
---
|
||||
|
||||
## Dialogue Framework
|
||||
|
||||
### Dialogue Style
|
||||
|
||||
{{dialogue_style}}
|
||||
|
||||
### Key Conversations
|
||||
|
||||
{{key_conversations}}
|
||||
|
||||
### Branching Dialogue
|
||||
|
||||
{{branching_dialogue}}
|
||||
|
||||
### Voice and Characterization
|
||||
|
||||
{{voice_characterization}}
|
||||
|
||||
---
|
||||
|
||||
## Environmental Storytelling
|
||||
|
||||
### Visual Storytelling
|
||||
|
||||
{{visual_storytelling}}
|
||||
|
||||
### Audio Storytelling
|
||||
|
||||
{{audio_storytelling}}
|
||||
|
||||
### Found Documents
|
||||
|
||||
{{found_documents}}
|
||||
|
||||
### Environmental Clues
|
||||
|
||||
{{environmental_clues}}
|
||||
|
||||
---
|
||||
|
||||
## Narrative Delivery
|
||||
|
||||
### Cutscenes and Cinematics
|
||||
|
||||
{{cutscenes}}
|
||||
|
||||
### In-Game Storytelling
|
||||
|
||||
{{ingame_storytelling}}
|
||||
|
||||
### Optional Content
|
||||
|
||||
{{optional_content}}
|
||||
|
||||
### Multiple Endings
|
||||
|
||||
{{multiple_endings}}
|
||||
|
||||
---
|
||||
|
||||
## Integration with Gameplay
|
||||
|
||||
### Narrative-Gameplay Harmony
|
||||
|
||||
{{narrative_gameplay}}
|
||||
|
||||
### Story Gates
|
||||
|
||||
{{story_gates}}
|
||||
|
||||
### Player Agency
|
||||
|
||||
{{player_agency}}
|
||||
|
||||
---
|
||||
|
||||
## Production Notes
|
||||
|
||||
### Writing Scope
|
||||
|
||||
{{writing_scope}}
|
||||
|
||||
### Localization Considerations
|
||||
|
||||
{{localization}}
|
||||
|
||||
### Voice Acting
|
||||
|
||||
{{voice_acting}}
|
||||
|
||||
---
|
||||
|
||||
## Appendix
|
||||
|
||||
### Character Relationship Map
|
||||
|
||||
{{relationship_map}}
|
||||
|
||||
### Timeline
|
||||
|
||||
{{timeline}}
|
||||
|
||||
### References and Inspirations
|
||||
|
||||
{{references}}
|
||||
@@ -1,53 +0,0 @@
|
||||
# Project Workflow Analysis
|
||||
|
||||
**Date:** {{date}}
|
||||
**Project:** {{project_name}}
|
||||
**Analyst:** {{user_name}}
|
||||
|
||||
## Assessment Results
|
||||
|
||||
### Project Classification
|
||||
|
||||
- **Project Type:** {{project_type}}
|
||||
- **Project Level:** {{project_level}}
|
||||
- **Instruction Set:** {{instruction_set}}
|
||||
|
||||
### Scope Summary
|
||||
|
||||
- **Brief Description:** {{scope_description}}
|
||||
- **Estimated Stories:** {{story_count}}
|
||||
- **Estimated Epics:** {{epic_count}}
|
||||
- **Timeline:** {{timeline}}
|
||||
|
||||
### Context
|
||||
|
||||
- **Greenfield/Brownfield:** {{field_type}}
|
||||
- **Existing Documentation:** {{existing_docs}}
|
||||
- **Team Size:** {{team_size}}
|
||||
- **Deployment Intent:** {{deployment_intent}}
|
||||
|
||||
## Recommended Workflow Path
|
||||
|
||||
### Primary Outputs
|
||||
|
||||
{{expected_outputs}}
|
||||
|
||||
### Workflow Sequence
|
||||
|
||||
{{workflow_steps}}
|
||||
|
||||
### Next Actions
|
||||
|
||||
{{next_steps}}
|
||||
|
||||
## Special Considerations
|
||||
|
||||
{{special_notes}}
|
||||
|
||||
## Technical Preferences Captured
|
||||
|
||||
{{technical_preferences}}
|
||||
|
||||
---
|
||||
|
||||
_This analysis serves as the routing decision for the adaptive PRD workflow and will be referenced by future orchestration workflows._
|
||||
@@ -1,18 +0,0 @@
|
||||
# {{project_name}} - Epic Breakdown
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Date:** {{date}}
|
||||
**Project Level:** {{project_level}}
|
||||
**Target Scale:** {{target_scale}}
|
||||
|
||||
---
|
||||
|
||||
## Epic Overview
|
||||
|
||||
{{epic_overview}}
|
||||
|
||||
---
|
||||
|
||||
## Epic Details
|
||||
|
||||
{{epic_details}}
|
||||
@@ -1,267 +0,0 @@
|
||||
# PRD Workflow - Large Projects (Level 3-4)
|
||||
|
||||
<workflow>
|
||||
|
||||
<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 the LARGE instruction set for Level 3-4 projects - full PRD + architect handoff</critical>
|
||||
<critical>Project analysis already completed - proceeding with comprehensive requirements</critical>
|
||||
<critical>NO TECH-SPEC - architecture handled by specialist workflow</critical>
|
||||
<critical>Uses prd_template for PRD output, epics_template for epics output</critical>
|
||||
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
|
||||
|
||||
<step n="1" goal="Load context and handle continuation">
|
||||
|
||||
<action>Load project-workflow-analysis.md</action>
|
||||
<action>Confirm Level 3-4 - Full product or platform</action>
|
||||
|
||||
<check>If continuation_mode == true:</check>
|
||||
<action>Load existing PRD.md and check completion status</action>
|
||||
<ask>Found existing work. Would you like to:
|
||||
|
||||
1. Review what's done and continue
|
||||
2. Modify existing sections
|
||||
3. Start fresh
|
||||
</ask>
|
||||
<action>If continuing, skip to first incomplete section</action>
|
||||
|
||||
<check>If new or starting fresh:</check>
|
||||
Check `output_folder` for `product_brief`, `market_research`, and other docs.
|
||||
|
||||
<critical>For Level 3-4, Product Brief is STRONGLY recommended</critical>
|
||||
|
||||
<action>Load prd_template from workflow.yaml</action>
|
||||
|
||||
Get comprehensive description of the project vision.
