specify md ot yaml

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# {{Game Title}} Game Architecture Document
[[LLM: 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.]]
## Introduction
[[LLM: Establish the document's purpose and scope for game development]]
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.
### Change Log
[[LLM: Track document versions and changes]]
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
## Technical Overview
[[LLM: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.]]
### Architecture Summary
[[LLM: Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements]]
### Platform Targets
[[LLM: Based on GDD requirements, confirm platform support]]
**Primary Platform:** {{primary_platform}}
**Secondary Platforms:** {{secondary_platforms}}
**Minimum Requirements:** {{min_specs}}
**Target Performance:** 60 FPS on {{target_device}}
### Technology Stack
**Core Engine:** Phaser 3.70+
**Language:** TypeScript 5.0+ (Strict Mode)
**Build Tool:** {{build_tool}} (Webpack/Vite/Parcel)
**Package Manager:** {{package_manager}}
**Testing:** {{test_framework}}
**Deployment:** {{deployment_platform}}
## Project Structure
[[LLM: Define the complete project organization that developers will follow]]
### Repository Organization
[[LLM: Design a clear folder structure for game development]]
```text
{{game_name}}/
├── src/
│ ├── scenes/ # Game scenes
│ ├── gameObjects/ # Custom game objects
│ ├── systems/ # Core game systems
│ ├── utils/ # Utility functions
│ ├── types/ # TypeScript type definitions
│ ├── config/ # Game configuration
│ └── main.ts # Entry point
├── assets/
│ ├── images/ # Sprite assets
│ ├── audio/ # Sound files
│ ├── data/ # JSON data files
│ └── fonts/ # Font files
├── public/ # Static web assets
├── tests/ # Test files
├── docs/ # Documentation
│ ├── stories/ # Development stories
│ └── architecture/ # Technical docs
└── dist/ # Built game files
```
### Module Organization
[[LLM: Define how TypeScript modules should be organized]]
**Scene Structure:**
- Each scene in separate file
- Scene-specific logic contained
- Clear data passing between scenes
**Game Object Pattern:**
- Component-based architecture
- Reusable game object classes
- Type-safe property definitions
**System Architecture:**
- Singleton managers for global systems
- Event-driven communication
- Clear separation of concerns
## Core Game Systems
[[LLM: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.]]
### Scene Management System
**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`
- `src/scenes/GameScene.ts`
- `src/systems/SceneManager.ts`
### Game State Management
**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`
### Asset Management System
**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`
### Input Management System
**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`
### Game Mechanics Systems
[[LLM: For each major mechanic defined in the GDD, create a system specification]]
<<REPEAT section="mechanic_system" count="based_on_gdd">>
#### {{mechanic_name}} System
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `src/systems/{{SystemName}}.ts`
- `src/gameObjects/{{RelatedObject}}.ts`
- `src/types/{{SystemTypes}}.ts`
<</REPEAT>>
### Physics & Collision System
**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`
### Audio System
**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`
### UI System
**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`
## Performance Architecture
[[LLM: Define performance requirements and optimization strategies]]
### Performance Targets
**Frame Rate:** 60 FPS sustained, 30 FPS minimum
**Memory Usage:** <{{memory_limit}}MB total
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
**Battery Optimization:** Reduced updates when not visible
### Optimization Strategies
**Object Pooling:**
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
**Asset Optimization:**
- Texture atlases for sprites
- Audio compression
- Lazy loading for large assets
- Progressive enhancement
**Rendering Optimization:**
- Sprite batching
- Culling off-screen objects
- Reduced particle counts on mobile
- Texture resolution scaling
**Files to Create:**
- `src/utils/ObjectPool.ts`
- `src/utils/PerformanceMonitor.ts`
- `src/config/OptimizationConfig.ts`
## Game Configuration
[[LLM: Define all configurable aspects of the game]]
### Phaser Configuration
```typescript
// src/config/GameConfig.ts
const gameConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: {{game_width}},
height: {{game_height}},
scale: {
mode: {{scale_mode}},
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: '{{physics_system}}',
{{physics_system}}: {
gravity: { y: {{gravity}} },
debug: false
}
},
// Additional configuration...
};
```
### Game Balance Configuration
[[LLM: Based on GDD, define configurable game parameters]]
```typescript
// src/config/GameBalance.ts
export const GameBalance = {
player: {
speed: {{player_speed}},
health: {{player_health}},
// Additional player parameters...
},
difficulty: {
easy: {{easy_params}},
normal: {{normal_params}},
hard: {{hard_params}}
},
// Additional balance parameters...
