Feature/expansionpack 2d unity game dev (#332)
* Added 1.0 files * Converted agents, and templates to new format. Updated filenames to include extensions like in unity-2d-game-team.yaml, Updated some wordage in workflow, config, and increased minor version number * Forgot to remove unused startup section in game-sm since it's moved to activation-instructions, now fixed. * Updated verbosity for development workflow in development-guidenlines.md * built the web-dist files for the expansion pack * Synched with main repo and rebuilt dist * Added enforcement of game-design-checklist to designer persona * Updated with new changes to phaser epack that seem relevant to discussion we had on discord for summarizing documentation updates * updated dist build for our epack
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workflow:
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id: unity-game-dev-greenfield
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name: Game Development - Greenfield Project (Unity)
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description: Specialized workflow for creating 2D games from concept to implementation using Unity and C#. Guides teams through game concept development, design documentation, technical architecture, and story-driven development for professional game development.
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type: greenfield
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project_types:
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- indie-game
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- mobile-game
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- web-game
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- educational-game
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- prototype-game
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- game-jam
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full_game_sequence:
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- agent: game-designer
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creates: game-brief.md
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optional_steps:
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- brainstorming_session
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- game_research_prompt
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- player_research
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notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
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- agent: game-designer
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creates: game-design-doc.md
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requires: game-brief.md
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optional_steps:
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- competitive_analysis
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- technical_research
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notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
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- agent: game-designer
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creates: level-design-doc.md
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requires: game-design-doc.md
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optional_steps:
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- level_prototyping
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- difficulty_analysis
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notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
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- agent: solution-architect
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creates: game-architecture.md
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requires:
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- game-design-doc.md
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- level-design-doc.md
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optional_steps:
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- technical_research_prompt
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- performance_analysis
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- platform_research
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notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Unity systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
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- agent: game-designer
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validates: design_consistency
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requires: all_design_documents
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uses: game-design-checklist
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notes: Validate all design documents for consistency, completeness, and implementability. May require updates to any design document.
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- agent: various
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updates: flagged_design_documents
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condition: design_validation_issues
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notes: If design validation finds issues, return to relevant agent to fix and re-export updated documents to docs/ folder.
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project_setup_guidance:
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action: guide_game_project_structure
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notes: Set up Unity project structure following game architecture document. Create Assets/ with subdirectories for Scenes, Scripts, Prefabs, etc.
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workflow_end:
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action: move_to_story_development
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notes: All design artifacts complete. Begin story-driven development phase. Use Game Scrum Master to create implementation stories from design documents.
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prototype_sequence:
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- step: prototype_scope
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action: assess_prototype_complexity
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notes: First, assess if this needs full game design (use full_game_sequence) or can be a rapid prototype.
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- agent: game-designer
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creates: game-brief.md
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optional_steps:
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- quick_brainstorming
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- concept_validation
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notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
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- agent: game-designer
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creates: prototype-design.md
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uses: create-doc prototype-design OR create-game-story
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requires: game-brief.md
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notes: Create minimal design document or jump directly to implementation stories for rapid prototyping. Choose based on prototype complexity.
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prototype_workflow_end:
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action: move_to_rapid_implementation
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notes: Prototype defined. Begin immediate implementation with Game Developer. Focus on core mechanics first, then iterate based on playtesting.
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flow_diagram: |
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```mermaid
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graph TD
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A[Start: Game Development Project] --> B{Project Scope?}
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B -->|Full Game/Production| C[game-designer: game-brief.md]
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B -->|Prototype/Game Jam| D[game-designer: focused game-brief.md]
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C --> E[game-designer: game-design-doc.md]
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E --> F[game-designer: level-design-doc.md]
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F --> G[solution-architect: game-architecture.md]
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G --> H[game-designer: validate design consistency]
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H --> I{Design validation issues?}
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I -->|Yes| J[Return to relevant agent for fixes]
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I -->|No| K[Set up game project structure]
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J --> H
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K --> L[Move to Story Development Phase]
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D --> M[game-designer: prototype-design.md]
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M --> N[Move to Rapid Implementation]
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C -.-> C1[Optional: brainstorming]
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C -.-> C2[Optional: game research]
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E -.-> E1[Optional: competitive analysis]
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F -.-> F1[Optional: level prototyping]
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G -.-> G1[Optional: technical research]
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D -.-> D1[Optional: quick brainstorming]
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style L fill:#90EE90
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style N fill:#90EE90
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style C fill:#FFE4B5
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style E fill:#FFE4B5
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style F fill:#FFE4B5
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style G fill:#FFE4B5
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style D fill:#FFB6C1
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style M fill:#FFB6C1
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```
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decision_guidance:
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use_full_sequence_when:
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- Building commercial or production games
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- Multiple team members involved
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- Complex gameplay systems (3+ core mechanics)
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- Long-term development timeline (2+ months)
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- Need comprehensive documentation for team coordination
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- Targeting multiple platforms
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- Educational or enterprise game projects
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use_prototype_sequence_when:
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- Game jams or time-constrained development
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- Solo developer or very small team
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- Experimental or proof-of-concept games
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- Simple mechanics (1-2 core systems)
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- Quick validation of game concepts
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- Learning projects or technical demos
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handoff_prompts:
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designer_to_gdd: Game brief is complete. Save it as docs/design/game-brief.md in your project, then create the comprehensive Game Design Document.
