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gitignore ide installs settings and removed gamedev doc reference
This commit is contained in:
@@ -1,219 +0,0 @@
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---
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title: "BMGD Troubleshooting"
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---
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Use this guide to resolve common issues when using BMGD workflows.
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## Installation Issues
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### BMGD module not appearing
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**Symptom:** BMGD agents and workflows are not available after installation.
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**Solutions:**
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1. Verify BMGD was selected during installation
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2. Check `_bmad/bmgd/` folder exists in your project
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3. Re-run installer with `--add-module bmgd`
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### Config file missing
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**Symptom:** Workflows fail with "config not found" errors.
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**Solution:**
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Check for `_bmad/bmgd/config.yaml` in your project. If missing, create it:
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```yaml
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output_folder: '{project-root}/docs/game-design'
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user_name: 'Your Name'
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communication_language: 'English'
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document_output_language: 'English'
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game_dev_experience: 'intermediate'
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```
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## Workflow Issues
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### "GDD not found" in Narrative workflow
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**Symptom:** Narrative workflow can't find the GDD.
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**Solutions:**
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1. Ensure GDD exists in `{output_folder}`
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2. Check GDD filename contains "gdd" (e.g., `game-gdd.md`, `my-gdd.md`)
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3. If using sharded GDD, verify `{output_folder}/gdd/index.md` exists
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### Workflow state not persisting
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**Symptom:** Returning to a workflow starts from the beginning.
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**Solutions:**
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1. Check the output document's frontmatter for `stepsCompleted` array
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2. Ensure document was saved before ending session
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3. Use "Continue existing" option when re-entering workflow
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### Wrong game type sections in GDD
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**Symptom:** GDD includes irrelevant sections for your game type.
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**Solutions:**
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1. Review game type selection at Step 7 of GDD workflow
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2. You can select multiple types for hybrid games
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3. Irrelevant sections can be marked N/A or removed
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## Agent Issues
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### Agent not recognizing commands
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**Symptom:** Typing a command like `create-gdd` doesn't trigger the workflow.
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**Solutions:**
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1. Ensure you're chatting with the correct agent (Game Designer for GDD)
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2. Check exact command spelling (case-sensitive)
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3. Try `workflow-status` to verify agent is loaded correctly
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### Agent using wrong persona
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**Symptom:** Agent responses don't match expected personality.
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**Solutions:**
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1. Verify correct agent file is loaded
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2. Check `_bmad/bmgd/agents/` for agent definitions
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3. Start a fresh chat session with the correct agent
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## Document Issues
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### Document too large for context
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**Symptom:** AI can't process the entire GDD or narrative document.
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**Solutions:**
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1. Use sharded document structure (index.md + section files)
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2. Request specific sections rather than full document
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3. GDD workflow supports automatic sharding for large documents
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### Template placeholders not replaced
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**Symptom:** Output contains `{{placeholder}}` text.
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**Solutions:**
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1. Workflow may have been interrupted before completion
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2. Re-run the specific step that generates that section
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3. Manually edit the document to fill in missing values
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### Frontmatter parsing errors
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**Symptom:** YAML errors when loading documents.
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**Solutions:**
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1. Validate YAML syntax (proper indentation, quotes around special characters)
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2. Check for tabs vs spaces (YAML requires spaces)
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3. Ensure frontmatter is bounded by `---` markers
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## Phase 4 (Production) Issues
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### Sprint status not updating
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**Symptom:** Story status changes don't reflect in sprint-status.yaml.
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**Solutions:**
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1. Run `sprint-planning` to refresh status
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2. Check file permissions on sprint-status.yaml
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3. Verify workflow-install files exist in `_bmad/bmgd/workflows/4-production/`
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### Story context missing code references
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**Symptom:** Generated story context doesn't include relevant code.
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**Solutions:**
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1. Ensure project-context.md exists and is current
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2. Check that architecture document references correct file paths
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3. Story may need more specific file references in acceptance criteria
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### Code review not finding issues
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**Symptom:** Code review passes but bugs exist.
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**Solutions:**
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1. Code review is AI-assisted, not comprehensive testing
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2. Always run actual tests before marking story done
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3. Consider manual review for critical code paths
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## Performance Issues
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### Workflows running slowly
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**Symptom:** Long wait times between workflow steps.
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**Solutions:**
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1. Use IDE-based workflows (faster than web)
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2. Keep documents concise (avoid unnecessary detail)
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3. Use sharded documents for large projects
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### Context limit reached mid-workflow
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**Symptom:** Workflow stops or loses context partway through.
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**Solutions:**
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1. Save progress frequently (workflows auto-save on Continue)
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2. Break complex sections into multiple sessions
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3. Use step-file architecture (workflows resume from last step)
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## Common Error Messages
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### "Input file not found"
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**Cause:** Workflow requires a document that doesn't exist.