|
||||
|
||||
<template-output>description</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define deployment intent and strategic goals">
|
||||
|
||||
<ask>What is the deployment intent?
|
||||
|
||||
- MVP for early users
|
||||
- Production SaaS/application
|
||||
- Enterprise system
|
||||
- Platform/ecosystem
|
||||
</ask>
|
||||
|
||||
<template-output>deployment_intent</template-output>
|
||||
|
||||
**Goal Guidelines**:
|
||||
|
||||
- Level 3: 3-5 strategic goals
|
||||
- Level 4: 5-7 strategic goals
|
||||
|
||||
Each goal should be measurable and outcome-focused.
|
||||
|
||||
<template-output>goals</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Comprehensive context">
|
||||
|
||||
1-2 paragraphs on problem, current situation, why now.
|
||||
|
||||
<template-output>context</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Comprehensive functional requirements">
|
||||
|
||||
**FR Guidelines**:
|
||||
|
||||
- Level 3: 12-20 FRs
|
||||
- Level 4: 20-30 FRs
|
||||
|
||||
Group related features logically.
|
||||
|
||||
<template-output>functional_requirements</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Comprehensive non-functional requirements">
|
||||
|
||||
Match NFRs to deployment intent (8-12 NFRs)
|
||||
|
||||
<template-output>non_functional_requirements</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Detailed user journeys">
|
||||
|
||||
**Journey Requirements**:
|
||||
|
||||
- Level 3: 2-3 detailed journeys
|
||||
- Level 4: 3-5 comprehensive journeys
|
||||
|
||||
Map complete user flows with decision points.
|
||||
|
||||
<template-output>user_journeys</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Comprehensive UX principles">
|
||||
|
||||
8-10 UX principles guiding all interface decisions.
|
||||
|
||||
<template-output>ux_principles</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Epic structure for phased delivery">
|
||||
|
||||
**Epic Guidelines**:
|
||||
|
||||
- Level 3: 2-5 epics (12-40 stories)
|
||||
- Level 4: 5+ epics (40+ stories)
|
||||
|
||||
Each epic delivers significant value.
|
||||
|
||||
<template-output>epics</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Generate detailed epic breakdown in epics.md">
|
||||
|
||||
<action>Load epics_template from workflow.yaml</action>
|
||||
|
||||
<critical>Create separate epics.md with full story hierarchy</critical>
|
||||
|
||||
<template-output file="epics.md">epic_overview</template-output>
|
||||
|
||||
<for-each epic="epic_list">
|
||||
|
||||
Generate Epic {{epic_number}} with expanded goals, capabilities, success criteria.
|
||||
|
||||
Generate all stories with:
|
||||
|
||||
- User story format
|
||||
- Prerequisites
|
||||
- Acceptance criteria (3-8 per story)
|
||||
- Technical notes (high-level only)
|
||||
|
||||
<template-output file="epics.md">epic\_{{epic_number}}\_details</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</for-each>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Document out of scope">
|
||||
|
||||
List features/ideas preserved for future phases.
|
||||
|
||||
<template-output>out_of_scope</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Document assumptions and dependencies">
|
||||
|
||||
Only document ACTUAL assumptions from discussion.
|
||||
|
||||
<template-output>assumptions_and_dependencies</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Generate architect handoff and next steps checklist">
|
||||
|
||||
## Next Steps for {{project_name}}
|
||||
|
||||
Since this is a Level {{project_level}} project, you need architecture before stories.
|
||||
|
||||
**Start new chat with architect and provide:**
|
||||
|
||||
1. This PRD: `{{default_output_file}}`
|
||||
2. Epic structure: `{{epics_output_file}}`
|
||||
3. Input documents: {{input_documents}}
|
||||
|
||||
**Ask architect to:**
|
||||
|
||||
- Run `architecture` workflow
|
||||
- Consider reference architectures
|
||||
- Generate solution fragments
|
||||
- Create architecture.md
|
||||
|
||||
## Complete Next Steps Checklist
|
||||
|
||||
<action>Generate comprehensive checklist based on project analysis</action>
|
||||
|
||||
### Phase 1: Architecture and Design
|
||||
|
||||
- [ ] **Run architecture workflow** (REQUIRED)
|
||||
- Command: `workflow architecture`
|
||||
- Input: PRD.md, epics.md
|
||||
- Output: architecture.md
|
||||
|
||||
<check>If project has significant UX/UI components (Level 3-4 typically does):</check>
|
||||
|
||||
- [ ] **Run UX specification workflow** (HIGHLY RECOMMENDED for user-facing systems)
|
||||
- Command: `workflow plan-project` then select "UX specification"
|
||||
- Or continue within this workflow if UI-heavy
|
||||
- Input: PRD.md, epics.md, architecture.md (once available)
|
||||
- Output: ux-specification.md
|
||||
- Optional: AI Frontend Prompt for rapid prototyping
|
||||
- Note: Creates comprehensive UX/UI spec including IA, user flows, components
|
||||
|
||||
### Phase 2: Detailed Planning
|
||||
|
||||
- [ ] **Generate detailed user stories**
|
||||
- Command: `workflow generate-stories`
|
||||
- Input: epics.md + architecture.md
|
||||
- Output: user-stories.md with full acceptance criteria
|
||||
|
||||
- [ ] **Create technical design documents**
|
||||
- Database schema
|
||||
- API specifications
|
||||
- Integration points
|
||||
|
||||
- [ ] **Define testing strategy**
|
||||
- Unit test approach
|
||||
- Integration test plan
|
||||
- UAT criteria
|
||||
|
||||
### Phase 3: Development Preparation
|
||||
|
||||
- [ ] **Set up development environment**
|
||||
- Repository structure
|
||||
- CI/CD pipeline
|
||||
- Development tools
|
||||
|
||||
- [ ] **Create sprint plan**
|
||||
- Story prioritization
|
||||
- Sprint boundaries
|
||||
- Resource allocation
|
||||
|
||||
- [ ] **Establish monitoring and metrics**
|
||||
- Success metrics from PRD
|
||||
- Technical monitoring
|
||||
- User analytics
|
||||
|
||||
<ask>Project Planning Complete! Next immediate action:
|
||||
|
||||
1. Start architecture workflow
|
||||
2. Create UX specification (if UI-heavy project)
|
||||
3. Generate AI Frontend Prompt (if UX complete)
|
||||
4. Review all outputs with stakeholders
|
||||
5. Begin detailed story generation
|
||||
6. Exit workflow
|
||||
|
||||
Which would you like to proceed with?</ask>
|
||||
|
||||
<check>If user selects option 2:</check>
|
||||
<action>LOAD: {installed_path}/ux/instructions-ux.md</action>
|
||||
<action>Pass mode="integrated" with Level 3-4 context</action>
|
||||
|
||||
<check>If user selects option 3:</check>
|
||||
<invoke-task>{project-root}/bmad/bmm/tasks/ai-fe-prompt.md</invoke-task>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,251 +0,0 @@
|
||||
# PRD Workflow - Medium Projects (Level 1-2)
|
||||
|
||||
<workflow>
|
||||
|
||||
<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 the MEDIUM instruction set for Level 1-2 projects - minimal PRD + solutioning handoff</critical>
|
||||
<critical>Project analysis already completed - proceeding with focused requirements</critical>
|
||||
<critical>Uses prd_template for PRD output, epics_template for epics output</critical>
|
||||
<critical>NO TECH-SPEC - solutioning handled by specialist workflow</critical>
|
||||
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
|
||||
|
||||
<step n="1" goal="Load context and handle continuation">
|
||||
|
||||
<action>Load project-workflow-analysis.md</action>
|
||||
<action>Confirm Level 1-2 - Feature or small system</action>
|
||||
|
||||
<check>If continuation_mode == true:</check>
|
||||
<action>Load existing PRD.md and check completion status</action>
|
||||
<ask>Found existing work. Would you like to:
|
||||
|
||||
1. Review what's done and continue
|
||||
2. Modify existing sections
|
||||
3. Start fresh
|
||||
</ask>
|
||||
<action>If continuing, skip to first incomplete section</action>
|
||||
|
||||
<check>If new or starting fresh:</check>
|
||||
Check `output_folder` for existing docs. Ask user if they have a Product Brief.
