style: standardize quote formatting and indentation in template files

This commit is contained in:
manjaroblack
2025-08-15 22:32:14 -05:00
parent 74c78d2274
commit 312540327f
20 changed files with 3586 additions and 4380 deletions

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@@ -106,7 +106,7 @@ dependencies:
==================== START: .bmad-core/tasks/facilitate-brainstorming-session.md ====================
---
docOutputLocation: docs/brainstorming-session-results.md
template: ".bmad-core/templates/brainstorming-output-tmpl.yaml"
template: '.bmad-core/templates/brainstorming-output-tmpl.yaml'
---
# Facilitate Brainstorming Session Task
@@ -1124,12 +1124,12 @@ sections:
- id: introduction
instruction: |
This template guides creation of a comprehensive Project Brief that serves as the foundational input for product development.
Start by asking the user which mode they prefer:
1. **Interactive Mode** - Work through each section collaboratively
2. **YOLO Mode** - Generate complete draft for review and refinement
Before beginning, understand what inputs are available (brainstorming results, market research, competitive analysis, initial ideas) and gather project context.
- id: executive-summary
@@ -1450,7 +1450,7 @@ sections:
instruction: Map the end-to-end customer experience for primary segments
template: |
For primary customer segment:
1. **Awareness:** {{discovery_process}}
2. **Consideration:** {{evaluation_criteria}}
3. **Purchase:** {{decision_triggers}}
@@ -1651,7 +1651,7 @@ sections:
title: Competitor Prioritization Matrix
instruction: |
Help categorize competitors by market share and strategic threat level
Create a 2x2 matrix:
- Priority 1 (Core Competitors): High Market Share + High Threat
- Priority 2 (Emerging Threats): Low Market Share + High Threat
@@ -1716,7 +1716,14 @@ sections:
title: Feature Comparison Matrix
instruction: Create a detailed comparison table of key features across competitors
type: table
columns: ["Feature Category", "{{your_company}}", "{{competitor_1}}", "{{competitor_2}}", "{{competitor_3}}"]
columns:
[
"Feature Category",
"{{your_company}}",
"{{competitor_1}}",
"{{competitor_2}}",
"{{competitor_3}}",
]
rows:
- category: "Core Functionality"
items:
@@ -1728,7 +1735,13 @@ sections:
- ["Onboarding Time", "{{time}}", "{{time}}", "{{time}}", "{{time}}"]
- category: "Integration & Ecosystem"
items:
- ["API Availability", "{{availability}}", "{{availability}}", "{{availability}}", "{{availability}}"]
- [
"API Availability",
"{{availability}}",
"{{availability}}",
"{{availability}}",
"{{availability}}",
]
- ["Third-party Integrations", "{{number}}", "{{number}}", "{{number}}", "{{number}}"]
- category: "Pricing & Plans"
items:
@@ -1755,7 +1768,7 @@ sections:
title: Positioning Map
instruction: |
Describe competitor positions on key dimensions
Create a positioning description using 2 key dimensions relevant to the market, such as:
- Price vs. Features
- Ease of Use vs. Power
@@ -1790,7 +1803,7 @@ sections:
title: Blue Ocean Opportunities
instruction: |
Identify uncontested market spaces
List opportunities to create new market space:
- Underserved segments
- Unaddressed use cases
@@ -1894,11 +1907,11 @@ sections:
- id: summary-details
template: |
**Topic:** {{session_topic}}
**Session Goals:** {{stated_goals}}
**Techniques Used:** {{techniques_list}}
**Total Ideas Generated:** {{total_ideas}}
- id: key-themes
title: "Key Themes Identified:"
@@ -2023,7 +2036,7 @@ sections:
- id: footer
content: |
---
*Session facilitated using the BMAD-METHOD brainstorming framework*
==================== END: .bmad-core/templates/brainstorming-output-tmpl.yaml ====================

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40
dist/agents/pm.txt vendored
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@@ -1210,7 +1210,7 @@ sections:
condition: PRD has UX/UI requirements
instruction: |
Capture high-level UI/UX vision to guide Design Architect and to inform story creation. Steps:
1. Pre-fill all subsections with educated guesses based on project context
2. Present the complete rendered section to user
3. Clearly let the user know where assumptions were made
@@ -1252,7 +1252,7 @@ sections:
title: Technical Assumptions
instruction: |
Gather technical decisions that will guide the Architect. Steps:
1. Check if .bmad-core/data/technical-preferences.yaml or an attached technical-preferences file exists - use it to pre-populate choices
2. Ask user about: languages, frameworks, starter templates, libraries, APIs, deployment targets
3. For unknowns, offer guidance based on project goals and MVP scope
@@ -1280,9 +1280,9 @@ sections:
title: Epic List
instruction: |
Present a high-level list of all epics for user approval. Each epic should have a title and a short (1 sentence) goal statement. This allows the user to review the overall structure before diving into details.
CRITICAL: Epics MUST be logically sequential following agile best practices:
- Each epic should deliver a significant, end-to-end, fully deployable increment of testable functionality
- Epic 1 must establish foundational project infrastructure (app setup, Git, CI/CD, core services) unless we are adding new functionality to an existing app, while also delivering an initial piece of functionality, even as simple as a health-check route or display of a simple canary page - remember this when we produce the stories for the first epic!