};
```
## Development Guidelines
[[LLM: Provide coding standards specific to game development]]
### TypeScript Standards
**Type Safety:**
- Use strict mode
- Define interfaces for all data structures
- Avoid `any` type usage
- Use enums for game states
**Code Organization:**
- One class per file
- Clear naming conventions
- Proper error handling
- Comprehensive documentation
### Phaser 3 Best Practices
**Scene Management:**
- Clean up resources in shutdown()
- Use scene data for communication
- Implement proper event handling
- Avoid memory leaks
**Game Object Design:**
- Extend Phaser classes appropriately
- Use component-based architecture
- Implement object pooling where needed
- Follow consistent update patterns
### Testing Strategy
**Unit Testing:**
- Test game logic separately from Phaser
- Mock Phaser dependencies
- Test utility functions
- Validate game balance calculations
**Integration Testing:**
- Scene loading and transitions
- Save/load functionality
- Input handling
- Performance benchmarks
**Files to Create:**
- `tests/utils/GameLogic.test.ts`
- `tests/systems/SaveManager.test.ts`
- `tests/performance/FrameRate.test.ts`
## Deployment Architecture
[[LLM: Define how the game will be built and deployed]]
### Build Process
**Development Build:**
- Fast compilation
- Source maps enabled
- Debug logging active
- Hot reload support
**Production Build:**
- Minified and optimized
- Asset compression
- Performance monitoring
- Error tracking
### Deployment Strategy
**Web Deployment:**
- Static hosting ({{hosting_platform}})
- CDN for assets
- Progressive loading
- Browser compatibility
**Mobile Packaging:**
- Cordova/Capacitor wrapper
- Platform-specific optimization
- App store requirements
- Performance testing
## Implementation Roadmap
[[LLM: Break down the architecture implementation into phases that align with the GDD development phases]]
### Phase 1: Foundation ({{duration}})
**Core Systems:**
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
**Story Epics:**
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
### Phase 2: Game Systems ({{duration}})
**Gameplay Systems:**
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
**Story Epics:**
- "{{Primary_Mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
### Phase 3: Content & Polish ({{duration}})
**Content Systems:**
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
**Story Epics:**
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
## Risk Assessment
[[LLM: Identify potential technical risks and mitigation strategies]]
| Risk | Probability | Impact | Mitigation Strategy |
| ---------------------------- | ----------- | ---------- | ------------------- |
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
## Success Criteria
[[LLM: Define measurable technical success criteria]]
**Technical Metrics:**
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
**Code Quality:**
- 90%+ test coverage on game logic
- Zero TypeScript errors in strict mode
- Consistent adherence to coding standards
- Comprehensive documentation coverage

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template:
id: game-architecture-template-v2
name: Game Architecture Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-architecture.md"
title: "{{game_title}} Game Architecture Document"
workflow:
mode: interactive
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
title: Introduction
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
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: technical-overview
title: Technical Overview
instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.
sections:
- id: architecture-summary
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements
- id: platform-targets
title: Platform Targets
instruction: Based on GDD requirements, confirm platform support
template: |
**Primary Platform:** {{primary_platform}}
**Secondary Platforms:** {{secondary_platforms}}
**Minimum Requirements:** {{min_specs}}
**Target Performance:** 60 FPS on {{target_device}}
- id: technology-stack
title: Technology Stack
template: |
**Core Engine:** Phaser 3.70+
**Language:** TypeScript 5.0+ (Strict Mode)
**Build Tool:** {{build_tool}} (Webpack/Vite/Parcel)
**Package Manager:** {{package_manager}}
**Testing:** {{test_framework}}
**Deployment:** {{deployment_platform}}
- id: project-structure
title: Project Structure
instruction: Define the complete project organization that developers will follow
sections:
- id: repository-organization
title: Repository Organization
instruction: Design a clear folder structure for game development
type: code
language: text
template: |
{{game_name}}/
├── src/
│ ├── scenes/ # Game scenes
│ ├── gameObjects/ # Custom game objects
│ ├── systems/ # Core game systems
│ ├── utils/ # Utility functions
│ ├── types/ # TypeScript type definitions
│ ├── config/ # Game configuration
│ └── main.ts # Entry point
├── assets/
│ ├── images/ # Sprite assets
│ ├── audio/ # Sound files
│ ├── data/ # JSON data files
│ └── fonts/ # Font files
├── public/ # Static web assets
├── tests/ # Test files
├── docs/ # Documentation
│ ├── stories/ # Development stories
│ └── architecture/ # Technical docs
└── dist/ # Built game files
- id: module-organization
title: Module Organization
instruction: Define how TypeScript modules should be organized
sections:
- id: scene-structure
title: Scene Structure
type: bullet-list
template: |
- Each scene in separate file
- Scene-specific logic contained
- Clear data passing between scenes
- id: game-object-pattern
title: Game Object Pattern
type: bullet-list
template: |
- Component-based architecture
- Reusable game object classes
- Type-safe property definitions
- id: system-architecture
title: System Architecture
type: bullet-list
template: |
- Singleton managers for global systems
- Event-driven communication
- Clear separation of concerns
- id: core-game-systems
title: Core Game Systems
instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.