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gdd_to_level: Game Design Document ready. Save it as docs/design/game-design-doc.md, then create the level design framework.
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level_to_architect: Level design complete. Save it as docs/design/level-design-doc.md, then create the technical architecture.
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architect_review: Architecture complete. Save it as docs/architecture/game-architecture.md. Please validate all design documents for consistency.
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validation_issues: Design validation found issues with [document]. Please return to [agent] to fix and re-save the updated document.
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full_complete: All design artifacts validated and saved. Set up game project structure and move to story development phase.
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prototype_designer_to_dev: Prototype brief complete. Save it as docs/game-brief.md, then create minimal design or jump directly to implementation stories.
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prototype_complete: Prototype defined. Begin rapid implementation focusing on core mechanics and immediate playability.
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story_development_guidance:
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epic_breakdown:
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- Core Game Systems" - Fundamental gameplay mechanics and player controls
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- Level Content" - Individual levels, progression, and content implementation
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- User Interface" - Menus, HUD, settings, and player feedback systems
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- Audio Integration" - Music, sound effects, and audio systems
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- Performance Optimization" - Platform optimization and technical polish
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- Game Polish" - Visual effects, animations, and final user experience
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story_creation_process:
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- Use Game Scrum Master to create detailed implementation stories
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- Each story should reference specific GDD sections
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- Include performance requirements (stable frame rate)
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- Specify Unity implementation details (components, prefabs, scenes)
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- Apply game-story-dod-checklist for quality validation
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- Ensure stories are immediately actionable by Game Developer
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game_development_best_practices:
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performance_targets:
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- Maintain stable frame rate on target devices throughout development
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- Memory usage under specified limits per game system
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- Loading times under 3 seconds for levels
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- Smooth animation and responsive player controls
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technical_standards:
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- C# best practices compliance
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- Component-based game architecture
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- Object pooling for performance-critical objects
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- Cross-platform input handling with the new Input System
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- Comprehensive error handling and graceful degradation
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playtesting_integration:
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- Test core mechanics early and frequently
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- Validate game balance through metrics and player feedback
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- Iterate on design based on implementation discoveries
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- Document design changes and rationale
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success_criteria:
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design_phase_complete:
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- All design documents created and validated
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- Technical architecture aligns with game design requirements
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- Performance targets defined and achievable
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- Story breakdown ready for implementation
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- Project structure established
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implementation_readiness:
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- Development environment configured for Unity + C#
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- Asset pipeline and build system established
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- Testing framework in place
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- Team roles and responsibilities defined
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- First implementation stories created and ready
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@@ -0,0 +1,175 @@
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workflow:
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id: unity-game-prototype
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name: Game Prototype Development (Unity)
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description: Fast-track workflow for rapid game prototyping and concept validation. Optimized for game jams, proof-of-concept development, and quick iteration on game mechanics using Unity and C#.
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type: prototype
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project_types:
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- game-jam
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- proof-of-concept
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- mechanic-test
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- technical-demo
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- learning-project
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- rapid-iteration
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prototype_sequence:
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- step: concept_definition
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agent: game-designer
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duration: 15-30 minutes
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creates: concept-summary.md
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notes: Quickly define core game concept, primary mechanic, and target experience. Focus on what makes this game unique and fun.
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- step: rapid_design
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agent: game-designer
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duration: 30-60 minutes
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creates: prototype-spec.md
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requires: concept-summary.md
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optional_steps:
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- quick_brainstorming
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- reference_research
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notes: Create minimal but complete design specification. Focus on core mechanics, basic controls, and success/failure conditions.
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- step: technical_planning
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agent: game-developer
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duration: 15-30 minutes
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creates: prototype-architecture.md
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requires: prototype-spec.md
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notes: Define minimal technical implementation plan. Identify core Unity systems needed and performance constraints.
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- step: implementation_stories
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agent: game-sm
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duration: 30-45 minutes
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creates: prototype-stories/
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requires: prototype-spec.md, prototype-architecture.md
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notes: Create 3-5 focused implementation stories for core prototype features. Each story should be completable in 2-4 hours.
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- step: iterative_development
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agent: game-developer
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duration: varies
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implements: prototype-stories/
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notes: Implement stories in priority order. Test frequently in the Unity Editor and adjust design based on what feels fun. Document discoveries.
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workflow_end:
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action: prototype_evaluation
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notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
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game_jam_sequence:
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- step: jam_concept
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agent: game-designer
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duration: 10-15 minutes
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creates: jam-concept.md
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notes: Define game concept based on jam theme. One sentence core mechanic, basic controls, win condition.