- Each subsequent epic builds upon previous epics' functionality delivering major blocks of functionality that provide tangible value to users or business when deployed
@@ -1301,11 +1301,11 @@ sections:
repeatable: true
instruction: |
After the epic list is approved, present each epic with all its stories and acceptance criteria as a complete review unit.
For each epic provide expanded goal (2-3 sentences describing the objective and value all the stories will achieve).
CRITICAL STORY SEQUENCING REQUIREMENTS:
- Stories within each epic MUST be logically sequential
- Each story should be a "vertical slice" delivering complete functionality aside from early enabler stories for project foundation
- No story should depend on work from a later story or epic
@@ -1333,7 +1333,7 @@ sections:
repeatable: true
instruction: |
Define clear, comprehensive, and testable acceptance criteria that:
- Precisely define what "done" means from a functional perspective
- Are unambiguous and serve as basis for verification
- Include any critical non-functional requirements from the PRD
@@ -1375,19 +1375,19 @@ sections:
title: Intro Project Analysis and Context
instruction: |
IMPORTANT - SCOPE ASSESSMENT REQUIRED:
This PRD is for SIGNIFICANT enhancements to existing projects that require comprehensive planning and multiple stories. Before proceeding:
1. **Assess Enhancement Complexity**: If this is a simple feature addition or bug fix that could be completed in 1-2 focused development sessions, STOP and recommend: "For simpler changes, consider using the brownfield-create-epic or brownfield-create-story task with the Product Owner instead. This full PRD process is designed for substantial enhancements that require architectural planning and multiple coordinated stories."
2. **Project Context**: Determine if we're working in an IDE with the project already loaded or if the user needs to provide project information. If project files are available, analyze existing documentation in the docs folder. If insufficient documentation exists, recommend running the document-project task first.
3. **Deep Assessment Requirement**: You MUST thoroughly analyze the existing project structure, patterns, and constraints before making ANY suggestions. Every recommendation must be grounded in actual project analysis, not assumptions.
Gather comprehensive information about the existing project. This section must be completed before proceeding with requirements.
CRITICAL: Throughout this analysis, explicitly confirm your understanding with the user. For every assumption you make about the existing project, ask: "Based on my analysis, I understand that [assumption]. Is this correct?"
Do not proceed with any recommendations until the user has validated your understanding of the existing system.
sections:
- id: existing-project-overview
@@ -1413,7 +1413,7 @@ sections:
- Note: "Document-project analysis available - using existing technical documentation"
- List key documents created by document-project
- Skip the missing documentation check below
Otherwise, check for existing documentation:
sections:
- id: available-docs
@@ -1537,7 +1537,7 @@ sections:
If document-project output available:
- Extract from "Actual Tech Stack" table in High Level Architecture section
- Include version numbers and any noted constraints
Otherwise, document the current technology stack:
template: |
**Languages**: {{languages}}
@@ -1576,7 +1576,7 @@ sections:
- Reference "Technical Debt and Known Issues" section
- Include "Workarounds and Gotchas" that might impact enhancement
- Note any identified constraints from "Critical Technical Debt"
Build risk assessment incorporating existing known issues:
template: |
**Technical Risks**: {{technical_risks}}
@@ -1599,7 +1599,7 @@ sections:
title: "Epic 1: {{enhancement_title}}"
instruction: |
Comprehensive epic that delivers the brownfield enhancement while maintaining existing functionality
CRITICAL STORY SEQUENCING FOR BROWNFIELD:
- Stories must ensure existing functionality remains intact
- Each story should include verification that existing features still work
@@ -1612,7 +1612,7 @@ sections:
- Each story must deliver value while maintaining system integrity
template: |
**Epic Goal**: {{epic_goal}}
**Integration Requirements**: {{integration_requirements}}
sections:
- id: story

22
dist/agents/po.txt vendored
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@@ -600,7 +600,7 @@ workflow:
elicitation: advanced-elicitation
agent_config:
editable_sections:
editable_sections:
- Status
- Story
- Acceptance Criteria
@@ -617,7 +617,7 @@ sections:
instruction: Select the current status of the story
owner: scrum-master
editors: [scrum-master, dev-agent]
- id: story
title: Story
type: template-text
@@ -629,7 +629,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: acceptance-criteria
title: Acceptance Criteria
type: numbered-list
@@ -637,7 +637,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: tasks-subtasks
title: Tasks / Subtasks
type: bullet-list
@@ -654,7 +654,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master, dev-agent]
- id: dev-notes
title: Dev Notes
instruction: |
@@ -678,7 +678,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: change-log
title: Change Log
type: table
@@ -686,7 +686,7 @@ sections:
instruction: Track changes made to this story document
owner: scrum-master
editors: [scrum-master, dev-agent, qa-agent]
- id: dev-agent-record
title: Dev Agent Record
instruction: This section is populated by the development agent during implementation
@@ -699,25 +699,25 @@ sections:
instruction: Record the specific AI agent model and version used for development
owner: dev-agent
editors: [dev-agent]
- id: debug-log-references
title: Debug Log References
instruction: Reference any debug logs or traces generated during development
owner: dev-agent
editors: [dev-agent]
- id: completion-notes
title: Completion Notes List
instruction: Notes about the completion of tasks and any issues encountered
owner: dev-agent
editors: [dev-agent]
- id: file-list
title: File List
instruction: List all files created, modified, or affected during story implementation