sections:
- id: scene-management
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`
- `src/scenes/GameScene.ts`
- `src/systems/SceneManager.ts`
- id: game-state-management
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`
- id: asset-management
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`
- id: input-management
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`
- id: game-mechanics-systems
title: Game Mechanics Systems
instruction: For each major mechanic defined in the GDD, create a system specification
repeatable: true
sections:
- id: mechanic-system
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`
- id: physics-collision
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`
- id: performance-architecture
title: Performance Architecture
instruction: Define performance requirements and optimization strategies
sections:
- id: performance-targets
title: Performance Targets
template: |
**Frame Rate:** 60 FPS sustained, 30 FPS minimum
**Memory Usage:** <{{memory_limit}}MB total
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
**Battery Optimization:** Reduced updates when not visible
- id: optimization-strategies
title: Optimization Strategies
sections:
- id: object-pooling
title: Object Pooling
type: bullet-list
template: |
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
- id: asset-optimization
title: Asset Optimization
type: bullet-list
template: |
- Texture atlases for sprites
- Audio compression
- Lazy loading for large assets
- Progressive enhancement
- id: rendering-optimization
title: Rendering Optimization
type: bullet-list
template: |
- Sprite batching
- Culling off-screen objects
- Reduced particle counts on mobile
- Texture resolution scaling
- id: optimization-files
title: Files to Create
type: bullet-list
template: |
- `src/utils/ObjectPool.ts`
- `src/utils/PerformanceMonitor.ts`
- `src/config/OptimizationConfig.ts`
- id: game-configuration
title: Game Configuration
instruction: Define all configurable aspects of the game
sections:
- id: phaser-configuration
title: Phaser Configuration
type: code
language: typescript
template: |
// src/config/GameConfig.ts
const gameConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: {{game_width}},
height: {{game_height}},
scale: {
mode: {{scale_mode}},
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: '{{physics_system}}',
{{physics_system}}: {
gravity: { y: {{gravity}} },
debug: false
}
},
// Additional configuration...
};
- id: game-balance-configuration
title: Game Balance Configuration
instruction: Based on GDD, define configurable game parameters
type: code
language: typescript
template: |
// src/config/GameBalance.ts
export const GameBalance = {
player: {
speed: {{player_speed}},
health: {{player_health}},
// Additional player parameters...
},
difficulty: {
easy: {{easy_params}},
normal: {{normal_params}},
hard: {{hard_params}}
},
// Additional balance parameters...
};
- id: development-guidelines
title: Development Guidelines
instruction: Provide coding standards specific to game development
sections:
- id: typescript-standards
title: TypeScript Standards
sections:
- id: type-safety
title: Type Safety
type: bullet-list
template: |
- Use strict mode
- Define interfaces for all data structures
- Avoid `any` type usage
- Use enums for game states
- id: code-organization
title: Code Organization
type: bullet-list
template: |
- One class per file
- Clear naming conventions
- Proper error handling
- Comprehensive documentation
- id: phaser-best-practices
title: Phaser 3 Best Practices
sections:
- id: scene-management-practices
title: Scene Management
type: bullet-list
template: |
- Clean up resources in shutdown()
- Use scene data for communication
- Implement proper event handling
- Avoid memory leaks
- id: game-object-design
title: Game Object Design
type: bullet-list
template: |
- Extend Phaser classes appropriately
- Use component-based architecture
- Implement object pooling where needed
- Follow consistent update patterns
- id: testing-strategy
title: Testing Strategy
sections:
- id: unit-testing
title: Unit Testing
type: bullet-list
template: |
- Test game logic separately from Phaser
- Mock Phaser dependencies
- Test utility functions
- Validate game balance calculations
- id: integration-testing
title: Integration Testing
type: bullet-list
template: |
- Scene loading and transitions
- Save/load functionality
- Input handling
- Performance benchmarks
- id: test-files
title: Files to Create
type: bullet-list
template: |
- `tests/utils/GameLogic.test.ts`
- `tests/systems/SaveManager.test.ts`
- `tests/performance/FrameRate.test.ts`
- id: deployment-architecture
title: Deployment Architecture
instruction: Define how the game will be built and deployed
sections:
- id: build-process
title: Build Process
sections:
- id: development-build
title: Development Build
type: bullet-list
template: |
- Fast compilation
- Source maps enabled
- Debug logging active
- Hot reload support
- id: production-build
title: Production Build
type: bullet-list
template: |
- Minified and optimized
- Asset compression
- Performance monitoring
- Error tracking
- id: deployment-strategy
title: Deployment Strategy
sections:
- id: web-deployment
title: Web Deployment
type: bullet-list
template: |
- Static hosting ({{hosting_platform}})
- CDN for assets
- Progressive loading
- Browser compatibility
- id: mobile-packaging
title: Mobile Packaging
type: bullet-list
template: |
- Cordova/Capacitor wrapper
- Platform-specific optimization
- App store requirements
- Performance testing
- id: implementation-roadmap
title: Implementation Roadmap
instruction: Break down the architecture implementation into phases that align with the GDD development phases
sections:
- id: phase-1-foundation
title: "Phase 1: Foundation ({{duration}})"
sections:
- id: phase-1-core
title: Core Systems
type: bullet-list
template: |
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
- id: phase-1-epics
title: Story Epics
type: bullet-list
template: |
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
- id: phase-2-game-systems
title: "Phase 2: Game Systems ({{duration}})"
sections:
- id: phase-2-gameplay
title: Gameplay Systems
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
- id: phase-2-epics
title: Story Epics
type: bullet-list
template: |
- "{{primary_mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
- id: phase-3-content-polish
title: "Phase 3: Content & Polish ({{duration}})"
sections:
- id: phase-3-content
title: Content Systems
type: bullet-list
template: |
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
- id: phase-3-epics
title: Story Epics
type: bullet-list
template: |
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential technical risks and mitigation strategies
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---------------------------- | ----------- | ---------- | ------------------- |
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable technical success criteria
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
- id: code-quality
title: Code Quality
type: bullet-list
template: |
- 90%+ test coverage on game logic
- Zero TypeScript errors in strict mode
- Consistent adherence to coding standards
- Comprehensive documentation coverage

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@@ -1,345 +0,0 @@
# {{Game Title}} Game Brief
[[LLM: 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.]]