|
||||
|
||||
<action>Load prd_template from workflow.yaml</action>
|
||||
|
||||
<critical>Get the core idea of what they're building</critical>
|
||||
|
||||
<template-output>description</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define deployment intent and goals">
|
||||
|
||||
<ask>What is the deployment intent?
|
||||
|
||||
- Demo/POC
|
||||
- MVP for early users
|
||||
- Production app
|
||||
</ask>
|
||||
|
||||
<template-output>deployment_intent</template-output>
|
||||
|
||||
**Goal Guidelines**:
|
||||
|
||||
- Level 1: 1-2 primary goals
|
||||
- Level 2: 2-3 primary goals
|
||||
|
||||
<template-output>goals</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Brief context">
|
||||
|
||||
**Keep it brief**: 1 paragraph on why this matters now.
|
||||
|
||||
<template-output>context</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Functional requirements - focused set">
|
||||
|
||||
**FR Guidelines**:
|
||||
|
||||
- Level 1: 3-8 FRs
|
||||
- Level 2: 8-15 FRs
|
||||
|
||||
**Format**: `FR001: [user capability]`
|
||||
|
||||
<template-output>functional_requirements</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Non-functional requirements - essentials only">
|
||||
|
||||
Focus on critical NFRs only (3-5 max)
|
||||
|
||||
<template-output>non_functional_requirements</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Simple user journey" if="level >= 2">
|
||||
|
||||
- Level 2: 1 simple user journey for primary use case
|
||||
|
||||
<template-output>user_journeys</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Basic UX principles" optional="true">
|
||||
|
||||
3-5 key UX principles if relevant
|
||||
|
||||
<template-output>ux_principles</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Simple epic structure">
|
||||
|
||||
**Epic Guidelines**:
|
||||
|
||||
- Level 1: 1 epic with 1-10 stories
|
||||
- Level 2: 1-2 epics with 5-15 stories total
|
||||
|
||||
Create simple epic list with story titles.
|
||||
|
||||
<template-output>epics</template-output>
|
||||
|
||||
<action>Load epics_template from workflow.yaml</action>
|
||||
|
||||
Generate epic-stories.md with basic story structure.
|
||||
|
||||
<template-output file="epic-stories.md">epic_stories</template-output>
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Document out of scope" optional="true">
|
||||
|
||||
List features/ideas preserved for future phases.
|
||||
|
||||
<template-output>out_of_scope</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Document assumptions and dependencies" optional="true">
|
||||
|
||||
Only document ACTUAL assumptions from discussion.
|
||||
|
||||
<template-output>assumptions_and_dependencies</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Validate cohesion" optional="true">
|
||||
|
||||
<action>Offer to run cohesion validation</action>
|
||||
|
||||
<ask>Planning complete! Before proceeding to next steps, would you like to validate project cohesion?
|
||||
|
||||
**Cohesion Validation** checks:
|
||||
|
||||
- PRD-Tech Spec alignment
|
||||
- Feature sequencing and dependencies
|
||||
- Infrastructure setup order (greenfield)
|
||||
- Integration risks and rollback plans (brownfield)
|
||||
- External dependencies properly planned
|
||||
- UI/UX considerations (if applicable)
|
||||
|
||||
Run cohesion validation? (y/n)</ask>
|
||||
|
||||
<check>If yes:</check>
|
||||
<action>Load {installed_path}/checklist.md</action>
|
||||
<action>Review all outputs against "Cohesion Validation (All Levels)" section</action>
|
||||
<action>Validate PRD sections, then cohesion sections A-H as applicable</action>
|
||||
<action>Apply Section B (Greenfield) or Section C (Brownfield) based on field_type</action>
|
||||
<action>Include Section E (UI/UX) if UI components exist</action>
|
||||
<action>Generate comprehensive validation report with findings</action>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Generate solutioning handoff and next steps checklist">
|
||||
|
||||
## Next Steps for {{project_name}}
|
||||
|
||||
Since this is a Level {{project_level}} project, you need solutioning before implementation.