owner: dev-agent
editors: [dev-agent]
- id: qa-results
title: QA Results
instruction: Results from QA Agent QA review of the completed story implementation

881
dist/agents/qa.txt vendored

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dist/agents/sm.txt vendored
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@@ -376,7 +376,7 @@ workflow:
elicitation: advanced-elicitation
agent_config:
editable_sections:
editable_sections:
- Status
- Story
- Acceptance Criteria
@@ -393,7 +393,7 @@ sections:
instruction: Select the current status of the story
owner: scrum-master
editors: [scrum-master, dev-agent]
- id: story
title: Story
type: template-text
@@ -405,7 +405,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: acceptance-criteria
title: Acceptance Criteria
type: numbered-list
@@ -413,7 +413,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: tasks-subtasks
title: Tasks / Subtasks
type: bullet-list
@@ -430,7 +430,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master, dev-agent]
- id: dev-notes
title: Dev Notes
instruction: |
@@ -454,7 +454,7 @@ sections:
elicit: true
owner: scrum-master
editors: [scrum-master]
- id: change-log
title: Change Log
type: table
@@ -462,7 +462,7 @@ sections:
instruction: Track changes made to this story document
owner: scrum-master
editors: [scrum-master, dev-agent, qa-agent]
- id: dev-agent-record
title: Dev Agent Record
instruction: This section is populated by the development agent during implementation
@@ -475,25 +475,25 @@ sections:
instruction: Record the specific AI agent model and version used for development
owner: dev-agent
editors: [dev-agent]
- id: debug-log-references
title: Debug Log References
instruction: Reference any debug logs or traces generated during development
owner: dev-agent
editors: [dev-agent]
- id: completion-notes
title: Completion Notes List
instruction: Notes about the completion of tasks and any issues encountered
owner: dev-agent
editors: [dev-agent]
- id: file-list
title: File List
instruction: List all files created, modified, or affected during story implementation
owner: dev-agent
editors: [dev-agent]
- id: qa-results
title: QA Results
instruction: Results from QA Agent QA review of the completed story implementation

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@@ -354,7 +354,7 @@ sections:
title: Introduction
instruction: |
Review provided documents including Project Brief, PRD, and any user research to gather context. Focus on understanding user needs, pain points, and desired outcomes before beginning the specification.
Establish the document's purpose and scope. Keep the content below but ensure project name is properly substituted.
content: |
This document defines the user experience goals, information architecture, user flows, and visual design specifications for {{project_name}}'s user interface. It serves as the foundation for visual design and frontend development, ensuring a cohesive and user-centered experience.
@@ -363,7 +363,7 @@ sections:
title: Overall UX Goals & Principles
instruction: |
Work with the user to establish and document the following. If not already defined, facilitate a discussion to determine:
1. Target User Personas - elicit details or confirm existing ones from PRD
2. Key Usability Goals - understand what success looks like for users
3. Core Design Principles - establish 3-5 guiding principles
@@ -404,7 +404,7 @@ sections:
title: Information Architecture (IA)
instruction: |
Collaborate with the user to create a comprehensive information architecture:
1. Build a Site Map or Screen Inventory showing all major areas
2. Define the Navigation Structure (primary, secondary, breadcrumbs)
3. Use Mermaid diagrams for visual representation
@@ -434,22 +434,22 @@ sections:
title: Navigation Structure
template: |
**Primary Navigation:** {{primary_nav_description}}
**Secondary Navigation:** {{secondary_nav_description}}
**Breadcrumb Strategy:** {{breadcrumb_strategy}}
- id: user-flows
title: User Flows
instruction: |
For each critical user task identified in the PRD:
1. Define the user's goal clearly
2. Map out all steps including decision points
3. Consider edge cases and error states
4. Use Mermaid flow diagrams for clarity
5. Link to external tools (Figma/Miro) if detailed flows exist there
Create subsections for each major flow.
elicit: true
repeatable: true
@@ -458,9 +458,9 @@ sections:
title: "{{flow_name}}"
template: |
**User Goal:** {{flow_goal}}
**Entry Points:** {{entry_points}}
**Success Criteria:** {{success_criteria}}
sections:
- id: flow-diagram
@@ -491,14 +491,14 @@ sections:
title: "{{screen_name}}"
template: |
**Purpose:** {{screen_purpose}}
**Key Elements:**
- {{element_1}}
- {{element_2}}
- {{element_3}}
**Interaction Notes:** {{interaction_notes}}
**Design File Reference:** {{specific_frame_link}}
- id: component-library
@@ -517,11 +517,11 @@ sections:
title: "{{component_name}}"
template: |
**Purpose:** {{component_purpose}}
**Variants:** {{component_variants}}
**States:** {{component_states}}
**Usage Guidelines:** {{usage_guidelines}}
- id: branding-style
@@ -567,13 +567,13 @@ sections:
title: Iconography
template: |
**Icon Library:** {{icon_library}}
**Usage Guidelines:** {{icon_guidelines}}
- id: spacing-layout
title: Spacing & Layout
template: |
**Grid System:** {{grid_system}}
**Spacing Scale:** {{spacing_scale}}
- id: accessibility
@@ -591,12 +591,12 @@ sections:
- Color contrast ratios: {{contrast_requirements}}
- Focus indicators: {{focus_requirements}}
- Text sizing: {{text_requirements}}
**Interaction:**
- Keyboard navigation: {{keyboard_requirements}}
- Screen reader support: {{screen_reader_requirements}}
- Touch targets: {{touch_requirements}}
**Content:**
- Alternative text: {{alt_text_requirements}}
- Heading structure: {{heading_requirements}}
@@ -623,11 +623,11 @@ sections:
title: Adaptation Patterns
template: |
**Layout Changes:** {{layout_adaptations}}
**Navigation Changes:** {{nav_adaptations}}
**Content Priority:** {{content_adaptations}}
**Interaction Changes:** {{interaction_adaptations}}
- id: animation
@@ -661,7 +661,7 @@ sections:
title: Next Steps
instruction: |