## Game Vision
[[LLM: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.]]
### Core Concept
[[LLM: 2-3 sentences that clearly capture what the game is and why it will be compelling to players]]
### Elevator Pitch
[[LLM: Single sentence that captures the essence of the game in a memorable way]]
**"{{game_description_in_one_sentence}}"**
### Vision Statement
[[LLM: Inspirational statement about what the game will achieve for players and why it matters]]
## Target Market
[[LLM: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.]]
### Primary Audience
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
### Secondary Audiences
**Audience 2:** {{description}}
**Audience 3:** {{description}}
### Market Context
**Genre:** {{primary_genre}} / {{secondary_genre}}
**Platform Strategy:** {{platform_focus}}
**Competitive Positioning:** {{differentiation_statement}}
## Game Fundamentals
[[LLM: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.]]
### Core Gameplay Pillars
[[LLM: 3-5 fundamental principles that guide all design decisions]]
1. **{{pillar_1}}** - {{description_and_rationale}}
2. **{{pillar_2}}** - {{description_and_rationale}}
3. **{{pillar_3}}** - {{description_and_rationale}}
### Primary Mechanics
[[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
**Core Mechanic 1: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
**Core Mechanic 2: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
### Player Experience Goals
[[LLM: Define what emotions and experiences the game should create for players]]
**Primary Experience:** {{main_emotional_goal}}
**Secondary Experiences:** {{supporting_emotional_goals}}
**Engagement Pattern:** {{how_player_engagement_evolves}}
## Scope and Constraints
[[LLM: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.]]
### Project Scope
**Game Length:** {{estimated_content_hours}}
**Content Volume:** {{levels_areas_content_amount}}
**Feature Complexity:** {{simple|moderate|complex}}
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
### Technical Constraints
**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
- Load Time Goal: <{{load_time_seconds}}s
### Resource Constraints
**Team Size:** {{team_composition}}
**Timeline:** {{development_duration}}
**Budget Considerations:** {{budget_constraints_or_targets}}
**Asset Requirements:** {{art_audio_content_needs}}
### Business Constraints
^^CONDITION: has_business_goals^^
**Monetization Model:** {{free|premium|freemium|subscription}}
**Revenue Goals:** {{revenue_targets_if_applicable}}
**Platform Requirements:** {{store_certification_needs}}
**Launch Timeline:** {{target_launch_window}}
^^/CONDITION: has_business_goals^^
## Reference Framework
[[LLM: Provide context through references and competitive analysis]]
### Inspiration Games
**Primary References:**
1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
### Competitive Analysis
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
### Market Opportunity
**Market Gap:** {{underserved_need_or_opportunity}}
**Timing Factors:** {{why_now_is_the_right_time}}
**Success Metrics:** {{how_well_measure_success}}
## Content Framework
[[LLM: Outline the content structure and progression without full design detail]]
### Game Structure
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
**Progression Model:** {{how_players_advance}}
**Session Structure:** {{typical_play_session_flow}}
### Content Categories
**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}}
### Difficulty and Accessibility
**Difficulty Approach:** {{how_challenge_is_structured}}
**Accessibility Features:** {{planned_accessibility_support}}
**Skill Requirements:** {{what_skills_players_need}}
## Art and Audio Direction
[[LLM: Establish the aesthetic vision that will guide asset creation]]
### Visual Style
**Art Direction:** {{style_description}}
**Reference Materials:** {{visual_inspiration_sources}}
**Technical Approach:** {{2d_style_pixel_vector_etc}}
**Color Strategy:** {{color_palette_mood}}
### Audio Direction
**Music Style:** {{genre_and_mood}}
**Sound Design:** {{audio_personality}}
**Implementation Needs:** {{technical_audio_requirements}}
### UI/UX Approach
**Interface Style:** {{ui_aesthetic}}
**User Experience Goals:** {{ux_priorities}}
**Platform Adaptations:** {{cross_platform_considerations}}
## Risk Assessment
[[LLM: Identify potential challenges and mitigation strategies]]
### Technical Risks
| Risk | Probability | Impact | Mitigation Strategy |
| -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Design Risks
| Risk | Probability | Impact | Mitigation Strategy |
| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Market Risks
| Risk | Probability | Impact | Mitigation Strategy |
| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
## Success Criteria
[[LLM: Define measurable goals for the project]]
### Player Experience Metrics
**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
### Development Metrics
**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
^^CONDITION: has_business_goals^^
### Business Metrics
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
^^/CONDITION: has_business_goals^^
## Next Steps
[[LLM: Define immediate actions following the brief completion]]
### Immediate Actions
1. **Stakeholder Review** - {{review_process_and_timeline}}
2. **Concept Validation** - {{validation_approach}}
3. **Resource Planning** - {{team_and_resource_allocation}}
### Development Roadmap
**Phase 1: Pre-Production** ({{duration}})
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
**Phase 2: Prototype** ({{duration}})
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
**Phase 3: Production** ({{duration}})
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