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**Fix:** Complete prerequisite workflow first (e.g., Game Brief before GDD).
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### "Invalid game type"
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**Cause:** Selected game type not in supported list.
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**Fix:** Check `game-types.csv` for valid type IDs.
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### "Validation failed"
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**Cause:** Document doesn't meet checklist requirements.
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**Fix:** Review the validation output and address flagged items.
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## Getting Help
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### Community Support
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- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Real-time help from the community
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- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features
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### Self-Help
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1. Check `workflow-status` to understand current state
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2. Review workflow markdown files for expected behavior
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3. Look at completed example documents in the module
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### Reporting Issues
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When reporting issues, include:
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1. Which workflow and step
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2. Error message (if any)
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3. Relevant document frontmatter
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4. Steps to reproduce
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## Next Steps
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- **[Workflows Guide](/docs/reference/workflows/index.md)** - Workflow reference
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- **[Glossary](/docs/reference/glossary/index.md)** - Terminology
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@@ -1,368 +0,0 @@
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---
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title: "BMGD Workflows Guide"
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---
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Complete reference for all BMGD workflows organized by development phase.
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## Overview
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BMGD workflows are organized into four phases:
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## Phase 1: Preproduction
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### Brainstorm Game
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**Command:** `brainstorm-game`
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**Agent:** Game Designer
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**Input:** None required
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**Output:** Ideas and concepts (optionally saved)
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Guided ideation session using game-specific brainstorming techniques:
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- **MDA Framework** — Mechanics → Dynamics → Aesthetics analysis
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- **Core Loop Workshop** — Define the fundamental gameplay loop
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- **Player Fantasy Mining** — Explore what players want to feel
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- **Genre Mashup** — Combine genres for unique concepts
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**Steps:**
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1. Initialize brainstorm session
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2. Load game-specific techniques
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3. Execute ideation with selected techniques
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4. Summarize and (optionally) hand off to Game Brief
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### Game Brief
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**Command:** `create-game-brief`
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**Agent:** Game Designer
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**Input:** Ideas from brainstorming (optional)
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**Output:** `{output_folder}/game-brief.md`
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Captures your game's core vision and fundamentals. Foundation for all subsequent design work.
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**Sections covered:**
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- Game concept and vision
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- Design pillars (3-5 core principles)
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- Target audience and market
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- Platform considerations
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- Core gameplay loop
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- Initial scope definition
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## Phase 2: Design
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### GDD (Game Design Document)
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**Command:** `create-gdd`
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**Agent:** Game Designer
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**Input:** Game Brief
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**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`)
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Comprehensive game design document with genre-specific sections based on 24 supported game types.
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**Core sections:**
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1. Executive Summary
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2. Gameplay Systems
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3. Core Mechanics
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4. Progression Systems
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5. UI/UX Design
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6. Audio Design
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7. Art Direction
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8. Technical Requirements
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9. Game-Type-Specific Sections
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10. Epic Generation (for sprint planning)
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**Features:**
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- Game type selection with specialized sections
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- Hybrid game type support
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- Automatic epic generation
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- Scale-adaptive complexity
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### Narrative Design
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**Command:** `narrative`
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**Agent:** Game Designer
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**Input:** GDD (required), Game Brief (optional)
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**Output:** `{output_folder}/narrative-design.md`
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For story-driven games. Creates comprehensive narrative documentation.
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**Sections covered:**
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1. Story Foundation (premise, themes, tone)
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2. Story Structure (acts, beats, pacing)
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3. Characters (protagonists, antagonists, supporting, arcs)
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4. World Building (setting, history, factions, locations)
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5. Dialogue Framework (style, branching)
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6. Environmental Storytelling
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7. Narrative Delivery Methods
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8. Gameplay-Narrative Integration
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9. Production Planning (scope, localization, voice acting)
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10. Appendices (relationship map, timeline)
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**Narrative Complexity Levels:**
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- **Critical** — Story IS the game (visual novels, adventure games)
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- **Heavy** — Deep narrative with gameplay (RPGs, story-driven action)
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- **Moderate** — Meaningful story supporting gameplay
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- **Light** — Minimal story, gameplay-focused
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## Phase 3: Technical
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### Game Architecture
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**Command:** `create-architecture`
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**Agent:** Game Architect
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**Input:** GDD, Narrative Design (optional)
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**Output:** `{output_folder}/game-architecture.md`
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|
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Technical architecture document covering engine selection, system design, and implementation approach.
|
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**Sections covered:**
|
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1. Executive Summary
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2. Engine/Framework Selection
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3. Core Systems Architecture
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4. Data Architecture
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5. Performance Requirements
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6. Platform-Specific Considerations
|
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7. Development Environment
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8. Testing Strategy
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9. Build and Deployment
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10. Technical Risks and Mitigations
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## Phase 4: Production
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|
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Production workflows inherit from BMM and add game-specific overrides.