After completing the UI/UX specification:
1. Recommend review with stakeholders
2. Suggest creating/updating visual designs in design tool
3. Prepare for handoff to Design Architect for frontend architecture

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@@ -991,7 +991,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
- id: executive-summary
@@ -1036,7 +1036,7 @@ sections:
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
@@ -1046,12 +1046,12 @@ sections:
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
@@ -1067,17 +1067,17 @@ sections:
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
**Dependencies:** {{other_mechanics_needed}}
- id: controls
title: Controls
@@ -1096,9 +1096,9 @@ sections:
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
@@ -1135,9 +1135,9 @@ sections:
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
@@ -1163,13 +1163,13 @@ sections:
title: Platform Specific
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
@@ -1178,14 +1178,14 @@ sections:
instruction: Define asset specifications for the art and audio teams
template: |
**Visual Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
@@ -1198,7 +1198,7 @@ sections:
title: Engine Configuration
template: |
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
@@ -1207,7 +1207,7 @@ sections:
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
@@ -1219,7 +1219,7 @@ sections:
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
@@ -1337,7 +1337,7 @@ sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
@@ -1345,7 +1345,7 @@ sections:
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
@@ -1392,29 +1392,29 @@ sections:
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
@@ -1429,11 +1429,11 @@ sections:
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -1468,7 +1468,7 @@ sections:
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
@@ -1483,17 +1483,17 @@ sections:
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
@@ -1501,18 +1501,18 @@ sections:
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
@@ -1521,18 +1521,18 @@ sections:
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
@@ -1545,14 +1545,14 @@ sections:
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
@@ -1562,13 +1562,13 @@ sections:
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
@@ -1577,14 +1577,14 @@ sections:
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
@@ -1598,7 +1598,7 @@ sections:
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
@@ -1636,14 +1636,14 @@ sections:
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
@@ -1652,19 +1652,19 @@ sections:
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
@@ -1677,13 +1677,13 @@ sections:
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
@@ -1711,14 +1711,14 @@ sections:
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
@@ -1731,14 +1731,14 @@ sections:
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
@@ -1747,15 +1747,15 @@ sections:
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
@@ -1764,14 +1764,14 @@ sections:
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
@@ -1824,7 +1824,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
@@ -1881,7 +1881,7 @@ sections:
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
@@ -1908,12 +1908,12 @@ sections:
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
@@ -1951,10 +1951,10 @@ sections:
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
@@ -1978,16 +1978,16 @@ sections:
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
@@ -2054,13 +2054,13 @@ sections:
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
@@ -2068,13 +2068,13 @@ sections:
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
@@ -2083,7 +2083,7 @@ sections:
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
@@ -2136,12 +2136,12 @@ sections:
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}

View File

@@ -207,7 +207,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
@@ -215,7 +215,7 @@ sections:
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{game_title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
sections:
- id: change-log
@@ -234,7 +234,7 @@ sections:
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
@@ -322,23 +322,23 @@ sections:
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Scene loading and unloading
- Data passing between scenes
- Transition effects
- Memory management
**Implementation Requirements:**
- Preload scene for asset loading
- Menu system with navigation
- Gameplay scenes with state management
- Pause/resume functionality
**Files to Create:**
- `src/scenes/BootScene.ts`
- `src/scenes/PreloadScene.ts`
- `src/scenes/MenuScene.ts`
@@ -348,23 +348,23 @@ sections:
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- Save/load system with localStorage
- State validation and error recovery
- Cross-session data persistence
- Settings management
**Files to Create:**
- `src/systems/GameState.ts`
- `src/systems/SaveManager.ts`
- `src/types/GameData.ts`
@@ -372,23 +372,23 @@ sections:
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprite sheets and animations
- Audio files and music
- Level data and configurations
- UI assets and fonts
**Implementation Requirements:**
- Progressive loading strategy
- Asset caching and optimization
- Error handling for failed loads
- Memory management for large assets
**Files to Create:**
- `src/systems/AssetManager.ts`
- `src/config/AssetConfig.ts`
- `src/utils/AssetLoader.ts`
@@ -396,23 +396,23 @@ sections:
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support (optional)
**Implementation Requirements:**
- Input mapping and configuration
- Touch-friendly mobile controls
- Input buffering for responsive gameplay
- Customizable control schemes
**Files to Create:**
- `src/systems/InputManager.ts`
- `src/utils/TouchControls.ts`
- `src/types/InputTypes.ts`
@@ -425,19 +425,19 @@ sections:
title: "{{mechanic_name}} System"
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `src/systems/{{system_name}}.ts`
- `src/gameObjects/{{related_object}}.ts`
- `src/types/{{system_types}}.ts`
@@ -445,65 +445,65 @@ sections:
title: Physics & Collision System