|
||||
|
||||
**Start new chat with solutioning workflow and provide:**
|
||||
|
||||
1. This PRD: `{{default_output_file}}`
|
||||
2. Epic structure: `{{epics_output_file}}`
|
||||
3. Input documents: {{input_documents}}
|
||||
|
||||
**Ask solutioning workflow to:**
|
||||
|
||||
- Run `3-solutioning` workflow
|
||||
- Generate solution-architecture.md
|
||||
- Create per-epic tech specs
|
||||
|
||||
## Complete Next Steps Checklist
|
||||
|
||||
<action>Generate comprehensive checklist based on project analysis</action>
|
||||
|
||||
### Phase 1: Solution Architecture and Design
|
||||
|
||||
- [ ] **Run solutioning workflow** (REQUIRED)
|
||||
- Command: `workflow solution-architecture`
|
||||
- Input: PRD.md, epic-stories.md
|
||||
- Output: solution-architecture.md, tech-spec-epic-N.md files
|
||||
|
||||
<check>If project has significant UX/UI components (Level 1-2 with UI):</check>
|
||||
|
||||
- [ ] **Run UX specification workflow** (HIGHLY RECOMMENDED for user-facing systems)
|
||||
- Command: `workflow plan-project` then select "UX specification"
|
||||
- Or continue within this workflow if UI-heavy
|
||||
- Input: PRD.md, epic-stories.md, solution-architecture.md (once available)
|
||||
- Output: ux-specification.md
|
||||
- Optional: AI Frontend Prompt for rapid prototyping
|
||||
- Note: Creates comprehensive UX/UI spec including IA, user flows, components
|
||||
|
||||
### Phase 2: Detailed Planning
|
||||
|
||||
- [ ] **Generate detailed user stories**
|
||||
- Command: `workflow generate-stories`
|
||||
- Input: epic-stories.md + solution-architecture.md
|
||||
- Output: user-stories.md with full acceptance criteria
|
||||
|
||||
- [ ] **Create technical design documents**
|
||||
- Database schema
|
||||
- API specifications
|
||||
- Integration points
|
||||
|
||||
### Phase 3: Development Preparation
|
||||
|
||||
- [ ] **Set up development environment**
|
||||
- Repository structure
|
||||
- CI/CD pipeline
|
||||
- Development tools
|
||||
|
||||
- [ ] **Create sprint plan**
|
||||
- Story prioritization
|
||||
- Sprint boundaries
|
||||
- Resource allocation
|
||||
|
||||
<ask>Project Planning Complete! Next immediate action:
|
||||
|
||||
1. Start solutioning workflow
|
||||
2. Create UX specification (if UI-heavy project)
|
||||
3. Generate AI Frontend Prompt (if UX complete)
|
||||
4. Review all outputs with stakeholders
|
||||
5. Begin detailed story generation
|
||||
6. Exit workflow
|
||||
|
||||
Which would you like to proceed with?</ask>
|
||||
|
||||
<check>If user selects option 2:</check>
|
||||
<action>LOAD: {installed_path}/ux/instructions-ux.md</action>
|
||||
<action>Pass mode="integrated" with Level 1-2 context</action>
|
||||
|
||||
<check>If user selects option 3:</check>
|
||||
<invoke-task>{project-root}/bmad/bmm/tasks/ai-fe-prompt.md</invoke-task>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,73 +0,0 @@
|
||||
# {{project_name}} Product Requirements Document (PRD)
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Date:** {{date}}
|
||||
**Project Level:** {{project_level}}
|
||||
**Project Type:** {{project_type}}
|
||||
**Target Scale:** {{target_scale}}
|
||||
|
||||
---
|
||||
|
||||
## Description, Context and Goals
|
||||
|
||||
{{description}}
|
||||
|
||||
### Deployment Intent
|
||||
|
||||
{{deployment_intent}}
|
||||
|
||||
### Context
|
||||
|
||||
{{context}}
|
||||
|
||||
### Goals
|
||||
|
||||
{{goals}}
|
||||
|
||||
## Requirements
|
||||
|
||||
### Functional Requirements
|
||||
|
||||
{{functional_requirements}}
|
||||
|
||||
### Non-Functional Requirements
|
||||
|
||||
{{non_functional_requirements}}
|
||||
|
||||
## User Journeys
|
||||
|
||||
{{user_journeys}}
|
||||
|
||||
## UX Design Principles
|
||||
|
||||
{{ux_principles}}
|
||||
|
||||
## Epics
|
||||
|
||||
{{epics}}
|
||||
|
||||
{{epic_note}}
|
||||
|
||||
## Out of Scope
|
||||
|
||||
{{out_of_scope}}
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
{{next_steps}}
|
||||
|
||||
## Document Status
|
||||
|
||||
- [ ] Goals and context validated with stakeholders
|
||||
- [ ] All functional requirements reviewed
|
||||
- [ ] User journeys cover all major personas
|
||||
- [ ] Epic structure approved for phased delivery
|
||||
- [ ] Ready for architecture phase
|
||||
|
||||
_Note: See technical-decisions.md for captured technical context_
|
||||
|
||||
---
|
||||
|
||||
_This PRD adapts to project level {{project_level}} - providing appropriate detail without overburden._
|
||||
@@ -1,137 +0,0 @@
|
||||
# PRD Workflow - Small Projects (Level 0)
|
||||
|
||||
<workflow>
|
||||
|
||||
<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 the SMALL instruction set for Level 0 projects - tech-spec only</critical>
|
||||
<critical>Project analysis already completed - proceeding directly to technical specification</critical>
|
||||
<critical>NO PRD generated - uses tech_spec_template only</critical>
|
||||
|
||||
<step n="1" goal="Confirm project scope">
|
||||
|
||||
<action>Load project-workflow-analysis.md</action>
|
||||
<action>Confirm Level 0 - Single atomic change</action>
|
||||
|
||||
<ask>Please describe the specific change/fix you need to implement:</ask>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Generate DEFINITIVE tech spec">
|
||||
|
||||
<critical>Generate tech-spec.md - this is the TECHNICAL SOURCE OF TRUTH</critical>
|
||||
<critical>ALL TECHNICAL DECISIONS MUST BE DEFINITIVE - NO AMBIGUITY ALLOWED</critical>
|
||||
|
||||
<action>Initialize tech-spec.md using tech_spec_template from workflow.yaml</action>
|
||||
|
||||
<critical>DEFINITIVE DECISIONS REQUIRED:</critical>
|
||||
|
||||
**BAD Examples (NEVER DO THIS):**
|
||||
|
||||
- "Python 2 or 3" ❌
|
||||
- "Use a logger like pino or winston" ❌
|
||||
|
||||
**GOOD Examples (ALWAYS DO THIS):**
|
||||
|
||||
- "Python 3.11" ✅
|
||||
- "winston v3.8.2 for logging" ✅
|
||||
|
||||
**Source Tree Structure**: EXACT file changes needed
|
||||
<template-output file="tech-spec.md">source_tree</template-output>
|
||||
|
||||
**Technical Approach**: SPECIFIC implementation for the change
|
||||
<template-output file="tech-spec.md">technical_approach</template-output>
|
||||
|
||||
**Implementation Stack**: DEFINITIVE tools and versions
|
||||
<template-output file="tech-spec.md">implementation_stack</template-output>
|
||||
|
||||
**Technical Details**: PRECISE change details
|
||||
<template-output file="tech-spec.md">technical_details</template-output>
|
||||
|
||||
**Testing Approach**: How to verify the change
|
||||
<template-output file="tech-spec.md">testing_approach</template-output>
|
||||
|
||||
**Deployment Strategy**: How to deploy the change
|
||||
<template-output file="tech-spec.md">deployment_strategy</template-output>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Validate cohesion" optional="true">
|
||||
|
||||
<action>Offer to run cohesion validation</action>
|
||||
|
||||
<ask>Tech-spec complete! Before proceeding to implementation, would you like to validate project cohesion?