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- step: jam_implementation
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agent: game-developer
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duration: varies (jam timeline)
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creates: working-prototype
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requires: jam-concept.md
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notes: Directly implement core mechanic in Unity. No formal stories - iterate rapidly on what's fun. Document major decisions.
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jam_workflow_end:
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action: jam_submission
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notes: Submit to game jam. Capture lessons learned and consider post-jam development if concept shows promise.
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flow_diagram: |
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```mermaid
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graph TD
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A[Start: Prototype Project] --> B{Development Context?}
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B -->|Standard Prototype| C[game-designer: concept-summary.md]
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B -->|Game Jam| D[game-designer: jam-concept.md]
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C --> E[game-designer: prototype-spec.md]
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E --> F[game-developer: prototype-architecture.md]
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F --> G[game-sm: create prototype stories]
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G --> H[game-developer: iterative implementation]
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H --> I[Prototype Evaluation]
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D --> J[game-developer: direct implementation]
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J --> K[Game Jam Submission]
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E -.-> E1[Optional: quick brainstorming]
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E -.-> E2[Optional: reference research]
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style I fill:#90EE90
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style K fill:#90EE90
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style C fill:#FFE4B5
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style E fill:#FFE4B5
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style F fill:#FFE4B5
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style G fill:#FFE4B5
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style H fill:#FFE4B5
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style D fill:#FFB6C1
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style J fill:#FFB6C1
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```
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decision_guidance:
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use_prototype_sequence_when:
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- Learning new game development concepts
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- Testing specific game mechanics
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- Building portfolio pieces
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- Have 1-7 days for development
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- Need structured but fast development
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- Want to validate game concepts before full development
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use_game_jam_sequence_when:
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- Participating in time-constrained game jams
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- Have 24-72 hours total development time
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- Want to experiment with wild or unusual concepts
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- Learning through rapid iteration
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- Building networking/portfolio presence
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prototype_best_practices:
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scope_management:
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- Start with absolute minimum viable gameplay
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- One core mechanic implemented well beats many mechanics poorly
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- Focus on "game feel" over features
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- Cut features ruthlessly to meet timeline
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rapid_iteration:
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- Test the game every 1-2 hours of development in the Unity Editor
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- Ask "Is this fun?" frequently during development
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- Be willing to pivot mechanics if they don't feel good
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- Document what works and what doesn't
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technical_efficiency:
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- Use simple graphics (geometric shapes, basic sprites)
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- Leverage Unity's built-in components heavily
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- Avoid complex custom systems in prototypes
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- Prioritize functional over polished
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prototype_evaluation_criteria:
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core_mechanic_validation:
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- Is the primary mechanic engaging for 30+ seconds?
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- Do players understand the mechanic without explanation?
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- Does the mechanic have depth for extended play?
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- Are there natural difficulty progression opportunities?
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technical_feasibility:
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- Does the prototype run at acceptable frame rates?
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- Are there obvious technical blockers for expansion?
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- Is the codebase clean enough for further development?
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- Are performance targets realistic for full game?
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player_experience:
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- Do testers engage with the game voluntarily?
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- What emotions does the game create in players?
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- Are players asking for "just one more try"?
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- What do players want to see added or changed?
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post_prototype_options:
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iterate_and_improve:
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action: continue_prototyping
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when: Core mechanic shows promise but needs refinement
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next_steps: Create new prototype iteration focusing on identified improvements
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expand_to_full_game:
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action: transition_to_full_development
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when: Prototype validates strong game concept
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next_steps: Use game-dev-greenfield workflow to create full game design and architecture
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pivot_concept:
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action: new_prototype_direction
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when: Current mechanic doesn't work but insights suggest new direction
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next_steps: Apply learnings to new prototype concept
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archive_and_learn:
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action: document_learnings
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when: Prototype doesn't work but provides valuable insights
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next_steps: Document lessons learned and move to next prototype concept
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time_boxing_guidance:
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concept_phase: Maximum 30 minutes - if you can't explain the game simply, simplify it
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design_phase: Maximum 1 hour - focus on core mechanics only
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planning_phase: Maximum 30 minutes - identify critical path to playable prototype
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implementation_phase: Time-boxed iterations - test every 2-4 hours of work
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success_metrics:
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development_velocity:
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- Playable prototype in first day of development
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- Core mechanic demonstrable within 4-6 hours of coding
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- Major iteration cycles completed in 2-4 hour blocks
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learning_objectives:
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- Clear understanding of what makes the mechanic fun (or not)
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- Technical feasibility assessment for full development
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- Player reaction and engagement validation
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- Design insights for future development
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handoff_prompts:
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concept_to_design: Game concept defined. Create minimal design specification focusing on core mechanics and player experience.
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design_to_technical: Design specification ready. Create technical implementation plan for rapid prototyping.
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technical_to_stories: Technical plan complete. Create focused implementation stories for prototype development.
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stories_to_implementation: Stories ready. Begin iterative implementation with frequent playtesting and design validation.
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prototype_to_evaluation: Prototype playable. Evaluate core mechanics, gather feedback, and determine next development steps.
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