template: |
**Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js)
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Optimized collision detection
- Physics body management
- Collision callbacks and events
- Performance monitoring
**Files to Create:**
- `src/systems/PhysicsManager.ts`
- `src/utils/CollisionGroups.ts`
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- Audio sprite management
- Dynamic music system
- Spatial audio (if applicable)
- Audio pooling for performance
**Files to Create:**
- `src/systems/AudioManager.ts`
- `src/config/AudioConfig.ts`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Responsive layout system
- Touch-friendly interface
- Keyboard navigation support
- Animation and transitions
**Files to Create:**
- `src/systems/UIManager.ts`
- `src/gameObjects/UI/`
- `src/types/UITypes.ts`
@@ -1045,7 +1045,7 @@ interface GameState {
interface GameSettings {
musicVolume: number;
sfxVolume: number;
difficulty: "easy" | "normal" | "hard";
difficulty: 'easy' | 'normal' | 'hard';
controls: ControlScheme;
}
```
@@ -1086,12 +1086,12 @@ class GameScene extends Phaser.Scene {
private inputManager!: InputManager;
constructor() {
super({ key: "GameScene" });
super({ key: 'GameScene' });
}
preload(): void {
// Load only scene-specific assets
this.load.image("player", "assets/player.png");
this.load.image('player', 'assets/player.png');
}
create(data: SceneData): void {
@@ -1116,7 +1116,7 @@ class GameScene extends Phaser.Scene {
this.inputManager.destroy();
// Remove event listeners
this.events.off("*");
this.events.off('*');
}
}
```
@@ -1125,13 +1125,13 @@ class GameScene extends Phaser.Scene {
```typescript
// Proper scene transitions with data
this.scene.start("NextScene", {
this.scene.start('NextScene', {
playerScore: this.playerScore,
currentLevel: this.currentLevel + 1,
});
// Scene overlays for UI
this.scene.launch("PauseMenuScene");
this.scene.launch('PauseMenuScene');
this.scene.pause();
```
@@ -1175,7 +1175,7 @@ class Player extends GameEntity {
private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, "player");
super(scene, x, y, 'player');
this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100));
@@ -1195,7 +1195,7 @@ class GameManager {
constructor(scene: Phaser.Scene) {
if (GameManager.instance) {
throw new Error("GameManager already exists!");
throw new Error('GameManager already exists!');
}
this.scene = scene;
@@ -1205,7 +1205,7 @@ class GameManager {
static getInstance(): GameManager {
if (!GameManager.instance) {
throw new Error("GameManager not initialized!");
throw new Error('GameManager not initialized!');
}
return GameManager.instance;
}
@@ -1252,7 +1252,7 @@ class BulletPool {
}
// Pool exhausted - create new bullet
console.warn("Bullet pool exhausted, creating new bullet");
console.warn('Bullet pool exhausted, creating new bullet');
return new Bullet(this.scene, 0, 0);
}
@@ -1352,14 +1352,12 @@ class InputManager {
}
private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys(
"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
);
this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT');
}
private setupTouch(): void {
this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on("pointerup", this.handlePointerUp, this);
this.scene.input.on('pointerdown', this.handlePointerDown, this);
this.scene.input.on('pointerup', this.handlePointerUp, this);
}
update(): void {
@@ -1386,9 +1384,9 @@ class InputManager {
class AssetManager {
loadAssets(): Promise<void> {
return new Promise((resolve, reject) => {
this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on("complete", () => resolve());
this.scene.load.on('filecomplete', this.handleFileComplete, this);
this.scene.load.on('loaderror', this.handleLoadError, this);
this.scene.load.on('complete', () => resolve());
this.scene.load.start();
});
@@ -1404,8 +1402,8 @@ class AssetManager {
private loadFallbackAsset(key: string): void {
// Load placeholder or default assets
switch (key) {
case "player":
this.scene.load.image("player", "assets/defaults/default-player.png");
case 'player':
this.scene.load.image('player', 'assets/defaults/default-player.png');
break;
default:
console.warn(`No fallback for asset: ${key}`);
@@ -1432,11 +1430,11 @@ class GameSystem {
private attemptRecovery(context: string): void {
switch (context) {
case "update":
case 'update':
// Reset system state
this.reset();
break;
case "render":
case 'render':
// Disable visual effects
this.disableEffects();
break;
@@ -1456,7 +1454,7 @@ class GameSystem {
```typescript
// Example test for game mechanics
describe("HealthComponent", () => {
describe('HealthComponent', () => {
let healthComponent: HealthComponent;
beforeEach(() => {
@@ -1464,18 +1462,18 @@ describe("HealthComponent", () => {
healthComponent = new HealthComponent(mockEntity, 100);
});
test("should initialize with correct health", () => {
test('should initialize with correct health', () => {
expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100);
});
test("should handle damage correctly", () => {
test('should handle damage correctly', () => {
healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true);
});
test("should handle death correctly", () => {
test('should handle death correctly', () => {
healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false);
@@ -1488,7 +1486,7 @@ describe("HealthComponent", () => {
**Scene Testing:**
```typescript
describe("GameScene Integration", () => {
describe('GameScene Integration', () => {
let scene: GameScene;
let mockGame: Phaser.Game;
@@ -1498,7 +1496,7 @@ describe("GameScene Integration", () => {
scene = new GameScene();
});
test("should initialize all systems", () => {
test('should initialize all systems', () => {
scene.create({});
expect(scene.gameManager).toBeDefined();

View File

@@ -412,13 +412,13 @@ sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
@@ -467,12 +467,12 @@ sections:
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
@@ -487,15 +487,15 @@ sections:
{{property_2}}: {{type}};
{{method_1}}({{params}}): {{return_type}};
}
// {{class_name}}
class {{class_name}} extends {{phaser_class}} {
private {{property}}: {{type}};
