gitignore ide installs settings and removed gamedev doc reference

This commit is contained in:
Brian Madison
2026-01-19 02:18:14 -06:00
parent 6f8f0871cf
commit 73135bee8e
4 changed files with 13 additions and 602 deletions

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.gitignore vendored
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@@ -6,7 +6,6 @@ deno.lock
pnpm-workspace.yaml
package-lock.json
test-output/*
coverage/
@@ -28,11 +27,6 @@ Thumbs.db
# Development tools and configs
.prettierrc
# IDE and editor configs
.windsurf/
.trae/
_bmad*/.cursor/
# AI assistant files
CLAUDE.md
.ai/*
@@ -43,23 +37,30 @@ CLAUDE.local.md
.serena/
.claude/settings.local.json
# Project-specific
*.stats.md
z*/
_bmad
_bmad-output
.clinerules
.augment
.crush
.cursor
.iflow
.opencode
.qwen
.rovodev
.kilocodemodes
.claude
.codex
.github/chatmodes
.github/agents
.agent
.agentvibes/
.kiro/
.agentvibes
.kiro
.roo
.trae
.windsurf
bmad-custom-src/
# Astro / Documentation Build
website/.astro/

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---
title: "BMGD Troubleshooting"
---
Use this guide to resolve common issues when using BMGD workflows.
## Installation Issues
### BMGD module not appearing
**Symptom:** BMGD agents and workflows are not available after installation.
**Solutions:**
1. Verify BMGD was selected during installation
2. Check `_bmad/bmgd/` folder exists in your project
3. Re-run installer with `--add-module bmgd`
### Config file missing
**Symptom:** Workflows fail with "config not found" errors.
**Solution:**
Check for `_bmad/bmgd/config.yaml` in your project. If missing, create it:
```yaml
output_folder: '{project-root}/docs/game-design'
user_name: 'Your Name'
communication_language: 'English'
document_output_language: 'English'
game_dev_experience: 'intermediate'
```
## Workflow Issues
### "GDD not found" in Narrative workflow
**Symptom:** Narrative workflow can't find the GDD.
**Solutions:**
1. Ensure GDD exists in `{output_folder}`
2. Check GDD filename contains "gdd" (e.g., `game-gdd.md`, `my-gdd.md`)
3. If using sharded GDD, verify `{output_folder}/gdd/index.md` exists
### Workflow state not persisting
**Symptom:** Returning to a workflow starts from the beginning.
**Solutions:**
1. Check the output document's frontmatter for `stepsCompleted` array
2. Ensure document was saved before ending session
3. Use "Continue existing" option when re-entering workflow
### Wrong game type sections in GDD
**Symptom:** GDD includes irrelevant sections for your game type.
**Solutions:**
1. Review game type selection at Step 7 of GDD workflow
2. You can select multiple types for hybrid games
3. Irrelevant sections can be marked N/A or removed
## Agent Issues
### Agent not recognizing commands
**Symptom:** Typing a command like `create-gdd` doesn't trigger the workflow.
**Solutions:**
1. Ensure you're chatting with the correct agent (Game Designer for GDD)
2. Check exact command spelling (case-sensitive)
3. Try `workflow-status` to verify agent is loaded correctly
### Agent using wrong persona
**Symptom:** Agent responses don't match expected personality.
**Solutions:**
1. Verify correct agent file is loaded
2. Check `_bmad/bmgd/agents/` for agent definitions
3. Start a fresh chat session with the correct agent
## Document Issues
### Document too large for context
**Symptom:** AI can't process the entire GDD or narrative document.
**Solutions:**
1. Use sharded document structure (index.md + section files)
2. Request specific sections rather than full document
3. GDD workflow supports automatic sharding for large documents
### Template placeholders not replaced
**Symptom:** Output contains `{{placeholder}}` text.
**Solutions:**
1. Workflow may have been interrupted before completion
2. Re-run the specific step that generates that section
3. Manually edit the document to fill in missing values
### Frontmatter parsing errors
**Symptom:** YAML errors when loading documents.
**Solutions:**
1. Validate YAML syntax (proper indentation, quotes around special characters)
2. Check for tabs vs spaces (YAML requires spaces)
3. Ensure frontmatter is bounded by `---` markers
## Phase 4 (Production) Issues
### Sprint status not updating
**Symptom:** Story status changes don't reflect in sprint-status.yaml.
**Solutions:**
1. Run `sprint-planning` to refresh status
2. Check file permissions on sprint-status.yaml
3. Verify workflow-install files exist in `_bmad/bmgd/workflows/4-production/`
### Story context missing code references
**Symptom:** Generated story context doesn't include relevant code.
**Solutions:**
1. Ensure project-context.md exists and is current
2. Check that architecture document references correct file paths
3. Story may need more specific file references in acceptance criteria
### Code review not finding issues
**Symptom:** Code review passes but bugs exist.
**Solutions:**
1. Code review is AI-assisted, not comprehensive testing
2. Always run actual tests before marking story done
3. Consider manual review for critical code paths
## Performance Issues
### Workflows running slowly
**Symptom:** Long wait times between workflow steps.
**Solutions:**
1. Use IDE-based workflows (faster than web)
2. Keep documents concise (avoid unnecessary detail)
3. Use sharded documents for large projects
### Context limit reached mid-workflow
**Symptom:** Workflow stops or loses context partway through.
**Solutions:**
1. Save progress frequently (workflows auto-save on Continue)
2. Break complex sections into multiple sessions
3. Use step-file architecture (workflows resume from last step)
## Common Error Messages
### "Input file not found"
**Cause:** Workflow requires a document that doesn't exist.
**Fix:** Complete prerequisite workflow first (e.g., Game Brief before GDD).
### "Invalid game type"
**Cause:** Selected game type not in supported list.
**Fix:** Check `game-types.csv` for valid type IDs.
### "Validation failed"
**Cause:** Document doesn't meet checklist requirements.
**Fix:** Review the validation output and address flagged items.
## Getting Help
### Community Support
- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Real-time help from the community
- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features
### Self-Help
1. Check `workflow-status` to understand current state
2. Review workflow markdown files for expected behavior
3. Look at completed example documents in the module
### Reporting Issues
When reporting issues, include:
1. Which workflow and step
2. Error message (if any)
3. Relevant document frontmatter
4. Steps to reproduce
## Next Steps
- **[Workflows Guide](/docs/reference/workflows/index.md)** - Workflow reference
- **[Glossary](/docs/reference/glossary/index.md)** - Terminology