|
||||
|
||||
**Cohesion Validation** checks:
|
||||
|
||||
- Tech spec completeness and definitiveness
|
||||
- Feature sequencing and dependencies
|
||||
- External dependencies properly planned
|
||||
- User/agent responsibilities clear
|
||||
- Greenfield/brownfield-specific considerations
|
||||
|
||||
Run cohesion validation? (y/n)</ask>
|
||||
|
||||
<check>If yes:</check>
|
||||
<action>Load {installed_path}/checklist.md</action>
|
||||
<action>Review tech-spec.md against "Cohesion Validation (All Levels)" section</action>
|
||||
<action>Focus on Section A (Tech Spec), Section D (Feature Sequencing)</action>
|
||||
<action>Apply Section B (Greenfield) or Section C (Brownfield) based on field_type</action>
|
||||
<action>Generate validation report with findings</action>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Finalize and determine next steps">
|
||||
|
||||
<action>Confirm tech-spec is complete and definitive</action>
|
||||
<action>No PRD needed for Level 0</action>
|
||||
<action>Ready for implementation</action>
|
||||
|
||||
## Summary
|
||||
|
||||
- **Level 0 Output**: tech-spec.md only
|
||||
- **No PRD required**
|
||||
- **Direct to implementation**
|
||||
|
||||
## Next Steps Checklist
|
||||
|
||||
<action>Determine appropriate next steps for Level 0 atomic change</action>
|
||||
|
||||
<check>If change involves UI components:</check>
|
||||
|
||||
**Optional Next Steps:**
|
||||
|
||||
- [ ] **Create simple UX documentation** (if UI change is user-facing)
|
||||
- Note: Full instructions-ux workflow may be overkill for Level 0
|
||||
- Consider documenting just the specific UI change
|
||||
|
||||
- [ ] **Generate implementation task**
|
||||
- Command: `workflow task-generation`
|
||||
- Uses: tech-spec.md
|
||||
|
||||
<check>If change is backend/API only:</check>
|
||||
|
||||
**Recommended Next Steps:**
|
||||
|
||||
- [ ] **Create test plan** for the change
|
||||
- Unit tests for the specific change
|
||||
- Integration test if affects other components
|
||||
|
||||
- [ ] **Generate implementation task**
|
||||
- Command: `workflow task-generation`
|
||||
- Uses: tech-spec.md
|
||||
|
||||
<ask>Level 0 planning complete! Next action:
|
||||
|
||||
1. Proceed to implementation
|
||||
2. Generate development task
|
||||
3. Create test plan
|
||||
4. Exit workflow
|
||||
|
||||
Select option (1-4):</ask>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,59 +0,0 @@
|
||||
# {{project_name}} - Technical Specification
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Date:** {{date}}
|
||||
**Project Level:** {{project_level}}
|
||||
**Project Type:** {{project_type}}
|
||||
**Development Context:** {{development_context}}
|
||||
|
||||
---
|
||||
|
||||
## Source Tree Structure
|
||||
|
||||
{{source_tree}}
|
||||
|
||||
---
|
||||
|
||||
## Technical Approach
|
||||
|
||||
{{technical_approach}}
|
||||
|
||||
---
|
||||
|
||||
## Implementation Stack
|
||||
|
||||
{{implementation_stack}}
|
||||
|
||||
---
|
||||
|
||||
## Technical Details
|
||||
|
||||
{{technical_details}}
|
||||
|
||||
---
|
||||
|
||||
## Development Setup
|
||||
|
||||
{{development_setup}}
|
||||
|
||||
---
|
||||
|
||||
## Implementation Guide
|
||||
|
||||
{{implementation_guide}}
|
||||
|
||||
---
|
||||
|
||||
## Testing Approach
|
||||
|
||||
{{testing_approach}}
|
||||
|
||||
---
|
||||
|
||||
## Deployment Strategy
|
||||
|
||||
{{deployment_strategy}}
|
||||
|
||||
---
|
||||
|
||||
_This tech spec is for Level 0-2 projects (BMad Method v6). It provides the technical details needed for implementation. Level 3+ projects use the separate architecture workflow for comprehensive technical design._
|
||||
@@ -1,360 +0,0 @@
|
||||
# UX/UI Specification Workflow Instructions
|
||||
|
||||
<workflow>
|
||||
|
||||
<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 workflow creates comprehensive UX/UI specifications - can run standalone or as part of plan-project</critical>
|
||||
<critical>Uses ux-spec-template.md for structured output generation</critical>
|
||||
<critical>Can optionally generate AI Frontend Prompts for tools like Vercel v0, Lovable.ai</critical>
|
||||
|
||||
<step n="1" goal="Load context and analyze project requirements">
|
||||
|
||||
<action>Determine workflow mode (standalone or integrated)</action>
|
||||
|
||||
<check>If mode="standalone":</check>
|
||||
<ask>Do you have an existing PRD or requirements document? (y/n)
|
||||
|
||||
If yes: Provide the path to the PRD
|
||||
If no: We'll gather basic requirements to create the UX spec
|
||||
</ask>
|
||||
|
||||
<check>If no PRD in standalone mode:</check>
|
||||
<ask>Let's gather essential information:
|
||||
|
||||
1. **Project Description**: What are you building?
|
||||
2. **Target Users**: Who will use this?