### Documentation Pipeline
**Required Documents:**
1. Game Design Document (GDD) - {{target_completion}}
2. Technical Architecture Document - {{target_completion}}
3. Art Style Guide - {{target_completion}}
4. Production Plan - {{target_completion}}
### Validation Plan
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
## Appendices
### Research Materials
[[LLM: Include any supporting research, competitive analysis, or market data that informed the brief]]
### Brainstorming Session Notes
[[LLM: Reference any brainstorming sessions that led to this brief]]
### Stakeholder Input
[[LLM: Include key input from stakeholders that shaped the vision]]
### Change Log
[[LLM: Track document versions and changes]]
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |

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@@ -0,0 +1,356 @@
template:
id: game-brief-template-v2
name: Game Brief
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-brief.md"
title: "{{game_title}} Game Brief"
workflow:
mode: interactive
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
title: Game Vision
instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
- id: elevator-pitch
title: Elevator Pitch
instruction: Single sentence that captures the essence of the game in a memorable way
template: |
**"{{game_description_in_one_sentence}}"**
- id: vision-statement
title: Vision Statement
instruction: Inspirational statement about what the game will achieve for players and why it matters
- id: target-market
title: Target Market
instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: primary-audience
title: Primary Audience
template: |
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
- id: secondary-audiences
title: Secondary Audiences
template: |
**Audience 2:** {{description}}
**Audience 3:** {{description}}
- id: market-context
title: Market Context
template: |
**Genre:** {{primary_genre}} / {{secondary_genre}}
**Platform Strategy:** {{platform_focus}}
**Competitive Positioning:** {{differentiation_statement}}
- id: game-fundamentals
title: Game Fundamentals
instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
sections:
- id: core-gameplay-pillars
title: Core Gameplay Pillars
instruction: 3-5 fundamental principles that guide all design decisions
type: numbered-list
template: |
**{{pillar_name}}** - {{description_and_rationale}}
- id: primary-mechanics
title: Primary Mechanics
instruction: List the 3-5 most important gameplay mechanics that define the player experience
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what emotions and experiences the game should create for players
template: |
**Primary Experience:** {{main_emotional_goal}}
**Secondary Experiences:** {{supporting_emotional_goals}}
**Engagement Pattern:** {{how_player_engagement_evolves}}
- id: scope-constraints
title: Scope and Constraints
instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
sections:
- id: project-scope
title: Project Scope
template: |
**Game Length:** {{estimated_content_hours}}
**Content Volume:** {{levels_areas_content_amount}}
**Feature Complexity:** {{simple|moderate|complex}}
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
- id: technical-constraints
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
- Load Time Goal: <{{load_time_seconds}}s
- id: resource-constraints
title: Resource Constraints
template: |
**Team Size:** {{team_composition}}
**Timeline:** {{development_duration}}
**Budget Considerations:** {{budget_constraints_or_targets}}
**Asset Requirements:** {{art_audio_content_needs}}
- id: business-constraints
title: Business Constraints
condition: has_business_goals
template: |
**Monetization Model:** {{free|premium|freemium|subscription}}
**Revenue Goals:** {{revenue_targets_if_applicable}}
**Platform Requirements:** {{store_certification_needs}}
**Launch Timeline:** {{target_launch_window}}
- id: reference-framework
title: Reference Framework
instruction: Provide context through references and competitive analysis
sections:
- id: inspiration-games
title: Inspiration Games
sections:
- id: primary-references
title: Primary References
type: numbered-list
repeatable: true
template: |
**{{reference_game}}** - {{what_we_learn_from_it}}
- id: competitive-analysis
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
title: Market Opportunity
template: |
**Market Gap:** {{underserved_need_or_opportunity}}
**Timing Factors:** {{why_now_is_the_right_time}}
**Success Metrics:** {{how_well_measure_success}}
- id: content-framework
title: Content Framework
instruction: Outline the content structure and progression without full design detail
sections:
- id: game-structure
title: Game Structure
template: |
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
**Progression Model:** {{how_players_advance}}
**Session Structure:** {{typical_play_session_flow}}
- id: content-categories
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
template: |
**Difficulty Approach:** {{how_challenge_is_structured}}
**Accessibility Features:** {{planned_accessibility_support}}
**Skill Requirements:** {{what_skills_players_need}}
- id: art-audio-direction
title: Art and Audio Direction
instruction: Establish the aesthetic vision that will guide asset creation
sections:
- id: visual-style
title: Visual Style
template: |
**Art Direction:** {{style_description}}
**Reference Materials:** {{visual_inspiration_sources}}
**Technical Approach:** {{2d_style_pixel_vector_etc}}
**Color Strategy:** {{color_palette_mood}}
- id: audio-direction
title: Audio Direction
template: |
**Music Style:** {{genre_and_mood}}
**Sound Design:** {{audio_personality}}
**Implementation Needs:** {{technical_audio_requirements}}
- id: ui-ux-approach
title: UI/UX Approach
template: |