constructor({{params}}) {
// Implementation requirements
}
public {{method}}({{params}}): {{return_type}} {
// Method requirements
}
@@ -505,15 +505,15 @@ sections:
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**System Dependencies:**
- {{system_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
@@ -525,7 +525,7 @@ sections:
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
@@ -533,18 +533,18 @@ sections:
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
@@ -552,13 +552,13 @@ sections:
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
@@ -570,11 +570,11 @@ sections:
title: Unit Tests
template: |
**Test Files:**
- `tests/{{component_name}}.test.ts`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
@@ -582,12 +582,12 @@ sections:
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
@@ -595,7 +595,7 @@ sections:
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains {{fps_target}} FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
@@ -605,15 +605,15 @@ sections:
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
@@ -636,17 +636,17 @@ sections:
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}
==================== END: .bmad-2d-phaser-game-dev/templates/game-story-tmpl.yaml ====================

View File

@@ -1265,7 +1265,7 @@ sections:
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s) - {{unity_component}}
2. {{action_2}} ({{time_2}}s) - {{unity_component}}
3. {{action_3}} ({{time_3}}s) - {{unity_component}}
@@ -1277,12 +1277,12 @@ sections:
instruction: Clearly define success and failure states with Unity-specific implementation notes
template: |
**Victory Conditions:**
- {{win_condition_1}} - Unity Event: {{unity_event}}
- {{win_condition_2}} - Unity Event: {{unity_event}}
**Failure States:**
- {{loss_condition_1}} - Trigger: {{unity_trigger}}
- {{loss_condition_2}} - Trigger: {{unity_trigger}}
examples:
@@ -1302,22 +1302,22 @@ sections:
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}} - Unity Input System: {{input_action}}
**System Response:** {{game_response}}
**Unity Implementation Notes:**
- **Components Needed:** {{component_list}}
- **Physics Requirements:** {{physics_2d_setup}}
- **Animation States:** {{animator_states}}
- **Performance Considerations:** {{optimization_notes}}
**Dependencies:** {{other_mechanics_needed}}
**Script Architecture:**
- {{script_name}}.cs - {{responsibility}}
- {{manager_script}}.cs - {{management_role}}
examples:
@@ -1343,15 +1343,15 @@ sections:
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
**Save Data Structure:**
```csharp
[System.Serializable]
public class PlayerProgress
@@ -1367,13 +1367,13 @@ sections:
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Early Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Mid Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Late Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
examples:
@@ -1406,22 +1406,22 @@ sections:
**Target Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty Rating:** {{relative_difficulty}}
**Unity Scene Structure:**
- **Environment:** {{tilemap_setup}}
- **Gameplay Objects:** {{prefab_list}}
- **Lighting:** {{lighting_setup}}
- **Audio:** {{audio_sources}}
**Level Flow Template:**
- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
**Reusable Prefabs:**
- {{prefab_name}} - {{prefab_purpose}}
examples:
- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
@@ -1432,9 +1432,9 @@ sections:
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
**Scene Management:** {{unity_scene_loading}}
**Unity Scene Organization:**
- Scene Naming: {{naming_convention}}
- Addressable Assets: {{addressable_groups}}
- Loading Screens: {{loading_implementation}}
@@ -1459,13 +1459,13 @@ sections:
**Physics:** {{2D Only|3D Only|Hybrid}}
**Scripting Backend:** {{Mono|IL2CPP}}
**API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
**Required Packages:**
- {{package_name}} {{version}} - {{purpose}}
**Project Settings:**
- Color Space: {{Linear|Gamma}}
- Quality Settings: {{quality_levels}}
- Physics Settings: {{physics_config}}
@@ -1479,9 +1479,9 @@ sections:
**Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
**Unity Profiler Targets:**
- CPU Frame Time: <{{cpu_time}}ms
- GPU Frame Time: <{{gpu_time}}ms
- GC Allocs: <{{gc_limit}}KB per frame
@@ -1492,20 +1492,20 @@ sections:
title: Platform Specific Requirements
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
- Build Target: {{desktop_targets}}
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Accelerometer ({{sensor_support}})
- OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
- Device Requirements: {{device_specs}}
**Web (if applicable):**
- WebGL Version: {{webgl_version}}
- Browser Support: {{browser_list}}
- Compression: {{compression_format}}
@@ -1516,21 +1516,21 @@ sections:
instruction: Define asset specifications for Unity pipeline optimization
template: |
**2D Art Assets:**
- Sprites: {{sprite_resolution}} at {{ppu}} PPU
- Texture Format: {{texture_compression}}
- Atlas Strategy: {{sprite_atlas_setup}}
- Animation: {{animation_type}} at {{framerate}} FPS
**Audio Assets:**
- Music: {{audio_format}} at {{sample_rate}} Hz
- SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
- Compression: {{audio_compression}}
- 3D Audio: {{spatial_audio}}
**UI Assets:**
- Canvas Resolution: {{ui_resolution}}
- UI Scale Mode: {{scale_mode}}
- Font: {{font_requirements}}
@@ -1551,17 +1551,17 @@ sections:
title: Code Architecture Pattern
template: |
**Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
**Core Systems Required:**
- **Scene Management:** {{scene_manager_approach}}
- **State Management:** {{state_pattern_implementation}}
- **Event System:** {{event_system_choice}}
- **Object Pooling:** {{pooling_strategy}}
- **Save/Load System:** {{save_system_approach}}
**Folder Structure:**
```
Assets/
├── _Project/
@@ -1571,9 +1571,9 @@ sections:
│ ├── Scenes/
│ └── {{additional_folders}}
```
**Naming Conventions:**
- Scripts: {{script_naming}}
- Prefabs: {{prefab_naming}}
- Scenes: {{scene_naming}}
@@ -1584,19 +1584,19 @@ sections:
title: Unity Systems Integration
template: |