|
||||
3. **Core Features**: What are the main capabilities? (3-5 key features)
|
||||
4. **Platform**: Web, mobile, desktop, or multi-platform?
|
||||
5. **Existing Brand/Design**: Any existing style guide or brand to follow?
|
||||
</ask>
|
||||
|
||||
<check>If PRD exists or integrated mode:</check>
|
||||
<action>Load the following documents if available:</action>
|
||||
|
||||
- PRD.md (primary source for requirements and user journeys)
|
||||
- epics.md or epic-stories.md (helps understand feature grouping)
|
||||
- tech-spec.md (understand technical constraints)
|
||||
- architecture.md (if Level 3-4 project)
|
||||
- project-workflow-analysis.md (understand project level and scope)
|
||||
|
||||
<action>Analyze project for UX complexity:</action>
|
||||
|
||||
- Number of user-facing features
|
||||
- Types of users/personas mentioned
|
||||
- Interaction complexity
|
||||
- Platform requirements (web, mobile, desktop)
|
||||
|
||||
<action>Load ux-spec-template from workflow.yaml</action>
|
||||
|
||||
<template-output>project_context</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define UX goals and principles">
|
||||
|
||||
<ask>Let's establish the UX foundation. Based on the PRD:
|
||||
|
||||
**1. Target User Personas** (extract from PRD or define):
|
||||
|
||||
- Primary persona(s)
|
||||
- Secondary persona(s)
|
||||
- Their goals and pain points
|
||||
|
||||
**2. Key Usability Goals:**
|
||||
What does success look like for users?
|
||||
|
||||
- Ease of learning?
|
||||
- Efficiency for power users?
|
||||
- Error prevention?
|
||||
- Accessibility requirements?
|
||||
|
||||
**3. Core Design Principles** (3-5 principles):
|
||||
What will guide all design decisions?
|
||||
</ask>
|
||||
|
||||
<template-output>user_personas</template-output>
|
||||
<template-output>usability_goals</template-output>
|
||||
<template-output>design_principles</template-output>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Create information architecture">
|
||||
|
||||
<action>Based on functional requirements from PRD, create site/app structure</action>
|
||||
|
||||
**Create comprehensive site map showing:**
|
||||
|
||||
- All major sections/screens
|
||||
- Hierarchical relationships
|
||||
- Navigation paths
|
||||
|
||||
<template-output>site_map</template-output>
|
||||
|
||||
**Define navigation structure:**
|
||||
|
||||
- Primary navigation items
|
||||
- Secondary navigation approach
|
||||
- Mobile navigation strategy
|
||||
- Breadcrumb structure
|
||||
|
||||
<template-output>navigation_structure</template-output>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Design user flows for critical paths">
|
||||
|
||||
<action>Extract key user journeys from PRD</action>
|
||||
<action>For each critical user task, create detailed flow</action>
|
||||
|
||||
<for-each journey="user_journeys_from_prd">
|
||||
|
||||
**Flow: {{journey_name}}**
|
||||
|
||||
Define:
|
||||
|
||||
- User goal
|
||||
- Entry points
|
||||
- Step-by-step flow with decision points
|
||||
- Success criteria
|
||||
- Error states and edge cases
|
||||
|
||||
Create Mermaid diagram showing complete flow.
|
||||
|
||||
<template-output>user*flow*{{journey_number}}</template-output>
|
||||
|
||||
</for-each>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Define component library approach">
|
||||
|
||||
<ask>Component Library Strategy:
|
||||
|
||||
**1. Design System Approach:**
|
||||
|
||||
- [ ] Use existing system (Material UI, Ant Design, etc.)
|
||||
- [ ] Create custom component library
|
||||
- [ ] Hybrid approach
|
||||
|
||||
**2. If using existing, which one?**
|
||||
|
||||
**3. Core Components Needed** (based on PRD features):
|
||||
We'll need to define states and variants for key components.
|
||||
</ask>
|
||||
|
||||
<action>For primary components, define:</action>
|
||||
|
||||
- Component purpose
|
||||
- Variants needed
|
||||
- States (default, hover, active, disabled, error)
|
||||
- Usage guidelines
|
||||
|
||||
<template-output>design_system_approach</template-output>
|
||||
<template-output>core_components</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Establish visual design foundation">
|
||||
|
||||
<ask>Visual Design Foundation:
|
||||
|
||||
**1. Brand Guidelines:**
|
||||
Do you have existing brand guidelines to follow? (y/n)
|
||||
|
||||
**2. If yes, provide link or key elements.**
|
||||
|
||||
**3. If no, let's define basics:**
|
||||
|
||||
- Primary brand personality (professional, playful, minimal, bold)
|
||||
- Industry conventions to follow or break
|
||||
</ask>
|
||||
|
||||
<action>Define color palette with semantic meanings</action>
|
||||
|
||||
<template-output>color_palette</template-output>
|
||||
|
||||
<action>Define typography system</action>
|
||||
|
||||
<template-output>font_families</template-output>
|
||||
<template-output>type_scale</template-output>
|
||||
|
||||
<action>Define spacing and layout grid</action>
|
||||
|
||||
<template-output>spacing_layout</template-output>
|
||||
|
||||
<elicit-required/>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Define responsive and accessibility strategy">
|
||||
|
||||
**Responsive Design:**
|
||||
|
||||
<action>Define breakpoints based on target devices from PRD</action>
|
||||
|
||||
<template-output>breakpoints</template-output>
|
||||
|
||||
<action>Define adaptation patterns for different screen sizes</action>
|
||||
|
||||
<template-output>adaptation_patterns</template-output>
|
||||
|
||||
**Accessibility Requirements:**
|
||||
|
||||
<action>Based on deployment intent from PRD, define compliance level</action>
|
||||
|
||||