**Interface Style:** {{ui_aesthetic}}
**User Experience Goals:** {{ux_priorities}}
**Platform Adaptations:** {{cross_platform_considerations}}
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential challenges and mitigation strategies
sections:
- id: technical-risks
title: Technical Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: design-risks
title: Design Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: market-risks
title: Market Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable goals for the project
sections:
- id: player-experience-metrics
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
- id: development-metrics
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
- id: business-metrics
title: Business Metrics
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
- id: next-steps
title: Next Steps
instruction: Define immediate actions following the brief completion
sections:
- id: immediate-actions
title: Immediate Actions
type: numbered-list
template: |
**{{action_item}}** - {{details_and_timeline}}
- id: development-roadmap
title: Development Roadmap
sections:
- id: phase-1-preproduction
title: "Phase 1: Pre-Production ({{duration}})"
type: bullet-list
template: |
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
- id: phase-2-prototype
title: "Phase 2: Prototype ({{duration}})"
type: bullet-list
template: |
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
- id: phase-3-production
title: "Phase 3: Production ({{duration}})"
type: bullet-list
template: |
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
- id: documentation-pipeline
title: Documentation Pipeline
sections:
- id: required-documents
title: Required Documents
type: numbered-list
template: |
Game Design Document (GDD) - {{target_completion}}
Technical Architecture Document - {{target_completion}}
Art Style Guide - {{target_completion}}
Production Plan - {{target_completion}}
- id: validation-plan
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
- id: appendices
title: Appendices
sections:
- id: research-materials
title: Research Materials
instruction: Include any supporting research, competitive analysis, or market data that informed the brief
- id: brainstorming-notes
title: Brainstorming Session Notes
instruction: Reference any brainstorming sessions that led to this brief
- id: stakeholder-input
title: Stakeholder Input
instruction: Include key input from stakeholders that shaped the vision
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |

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@@ -1,331 +0,0 @@
# {{Game Title}} Game Design Document (GDD)
[[LLM: 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]]
## Executive Summary
[[LLM: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.]]
### Core Concept
[[LLM: 2-3 sentences that clearly describe what the game is and why players will love it]]
### Target Audience
[[LLM: Define the primary and secondary audience with demographics and gaming preferences]]
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
### Platform & Technical Requirements
[[LLM: Based on the technical preferences or user input, define the target platforms]]
**Primary Platform:** {{platform}}
**Engine:** Phaser 3 + TypeScript
**Performance Target:** 60 FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
### Unique Selling Points
[[LLM: List 3-5 key features that differentiate this game from competitors]]
1. {{usp_1}}
2. {{usp_2}}
3. {{usp_3}}
## Core Gameplay
[[LLM: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.]]
### Game Pillars
[[LLM: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.]]
1. **{{pillar_1}}** - {{description}}
2. **{{pillar_2}}** - {{description}}
3. **{{pillar_3}}** - {{description}}
### Core Gameplay Loop
[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
4. {{reward_feedback}} ({{time_4}}s)
### Win/Loss Conditions
[[LLM: Clearly define success and failure states]]
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
## Game Mechanics
[[LLM: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.]]
### Primary Mechanics
<<REPEAT section="mechanic" count="3-5">>
#### {{mechanic_name}}
**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}}
<</REPEAT>>
### Controls
[[LLM: Define all input methods for different platforms]]
| Action | Desktop | Mobile | Gamepad |
| ------------ | ------- | ----------- | ---------- |
| {{action_1}} | {{key}} | {{gesture}} | {{button}} |
| {{action_2}} | {{key}} | {{gesture}} | {{button}} |
## Progression & Balance
[[LLM: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.]]
### Player Progression
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
### Difficulty Curve
[[LLM: Provide specific parameters for balancing]]
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
**Early Game:** {{duration}} - {{difficulty_description}}
**Mid Game:** {{duration}} - {{difficulty_description}}
**Late Game:** {{duration}} - {{difficulty_description}}
### Economy & Resources
^^CONDITION: has_economy^^
[[LLM: Define any in-game currencies, resources, or collectibles]]
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------------- | --------- | ---------- | ------- | ------- |
| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
^^/CONDITION: has_economy^^
## Level Design Framework
[[LLM: Provide guidelines for level creation that developers can use to create level implementation stories]]
### Level Types
<<REPEAT section="level_type" count="2-4">>
#### {{level_type_name}}
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
<</REPEAT>>
### Level Progression
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
## Technical Specifications
[[LLM: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.]]