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@@ -1,368 +0,0 @@
---
title: "BMGD Workflows Guide"
---
Complete reference for all BMGD workflows organized by development phase.
## Overview
BMGD workflows are organized into four phases:
![BMGD Workflow Overview](../../tutorials/getting-started/images/workflow-overview.jpg)
## Phase 1: Preproduction
### Brainstorm Game
**Command:** `brainstorm-game`
**Agent:** Game Designer
**Input:** None required
**Output:** Ideas and concepts (optionally saved)
Guided ideation session using game-specific brainstorming techniques:
- **MDA Framework** — Mechanics → Dynamics → Aesthetics analysis
- **Core Loop Workshop** — Define the fundamental gameplay loop
- **Player Fantasy Mining** — Explore what players want to feel
- **Genre Mashup** — Combine genres for unique concepts
**Steps:**
1. Initialize brainstorm session
2. Load game-specific techniques
3. Execute ideation with selected techniques
4. Summarize and (optionally) hand off to Game Brief
### Game Brief
**Command:** `create-game-brief`
**Agent:** Game Designer
**Input:** Ideas from brainstorming (optional)
**Output:** `{output_folder}/game-brief.md`
Captures your game's core vision and fundamentals. Foundation for all subsequent design work.
**Sections covered:**
- Game concept and vision
- Design pillars (3-5 core principles)
- Target audience and market
- Platform considerations
- Core gameplay loop
- Initial scope definition
## Phase 2: Design
### GDD (Game Design Document)
**Command:** `create-gdd`
**Agent:** Game Designer
**Input:** Game Brief
**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`)
Comprehensive game design document with genre-specific sections based on 24 supported game types.
**Core sections:**
1. Executive Summary
2. Gameplay Systems
3. Core Mechanics
4. Progression Systems
5. UI/UX Design
6. Audio Design
7. Art Direction
8. Technical Requirements
9. Game-Type-Specific Sections
10. Epic Generation (for sprint planning)
**Features:**
- Game type selection with specialized sections
- Hybrid game type support
- Automatic epic generation
- Scale-adaptive complexity
### Narrative Design
**Command:** `narrative`
**Agent:** Game Designer
**Input:** GDD (required), Game Brief (optional)
**Output:** `{output_folder}/narrative-design.md`
For story-driven games. Creates comprehensive narrative documentation.
**Sections covered:**
1. Story Foundation (premise, themes, tone)
2. Story Structure (acts, beats, pacing)
3. Characters (protagonists, antagonists, supporting, arcs)
4. World Building (setting, history, factions, locations)
5. Dialogue Framework (style, branching)
6. Environmental Storytelling
7. Narrative Delivery Methods
8. Gameplay-Narrative Integration
9. Production Planning (scope, localization, voice acting)
10. Appendices (relationship map, timeline)
**Narrative Complexity Levels:**
- **Critical** — Story IS the game (visual novels, adventure games)
- **Heavy** — Deep narrative with gameplay (RPGs, story-driven action)
- **Moderate** — Meaningful story supporting gameplay
- **Light** — Minimal story, gameplay-focused
## Phase 3: Technical
### Game Architecture
**Command:** `create-architecture`
**Agent:** Game Architect
**Input:** GDD, Narrative Design (optional)
**Output:** `{output_folder}/game-architecture.md`
Technical architecture document covering engine selection, system design, and implementation approach.
**Sections covered:**
1. Executive Summary
2. Engine/Framework Selection
3. Core Systems Architecture
4. Data Architecture
5. Performance Requirements
6. Platform-Specific Considerations
7. Development Environment
8. Testing Strategy
9. Build and Deployment
10. Technical Risks and Mitigations
## Phase 4: Production
Production workflows inherit from BMM and add game-specific overrides.
### Sprint Planning
**Command:** `sprint-planning`
**Agent:** Game Scrum Master
**Input:** GDD with epics
**Output:** `{implementation_artifacts}/sprint-status.yaml`
Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking.
### Sprint Status
**Command:** `sprint-status`
**Agent:** Game Scrum Master
**Input:** `sprint-status.yaml`
**Output:** Sprint summary, risks, next action recommendation
Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run.
**Modes:**
- **interactive** (default) — Displays summary with menu options
- **validate** — Checks sprint-status.yaml structure
- **data** — Returns raw data for other workflows
### Create Story
**Command:** `create-story`
**Agent:** Game Scrum Master
**Input:** GDD, Architecture, Epic context
**Output:** `{output_folder}/epics/{epic-name}/stories/{story-name}.md`
Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created.
**Validation:** `validate-create-story`
### Dev Story
**Command:** `dev-story`
**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'
```

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@@ -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