<template-output>compliance_target</template-output>
|
||||
<template-output>accessibility_requirements</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Document interaction patterns" optional="true">
|
||||
|
||||
<ask>Would you like to define animation and micro-interactions? (y/n)
|
||||
|
||||
This is recommended for:
|
||||
|
||||
- Consumer-facing applications
|
||||
- Projects emphasizing user delight
|
||||
- Complex state transitions
|
||||
</ask>
|
||||
|
||||
<check>If yes:</check>
|
||||
|
||||
<action>Define motion principles</action>
|
||||
<template-output>motion_principles</template-output>
|
||||
|
||||
<action>Define key animations and transitions</action>
|
||||
<template-output>key_animations</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Create wireframes and design references" optional="true">
|
||||
|
||||
<ask>Design File Strategy:
|
||||
|
||||
**1. Will you be creating high-fidelity designs?**
|
||||
|
||||
- [ ] Yes, in Figma
|
||||
- [ ] Yes, in Sketch
|
||||
- [ ] Yes, in Adobe XD
|
||||
- [ ] No, development from spec
|
||||
- [ ] Other: **\_\_\_\_**
|
||||
|
||||
**2. For key screens, should we:**
|
||||
|
||||
- [ ] Reference design file locations
|
||||
- [ ] Create low-fi wireframe descriptions
|
||||
- [ ] Skip visual representations
|
||||
</ask>
|
||||
|
||||
<check>If design files will be created:</check>
|
||||
<template-output>design_files</template-output>
|
||||
|
||||
<check>If wireframe descriptions needed:</check>
|
||||
<for-each screen="key_screens">
|
||||
<template-output>screen*layout*{{screen_number}}</template-output>
|
||||
</for-each>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Generate next steps and output options">
|
||||
|
||||
## UX Specification Complete
|
||||
|
||||
<action>Generate specific next steps based on project level and outputs</action>
|
||||
|
||||
<template-output>immediate_actions</template-output>
|
||||
|
||||
**Design Handoff Checklist:**
|
||||
|
||||
- [ ] All user flows documented
|
||||
- [ ] Component inventory complete
|
||||
- [ ] Accessibility requirements defined
|
||||
- [ ] Responsive strategy clear
|
||||
- [ ] Brand guidelines incorporated
|
||||
- [ ] Performance goals established
|
||||
|
||||
<check>If Level 3-4 project:</check>
|
||||
|
||||
- [ ] Ready for detailed visual design
|
||||
- [ ] Frontend architecture can proceed
|
||||
- [ ] Story generation can include UX details
|
||||
|
||||
<check>If Level 1-2 project or standalone:</check>
|
||||
|
||||
- [ ] Development can proceed with spec
|
||||
- [ ] Component implementation order defined
|
||||
- [ ] MVP scope clear
|
||||
|
||||
<template-output>design_handoff_checklist</template-output>
|
||||
|
||||
<ask>UX Specification saved to {{ux_spec_file}}
|
||||
|
||||
**Additional Output Options:**
|
||||
|
||||
1. Generate AI Frontend Prompt (for Vercel v0, Lovable.ai, etc.)
|
||||
2. Review UX specification
|
||||
3. Create/update visual designs in design tool
|
||||
4. Return to planning workflow (if not standalone)
|
||||
5. Exit
|
||||
|
||||
Would you like to generate an AI Frontend Prompt? (y/n):</ask>
|
||||
|
||||
<check>If user selects yes or option 1:</check>
|
||||
<goto step="11">Generate AI Frontend Prompt</goto>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Generate AI Frontend Prompt" optional="true">
|
||||
|
||||
<action>Prepare context for AI Frontend Prompt generation</action>
|
||||
|
||||
<ask>What type of AI frontend generation are you targeting?
|
||||
|
||||
1. **Full application** - Complete multi-page application
|
||||
2. **Single page** - One complete page/screen
|
||||
3. **Component set** - Specific components or sections
|
||||
4. **Design system** - Component library setup
|
||||
|
||||
Select option (1-4):</ask>
|
||||
|
||||
<action>Gather UX spec details for prompt generation:</action>
|
||||
|
||||
- Design system approach
|
||||
- Color palette and typography
|
||||
- Key components and their states
|
||||
- User flows to implement
|
||||
- Responsive requirements
|
||||
|
||||
<invoke-task>{project-root}/bmad/bmm/tasks/ai-fe-prompt.md</invoke-task>
|
||||
|
||||
<action>Save AI Frontend Prompt to {{ai_frontend_prompt_file}}</action>
|
||||
|
||||
<ask>AI Frontend Prompt saved to {{ai_frontend_prompt_file}}
|
||||
|
||||
This prompt is optimized for:
|
||||
|
||||
- Vercel v0
|
||||
- Lovable.ai
|
||||
- Other AI frontend generation tools
|
||||
|
||||
**Remember**: AI-generated code requires careful review and testing!
|
||||
|
||||
Next actions:
|
||||
|
||||
1. Copy prompt to AI tool
|
||||
2. Return to UX specification
|
||||
3. Exit workflow
|
||||
|
||||
Select option (1-3):</ask>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -1,162 +0,0 @@
|
||||
# {{project_name}} UX/UI Specification
|
||||
|
||||
_Generated on {{date}} by {{user_name}}_
|
||||
|
||||
## Executive Summary
|
||||
|
||||
{{project_context}}
|
||||
|
||||
---
|
||||
|
||||
## 1. UX Goals and Principles
|
||||
|
||||
### 1.1 Target User Personas
|
||||
|
||||
{{user_personas}}
|
||||
|
||||
### 1.2 Usability Goals
|
||||
|
||||
{{usability_goals}}
|
||||
|
||||
### 1.3 Design Principles
|
||||
|
||||
{{design_principles}}
|
||||
|
||||
---
|
||||
|
||||
## 2. Information Architecture
|
||||
|
||||
### 2.1 Site Map
|
||||
|
||||
{{site_map}}
|
||||
|
||||
### 2.2 Navigation Structure
|
||||
|
||||
{{navigation_structure}}
|
||||
|
||||
---
|
||||
|
||||
## 3. User Flows
|
||||
|
||||
{{user_flow_1}}
|
||||
|
||||
{{user_flow_2}}
|
||||
|
||||
{{user_flow_3}}
|
||||
|
||||
{{user_flow_4}}
|
||||
|
||||
{{user_flow_5}}
|
||||
|
||||
---
|
||||
|
||||