### Performance Requirements
**Frame Rate:** 60 FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
### Platform Specific
**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+
### Asset Requirements
[[LLM: Define asset specifications for the art and audio teams]]
**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}}
## Technical Architecture Requirements
[[LLM: Define high-level technical requirements that the game architecture must support]]
### Engine Configuration
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
- Scale Mode: {{scale_mode}}
### Code Architecture
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
### Data Management
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
## Development Phases
[[LLM: Break down the development into phases that can be converted to epics]]
### Phase 1: Core Systems ({{duration}})
**Epic: Foundation**
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
**Epic: Core Mechanics**
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
### Phase 2: Gameplay Features ({{duration}})
**Epic: Game Systems**
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
**Epic: Content Creation**
- Level loading system
- First playable levels
- Basic UI implementation
### Phase 3: Polish & Optimization ({{duration}})
**Epic: Performance**
- Optimization and profiling
- Mobile platform testing
- Memory management
**Epic: User Experience**
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
## Success Metrics
[[LLM: Define measurable goals for the game]]
**Technical Metrics:**
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
**Gameplay Metrics:**
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
- Player retention: D1 {{d1}}%, D7 {{d7}}%
## Appendices
### Change Log
[[LLM: Track document versions and changes]]
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
### References
[[LLM: List any competitive analysis, inspiration, or research sources]]
- {{reference_1}}
- {{reference_2}}
- {{reference_3}}

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template:
id: game-design-doc-template-v2
name: Game Design Document (GDD)
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-design-document.md"
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
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
title: Executive Summary
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
- id: target-audience
title: Target Audience
instruction: Define the primary and secondary audience with demographics and gaming preferences
template: |
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms
template: |
**Primary Platform:** {{platform}}
**Engine:** Phaser 3 + TypeScript
**Performance Target:** 60 FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
- id: unique-selling-points
title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors
type: numbered-list
template: "{{usp}}"
- id: core-gameplay
title: Core Gameplay
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
sections:
- id: game-pillars
title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
type: numbered-list
template: |
**{{pillar_name}}** - {{description}}
- id: core-gameplay-loop
title: Core Gameplay Loop
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)
4. {{reward_feedback}} ({{time_4}}s)
- id: win-loss-conditions
title: Win/Loss Conditions
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
- id: game-mechanics
title: Game Mechanics
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
sections:
- id: primary-mechanics
title: Primary Mechanics
repeatable: true
sections:
- id: mechanic
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
instruction: Define all input methods for different platforms
type: table
template: |
| Action | Desktop | Mobile | Gamepad |
| ------ | ------- | ------ | ------- |
| {{action}} | {{key}} | {{gesture}} | {{button}} |
- id: progression-balance
title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
sections:
- id: player-progression
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}}
- id: difficulty-curve
title: Difficulty Curve
instruction: Provide specific parameters for balancing
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
**Early Game:** {{duration}} - {{difficulty_description}}
**Mid Game:** {{duration}} - {{difficulty_description}}
**Late Game:** {{duration}} - {{difficulty_description}}
- id: economy-resources
title: Economy & Resources
condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles
type: table
template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------- | --------- | ---------- | ------- | --- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
- id: level-design-framework
title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
sections:
- id: level-types
title: Level Types
repeatable: true
sections:
- id: level-type
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
- id: level-progression
title: Level Progression
template: |
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
- id: technical-specifications
title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
sections:
- id: performance-requirements
title: Performance Requirements
template: |
**Frame Rate:** 60 FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
- id: platform-specific
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+
- id: asset-requirements
title: Asset Requirements
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}}
- id: technical-architecture-requirements
title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support
sections:
- id: engine-configuration
title: Engine Configuration
template: |
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
- Scale Mode: {{scale_mode}}
- id: code-architecture
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
- id: data-management
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
- id: development-phases
title: Development Phases
instruction: Break down the development into phases that can be converted to epics
sections:
- id: phase-1-core-systems
title: "Phase 1: Core Systems ({{duration}})"
sections:
- id: foundation-epic
title: "Epic: Foundation"
type: bullet-list
template: |
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
- id: core-mechanics-epic
title: "Epic: Core Mechanics"
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
- id: phase-2-gameplay-features
title: "Phase 2: Gameplay Features ({{duration}})"
sections:
- id: game-systems-epic
title: "Epic: Game Systems"
type: bullet-list
template: |
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
- id: content-creation-epic
title: "Epic: Content Creation"
type: bullet-list
template: |
- Level loading system
- First playable levels
- Basic UI implementation
- id: phase-3-polish-optimization
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-epic
title: "Epic: Performance"
type: bullet-list
template: |
- Optimization and profiling
- Mobile platform testing
- Memory management
- id: user-experience-epic
title: "Epic: User Experience"
type: bullet-list
template: |
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
- id: success-metrics
title: Success Metrics
instruction: Define measurable goals for the game
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
- id: gameplay-metrics
title: Gameplay Metrics
type: bullet-list
template: |
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
- Player retention: D1 {{d1}}%, D7 {{d7}}%
- id: appendices
title: Appendices
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: references
title: References
instruction: List any competitive analysis, inspiration, or research sources
type: bullet-list
template: "{{reference}}"

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@@ -1,235 +0,0 @@
# Story: {{Story Title}}
**Epic:** {{Epic Name}}
**Story ID:** {{ID}}
**Priority:** {{High|Medium|Low}}
**Points:** {{Story Points}}
**Status:** Draft
[[LLM: 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.]]