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### Sprint Planning
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|
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**Command:** `sprint-planning`
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**Agent:** Game Scrum Master
|
||||
**Input:** GDD with epics
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**Output:** `{implementation_artifacts}/sprint-status.yaml`
|
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|
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Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking.
|
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|
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### Sprint Status
|
||||
|
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**Command:** `sprint-status`
|
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**Agent:** Game Scrum Master
|
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**Input:** `sprint-status.yaml`
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**Output:** Sprint summary, risks, next action recommendation
|
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|
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Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run.
|
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|
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**Modes:**
|
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- **interactive** (default) — Displays summary with menu options
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- **validate** — Checks sprint-status.yaml structure
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- **data** — Returns raw data for other workflows
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|
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### Create Story
|
||||
|
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**Command:** `create-story`
|
||||
**Agent:** Game Scrum Master
|
||||
**Input:** GDD, Architecture, Epic context
|
||||
**Output:** `{output_folder}/epics/{epic-name}/stories/{story-name}.md`
|
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|
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Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created.
|
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|
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**Validation:** `validate-create-story`
|
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|
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### Dev Story
|
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|
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**Command:** `dev-story`
|
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**Agent:** Game Developer
|
||||
**Input:** Story (ready for dev)
|
||||
**Output:** Implemented code
|
||||
|
||||
Implements story tasks following acceptance criteria. Uses TDD approach (red-green-refactor). Updates sprint-status.yaml automatically on completion.
|
||||
|
||||
### Code Review
|
||||
|
||||
**Command:** `code-review`
|
||||
**Agent:** Game Developer
|
||||
**Input:** Story (ready for review)
|
||||
**Output:** Review feedback, approved/needs changes
|
||||
|
||||
Thorough QA code review with game-specific considerations (performance, 60fps, etc.).
|
||||
|
||||
### Retrospective
|
||||
|
||||
**Command:** `epic-retrospective`
|
||||
**Agent:** Game Scrum Master
|
||||
**Input:** Completed epic
|
||||
**Output:** Retrospective document
|
||||
|
||||
Facilitates team retrospective after epic completion. Captures learnings and improvements.
|
||||
|
||||
### Correct Course
|
||||
|
||||
**Command:** `correct-course`
|
||||
**Agent:** Game Scrum Master or Game Architect
|
||||
**Input:** Current project state
|
||||
**Output:** Correction plan
|
||||
|
||||
Navigates significant changes when implementation is off-track. Analyzes impact and recommends adjustments.
|
||||
|
||||
## Workflow Status
|
||||
|
||||
**Command:** `workflow-status`
|
||||
**Agent:** All agents
|
||||
|
||||
Checks current project status across all phases. Shows completed documents, current phase, and next steps.
|
||||
|
||||
## Quick-Flow Workflows
|
||||
|
||||
Fast-track workflows that skip full planning phases. See [Quick-Flow Guide](/docs/how-to/workflows/bmgd-quick-flow.md) for detailed usage.
|
||||
|
||||
### Quick-Prototype
|
||||
|
||||
**Command:** `quick-prototype`
|
||||
**Agent:** Game Designer, Game Developer
|
||||
**Input:** Idea or concept to test
|
||||
**Output:** Working prototype, playtest results
|
||||
|
||||
Rapid prototyping workflow for testing game mechanics and ideas quickly. Focuses on "feel" over polish.
|
||||
|
||||
**Use when:**
|
||||
- Testing if a mechanic is fun
|
||||
- Proving a concept before committing to design
|
||||
- Experimenting with gameplay ideas
|
||||
|
||||
### Quick-Dev
|
||||
|
||||
**Command:** `quick-dev`
|
||||
**Agent:** Game Developer
|
||||
**Input:** Tech-spec, prototype, or direct instructions
|
||||
**Output:** Implemented feature
|
||||
|
||||
Flexible development workflow with game-specific considerations (performance, feel, integration).
|
||||
|
||||
**Use when:**
|
||||
- Implementing features from tech-specs
|
||||
- Building on successful prototypes
|
||||
- Making changes that don't need full story workflow
|
||||
|
||||
## Quality Assurance Workflows
|
||||
|
||||
Game testing workflows for automated testing, playtesting, and quality assurance across Unity, Unreal, and Godot.