## 4. Component Library and Design System
|
||||
|
||||
### 4.1 Design System Approach
|
||||
|
||||
{{design_system_approach}}
|
||||
|
||||
### 4.2 Core Components
|
||||
|
||||
{{core_components}}
|
||||
|
||||
---
|
||||
|
||||
## 5. Visual Design Foundation
|
||||
|
||||
### 5.1 Color Palette
|
||||
|
||||
{{color_palette}}
|
||||
|
||||
### 5.2 Typography
|
||||
|
||||
**Font Families:**
|
||||
{{font_families}}
|
||||
|
||||
**Type Scale:**
|
||||
{{type_scale}}
|
||||
|
||||
### 5.3 Spacing and Layout
|
||||
|
||||
{{spacing_layout}}
|
||||
|
||||
---
|
||||
|
||||
## 6. Responsive Design
|
||||
|
||||
### 6.1 Breakpoints
|
||||
|
||||
{{breakpoints}}
|
||||
|
||||
### 6.2 Adaptation Patterns
|
||||
|
||||
{{adaptation_patterns}}
|
||||
|
||||
---
|
||||
|
||||
## 7. Accessibility
|
||||
|
||||
### 7.1 Compliance Target
|
||||
|
||||
{{compliance_target}}
|
||||
|
||||
### 7.2 Key Requirements
|
||||
|
||||
{{accessibility_requirements}}
|
||||
|
||||
---
|
||||
|
||||
## 8. Interaction and Motion
|
||||
|
||||
### 8.1 Motion Principles
|
||||
|
||||
{{motion_principles}}
|
||||
|
||||
### 8.2 Key Animations
|
||||
|
||||
{{key_animations}}
|
||||
|
||||
---
|
||||
|
||||
## 9. Design Files and Wireframes
|
||||
|
||||
### 9.1 Design Files
|
||||
|
||||
{{design_files}}
|
||||
|
||||
### 9.2 Key Screen Layouts
|
||||
|
||||
{{screen_layout_1}}
|
||||
|
||||
{{screen_layout_2}}
|
||||
|
||||
{{screen_layout_3}}
|
||||
|
||||
---
|
||||
|
||||
## 10. Next Steps
|
||||
|
||||
### 10.1 Immediate Actions
|
||||
|
||||
{{immediate_actions}}
|
||||
|
||||
### 10.2 Design Handoff Checklist
|
||||
|
||||
{{design_handoff_checklist}}
|
||||
|
||||
---
|
||||
|
||||
## Appendix
|
||||
|
||||
### Related Documents
|
||||
|
||||
- PRD: `{{prd}}`
|
||||
- Epics: `{{epics}}`
|
||||
- Tech Spec: `{{tech_spec}}`
|
||||
- Architecture: `{{architecture}}`
|
||||
|
||||
### Version History
|
||||
|
||||
| Date | Version | Changes | Author |
|
||||
| -------- | ------- | --------------------- | ------------- |
|
||||
| {{date}} | 1.0 | Initial specification | {{user_name}} |
|
||||
@@ -1,60 +0,0 @@
|
||||
# Project Planning Workflow Configuration
|
||||
name: "plan-project"
|
||||
description: "Scale-adaptive project planning workflow for all project levels (0-4). Automatically adjusts outputs based on project scope - from single atomic changes (Level 0: tech-spec only) to enterprise platforms (Level 4: full PRD + epics). Level 2-4 route to 3-solutioning workflow for architecture and tech specs. Generates appropriate planning artifacts for each level."
|
||||
author: "BMad"
|
||||
|
||||
# Critical variables load from config_source
|
||||
config_source: "{project-root}/bmad/bmm/config.yaml"
|
||||
project_name: "{config_source}:project_name"
|
||||
output_folder: "{config_source}:output_folder"
|
||||
user_name: "{config_source}:user_name"
|
||||
date: system-generated
|
||||
|
||||
recommended_inputs:
|
||||
- product_brief: "{output_folder}/product-brief.md"
|
||||
- game_brief: "{output_folder}/game-brief.md"
|
||||
- market_research: "{output_folder}/market-research.md"
|
||||
|
||||
# Module path and component files
|
||||
installed_path: "{project-root}/bmad/bmm/workflows/2-plan"
|
||||
|
||||
# Templates - Load these only when the instructions request loading them
|
||||
prd_template: "{installed_path}/prd/prd-template.md"
|
||||
analysis_template: "{installed_path}/prd/analysis-template.md"
|
||||
epics_template: "{installed_path}/prd/epics-template.md"
|
||||
tech_spec_template: "{installed_path}/tech-spec/tech-spec-template.md"
|
||||
ux_spec_template: "{installed_path}/ux/ux-spec-template.md"
|
||||
gdd_template: "{installed_path}/gdd/gdd-template.md"
|
||||
game_types_csv: "{installed_path}/gdd/game-types.csv"
|
||||
narrative_template: "{installed_path}/narrative/narrative-template.md"
|
||||
|
||||
# Routing instructions - loads appropriate instruction set based on project level
|
||||
instructions: "{installed_path}/instructions-router.md"
|
||||
|
||||
# Output configuration
|
||||
analysis_file: "{output_folder}/project-workflow-analysis.md"
|
||||
default_output_file: "{output_folder}/PRD.md"
|
||||
gdd_output_file: "{output_folder}/GDD.md"
|
||||
epics_output_file: "{output_folder}/epics.md"
|
||||
tech_spec_file: "{output_folder}/tech-spec.md"
|
||||
ux_spec_file: "{output_folder}/ux-specification.md"
|
||||
narrative_design_file: "{output_folder}/narrative-design.md"
|
||||
ai_frontend_prompt_file: "{output_folder}/ai-frontend-prompt.md"
|
||||
validation_output_file: "{output_folder}/PRD-validation-report.md"
|
||||
|
||||
# Scale parameters - adaptive by project level
|
||||
scale_parameters:
|
||||
level_0: "Single atomic change, tech-spec only"
|
||||
level_1: "1-10 stories, 1 epic, minimal PRD + tech-spec"
|
||||
level_2: "5-15 stories, 1-2 epics, focused PRD + tech-spec"
|
||||
level_3: "12-40 stories, 2-5 epics, full PRD + architect handoff"
|
||||
level_4: "40+ stories, 5+ epics, enterprise PRD + architect handoff"
|
||||
|
||||
#Do not load these directly - instructions-router.md will load the proper file based on project type/level when needed
|
||||
instructions_sm: "{installed_path}/tech-spec/instructions-sm.md"
|
||||
instructions_med: "{installed_path}/prd/instructions-med.md"
|
||||
instructions_lg: "{installed_path}/prd/instructions-lg.md"
|
||||
instructions_ux: "{installed_path}/ux/instructions-ux.md"
|
||||
instructions_gdd: "{installed_path}/gdd/instructions-gdd.md"
|
||||
instructions_narrative: "{installed_path}/narrative/instructions-narrative.md"
|
||||
validation: "{installed_path}/checklist.md"
|
||||
Reference in New Issue
Block a user