**Required Unity Systems:**
- **Input System:** {{input_implementation}}
- **Animation System:** {{animation_approach}}
- **Physics Integration:** {{physics_usage}}
- **Rendering Features:** {{rendering_requirements}}
- **Asset Streaming:** {{asset_loading_strategy}}
**Third-Party Integrations:**
- {{integration_name}}: {{integration_purpose}}
**Performance Systems:**
- **Profiling Integration:** {{profiling_setup}}
- **Memory Management:** {{memory_strategy}}
- **Build Pipeline:** {{build_automation}}
@@ -1607,20 +1607,20 @@ sections:
title: Data Management
template: |
**Save Data Architecture:**
- **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
- **Structure:** {{save_data_organization}}
- **Encryption:** {{security_approach}}
- **Cloud Sync:** {{cloud_integration}}
**Configuration Data:**
- **ScriptableObjects:** {{scriptable_object_usage}}
- **Settings Management:** {{settings_system}}
- **Localization:** {{localization_approach}}
**Runtime Data:**
- **Caching Strategy:** {{cache_implementation}}
- **Memory Pools:** {{pooling_objects}}
- **Asset References:** {{asset_reference_system}}
@@ -1848,15 +1848,15 @@ sections:
instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
template: |
**Epic Prioritization:** {{epic_order_rationale}}
**Story Sizing Guidelines:**
- Foundation stories: {{foundation_story_scope}}
- Feature stories: {{feature_story_scope}}
- Polish stories: {{polish_story_scope}}
**Unity-Specific Story Considerations:**
- Each story should result in testable Unity scenes or prefabs
- Include specific Unity components and systems in acceptance criteria
- Consider cross-platform testing requirements
@@ -1892,7 +1892,7 @@ sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
@@ -1900,7 +1900,7 @@ sections:
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
@@ -1947,29 +1947,29 @@ sections:
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
@@ -1984,11 +1984,11 @@ sections:
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -2023,7 +2023,7 @@ sections:
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
@@ -2038,17 +2038,17 @@ sections:
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
@@ -2056,18 +2056,18 @@ sections:
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
@@ -2076,18 +2076,18 @@ sections:
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
@@ -2100,14 +2100,14 @@ sections:
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
@@ -2117,13 +2117,13 @@ sections:
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
@@ -2132,14 +2132,14 @@ sections:
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
@@ -2153,7 +2153,7 @@ sections:
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
@@ -2191,14 +2191,14 @@ sections:
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
@@ -2207,19 +2207,19 @@ sections:
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
@@ -2232,13 +2232,13 @@ sections:
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
@@ -2266,14 +2266,14 @@ sections:
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
@@ -2286,14 +2286,14 @@ sections:
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
@@ -2302,15 +2302,15 @@ sections:
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
@@ -2319,14 +2319,14 @@ sections:
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
@@ -2379,7 +2379,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
@@ -2436,7 +2436,7 @@ sections:
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
@@ -2463,12 +2463,12 @@ sections:
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Unity & C#
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
@@ -2506,10 +2506,10 @@ sections:
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
@@ -2533,16 +2533,16 @@ sections:
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
@@ -2609,13 +2609,13 @@ sections:
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
@@ -2623,13 +2623,13 @@ sections:
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
@@ -2638,7 +2638,7 @@ sections:
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
@@ -2691,12 +2691,12 @@ sections:
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}

View File

@@ -524,13 +524,13 @@ sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
@@ -579,12 +579,12 @@ sections:
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
@@ -667,13 +667,13 @@ sections:
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
@@ -720,15 +720,15 @@ sections:
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
@@ -751,17 +751,17 @@ sections:
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}
==================== END: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================

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@@ -552,18 +552,18 @@ sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- Product Requirements Document (PRD) - Required for business needs and scale requirements
- Main System Architecture - Required for infrastructure dependencies
- Technical Preferences/Tech Stack Document - Required for technology choices
- PRD Technical Assumptions - Required for cross-referencing repository and service architecture
If any required documents are missing, ask user: "I need the following documents to create a comprehensive infrastructure architecture: [list missing]. Would you like to proceed with available information or provide the missing documents first?"
3. <critical_rule>Cross-reference with PRD Technical Assumptions to ensure infrastructure decisions align with repository and service architecture decisions made in the system architecture.</critical_rule>
Output file location: `docs/infrastructure-architecture.md`
- id: infrastructure-overview
@@ -592,7 +592,7 @@ sections:
- Repository Structure
- State Management
- Dependency Management
<critical_rule>All infrastructure must be defined as code. No manual resource creation in production environments.</critical_rule>
- id: environment-configuration
@@ -628,7 +628,7 @@ sections:
title: Network Architecture
instruction: |
Design network topology considering security zones, traffic patterns, and compliance requirements. Reference main architecture for service communication patterns.