|
||||
|
||||
### Test Framework
|
||||
|
||||
**Command:** `test-framework`
|
||||
**Agent:** Game QA
|
||||
**Input:** Game project
|
||||
**Output:** Configured test framework
|
||||
|
||||
Initialize a production-ready test framework for your game engine:
|
||||
|
||||
- **Unity** — Unity Test Framework with Edit Mode and Play Mode tests
|
||||
- **Unreal** — Unreal Automation system with functional tests
|
||||
- **Godot** — GUT (Godot Unit Test) framework
|
||||
|
||||
**Creates:**
|
||||
- Test directory structure
|
||||
- Framework configuration
|
||||
- Sample unit and integration tests
|
||||
- Test documentation
|
||||
|
||||
### Test Design
|
||||
|
||||
**Command:** `test-design`
|
||||
**Agent:** Game QA
|
||||
**Input:** GDD, Architecture
|
||||
**Output:** `{output_folder}/game-test-design.md`
|
||||
|
||||
Creates comprehensive test scenarios covering:
|
||||
|
||||
- Core gameplay mechanics
|
||||
- Progression and save systems
|
||||
- Multiplayer (if applicable)
|
||||
- Platform certification requirements
|
||||
|
||||
Uses GIVEN/WHEN/THEN format with priority levels (P0-P3).
|
||||
|
||||
### Automate
|
||||
|
||||
**Command:** `automate`
|
||||
**Agent:** Game QA
|
||||
**Input:** Test design, game code
|
||||
**Output:** Automated test files
|
||||
|
||||
Generates engine-appropriate automated tests:
|
||||
|
||||
- Unit tests for pure logic
|
||||
- Integration tests for system interactions
|
||||
- Smoke tests for critical path validation
|
||||
|
||||
### Playtest Plan
|
||||
|
||||
**Command:** `playtest-plan`
|
||||
**Agent:** Game QA
|
||||
**Input:** Build, test objectives
|
||||
**Output:** `{output_folder}/playtest-plan.md`
|
||||
|
||||
Creates structured playtesting sessions:
|
||||
|
||||
- Session structure (pre/during/post)
|
||||
- Observation guides
|
||||
- Interview questions
|
||||
- Analysis templates
|
||||
|
||||
**Playtest Types:**
|
||||
- **Internal** — Team validation
|
||||
- **External** — Unbiased feedback
|
||||
- **Focused** — Specific feature testing
|
||||
|
||||
### Performance Test
|
||||
|
||||
**Command:** `performance-test`
|
||||
**Agent:** Game QA
|
||||
**Input:** Platform targets
|
||||
**Output:** `{output_folder}/performance-test-plan.md`
|
||||
|
||||
Designs performance testing strategy:
|
||||
|
||||
- Frame rate targets per platform
|
||||
- Memory budgets
|
||||
- Loading time requirements
|
||||
- Benchmark scenarios
|
||||
- Profiling methodology
|
||||
|
||||
### Test Review
|
||||
|
||||
**Command:** `test-review`
|
||||
**Agent:** Game QA
|
||||
**Input:** Existing test suite
|
||||
**Output:** `{output_folder}/test-review-report.md`
|
||||
|
||||
Reviews test quality and coverage:
|
||||
|
||||
- Test suite metrics
|
||||
- Quality assessment
|
||||
- Coverage gaps
|
||||
- Recommendations
|
||||
|
||||
## Utility Workflows
|
||||
|
||||
### Party Mode
|
||||
|
||||
**Command:** `party-mode`
|
||||
**Agent:** All agents
|
||||
|
||||
Brings multiple agents together for collaborative discussion on complex decisions.
|
||||
|
||||
### Advanced Elicitation
|
||||
|
||||
**Command:** `advanced-elicitation`
|
||||
**Agent:** All agents (web only)
|
||||
|
||||
Deep exploration techniques to challenge assumptions and surface hidden requirements.
|
||||
|
||||
## Standalone BMGD Workflows
|
||||
|
||||
:::note[Implementation Detail]
|
||||
BMGD Phase 4 workflows are standalone implementations tailored for game development. They are self-contained with game-specific logic, templates, and checklists — no dependency on BMM workflow files.
|
||||
:::
|
||||
|
||||
```yaml
|
||||
workflow: '{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml'
|
||||
```
|
||||
@@ -10,6 +10,3 @@ Reference documentation for all BMad Method workflows.
|
||||
- [Core Workflows](/docs/reference/workflows/core-workflows.md) — Domain-agnostic workflows available to all modules
|
||||
- [Document Project](/docs/reference/workflows/document-project.md) — Brownfield project documentation
|
||||
|
||||
## Module-Specific Workflows
|
||||
|
||||
- [BMGD Workflows](/docs/reference/workflows/bmgd-workflows.md) — Game development workflows
|
||||
|
||||
Reference in New Issue
Block a user