Create Mermaid diagram showing:
- VPC/Network structure
- Security zones and boundaries
@@ -691,7 +691,7 @@ sections:
title: Data Resources
instruction: |
Design data infrastructure based on data architecture from main system design. Consider data volumes, access patterns, compliance, and recovery requirements.
Create data flow diagram showing:
- Database topology
- Replication patterns
@@ -712,7 +712,7 @@ sections:
- Data Encryption
- Compliance Controls
- Security Scanning & Monitoring
<critical_rule>Apply principle of least privilege for all access controls. Document all security exceptions with business justification.</critical_rule>
- id: shared-responsibility
@@ -748,7 +748,7 @@ sections:
title: CI/CD Pipeline
instruction: |
Design deployment pipeline that balances speed with safety. Include progressive deployment strategies and automated quality gates.
Create pipeline diagram showing:
- Build stages
- Test gates
@@ -779,7 +779,7 @@ sections:
- Recovery Procedures
- RTO & RPO Targets
- DR Testing Approach
<critical_rule>DR procedures must be tested at least quarterly. Document test results and improvement actions.</critical_rule>
- id: cost-optimization
@@ -821,15 +821,15 @@ sections:
title: DevOps/Platform Feasibility Review
instruction: |
CRITICAL STEP - Present architectural blueprint summary to DevOps/Platform Engineering Agent for feasibility review. Request specific feedback on:
- **Operational Complexity:** Are the proposed patterns implementable with current tooling and expertise?
- **Resource Constraints:** Do infrastructure requirements align with available resources and budgets?
- **Security Implementation:** Are security patterns achievable with current security toolchain?
- **Operational Overhead:** Will the proposed architecture create excessive operational burden?
- **Technology Constraints:** Are selected technologies compatible with existing infrastructure?
Document all feasibility feedback and concerns raised. Iterate on architectural decisions based on operational constraints and feedback.
<critical_rule>Address all critical feasibility concerns before proceeding to final architecture documentation. If critical blockers identified, revise architecture before continuing.</critical_rule>
sections:
- id: feasibility-results
@@ -847,7 +847,7 @@ sections:
title: Validation Framework
content: |
This infrastructure architecture will be validated using the comprehensive `infrastructure-checklist.md`, with particular focus on Section 12: Architecture Documentation Validation. The checklist ensures:
- Completeness of architecture documentation
- Consistency with broader system architecture
- Appropriate level of detail for different stakeholders
@@ -857,12 +857,12 @@ sections:
title: Validation Process
content: |
The architecture documentation validation should be performed:
- After initial architecture development
- After significant architecture changes
- Before major implementation phases
- During periodic architecture reviews
The Platform Engineer should use the infrastructure checklist to systematically validate all aspects of this architecture document.
- id: implementation-handoff
@@ -873,7 +873,7 @@ sections:
title: Architecture Decision Records (ADRs)
content: |
Create ADRs for key infrastructure decisions:
- Cloud provider selection rationale
- Container orchestration platform choice
- Networking architecture decisions
@@ -883,7 +883,7 @@ sections:
title: Implementation Validation Criteria
content: |
Define specific criteria for validating correct implementation:
- Infrastructure as Code quality gates
- Security compliance checkpoints
- Performance benchmarks
@@ -943,7 +943,7 @@ sections:
instruction: Final Review - Ensure all sections are complete and consistent. Verify feasibility review was conducted and all concerns addressed. Apply final validation against infrastructure checklist.
content: |
---
_Document Version: 1.0_
_Last Updated: {{current_date}}_
_Next Review: {{review_date}}_
@@ -980,7 +980,7 @@ sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- **Infrastructure Architecture Document** (Primary input - REQUIRED)
@@ -989,10 +989,10 @@ sections:
- Technology Stack Document
- Infrastructure Checklist
- NOTE: If Infrastructure Architecture Document is missing, HALT and request: "I need the Infrastructure Architecture Document to proceed with platform implementation. This document defines the infrastructure design that we'll be implementing."
3. Validate that the infrastructure architecture has been reviewed and approved
4. <critical_rule>All platform implementation must align with the approved infrastructure architecture. Any deviations require architect approval.</critical_rule>
Output file location: `docs/platform-infrastructure/platform-implementation.md`
- id: executive-summary
@@ -1065,7 +1065,7 @@ sections:
# Example Terraform for VPC setup
module "vpc" {
source = "./modules/vpc"
cidr_block = "{{vpc_cidr}}"
availability_zones = {{availability_zones}}
public_subnets = {{public_subnets}}
@@ -1460,7 +1460,7 @@ sections:
// K6 Load Test Example
import http from 'k6/http';
import { check } from 'k6';
export let options = {
stages: [
{ duration: '5m', target: {{target_users}} },
@@ -1574,7 +1574,7 @@ sections:
instruction: Final Review - Ensure all platform layers are properly implemented, integrated, and documented. Verify that the implementation fully supports the BMAD methodology and all agent workflows. Confirm successful validation against the infrastructure checklist.
content: |
---
_Platform Version: 1.0_
_Implementation Date: {{implementation_date}}_
_Next Review: {{review_date}}_

1448
dist/teams/team-all.txt vendored

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