## Description
[[LLM: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.]]
{{clear_description_of_what_needs_to_be_implemented}}
## Acceptance Criteria
[[LLM: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.]]
### Functional Requirements
- [ ] {{specific_functional_requirement_1}}
- [ ] {{specific_functional_requirement_2}}
- [ ] {{specific_functional_requirement_3}}
### Technical Requirements
- [ ] Code follows TypeScript strict mode standards
- [ ] Maintains 60 FPS on target devices
- [ ] No memory leaks or performance degradation
- [ ] {{specific_technical_requirement}}
### Game Design Requirements
- [ ] {{gameplay_requirement_from_gdd}}
- [ ] {{balance_requirement_if_applicable}}
- [ ] {{player_experience_requirement}}
## Technical Specifications
[[LLM: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.]]
### Files to Create/Modify
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
### Class/Interface Definitions
[[LLM: Define specific TypeScript interfaces and class structures needed]]
```typescript
// {{interface_name}}
interface {{InterfaceName}} {
{{property_1}}: {{type}};
{{property_2}}: {{type}};
{{method_1}}({{params}}): {{return_type}};
}
// {{class_name}}
class {{ClassName}} extends {{PhaseClass}} {
private {{property}}: {{type}};
constructor({{params}}) {
// Implementation requirements
}
public {{method}}({{params}}): {{return_type}} {
// Method requirements
}
}
```
### Integration Points
[[LLM: Specify how this feature integrates with existing systems]]
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**System Dependencies:**
- {{system_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
## Implementation Tasks
[[LLM: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.]]
### Dev Agent Record
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] 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 -->
## Game Design Context
[[LLM: Reference the specific sections of the GDD that this story implements]]
**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}}
## Testing Requirements
[[LLM: Define specific testing criteria for this game feature]]
### Unit Tests
**Test Files:**
- `tests/{{component_name}}.test.ts`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
### Game Testing
**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}}
### Performance Tests
**Metrics to Verify:**
- Frame rate maintains {{fps_target}} FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
## Dependencies
[[LLM: List any dependencies that must be completed before this story can be implemented]]
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
## Definition of Done
[[LLM: Checklist that must be completed before the story is considered finished]]
- [ ] All acceptance criteria met
- [ ] Code reviewed and approved
- [ ] Unit tests written and passing
- [ ] Integration tests passing
- [ ] Performance targets met
- [ ] No linting errors
- [ ] Documentation updated
- [ ] {{game_specific_dod_item}}
## Notes
[[LLM: Any additional context, design decisions, or implementation notes]]
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}

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@@ -0,0 +1,253 @@
template:
id: game-story-template-v2
name: Game Development Story
version: 2.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
title: "Story: {{story_title}}"
workflow:
mode: interactive
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
content: |
**Epic:** {{epic_name}}
**Story ID:** {{story_id}}
**Priority:** {{High|Medium|Low}}
**Points:** {{story_points}}
**Status:** Draft
- id: description
title: Description
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
- id: acceptance-criteria
title: Acceptance Criteria
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
sections:
- id: functional-requirements
title: Functional Requirements
type: checklist
items:
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
items:
- "Code follows TypeScript strict mode standards"
- "Maintains 60 FPS on target devices"
- "No memory leaks or performance degradation"
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: technical-specifications
title: Technical Specifications
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
sections:
- id: files-to-modify
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
title: Class/Interface Definitions
instruction: Define specific TypeScript interfaces and class structures needed
type: code
language: typescript
template: |
// {{interface_name}}
interface {{interface_name}} {
{{property_1}}: {{type}};
{{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
}
}
- id: integration-points
title: Integration Points
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}}
- id: implementation-tasks
title: Implementation Tasks
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
sections:
- id: dev-agent-record
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] 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
title: Game Design Context
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}}
- id: testing-requirements
title: Testing Requirements
instruction: Define specific testing criteria for this game feature
sections:
- id: unit-tests
title: Unit Tests
template: |
**Test Files:**
- `tests/{{component_name}}.test.ts`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
- id: game-testing
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}}
- id: performance-tests
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains {{fps_target}} FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
- id: dependencies
title: Dependencies
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}}`
- id: definition-of-done
title: Definition of Done
instruction: Checklist that must be completed before the story is considered finished
type: checklist
items:
- "All acceptance criteria met"
- "Code reviewed and approved"
- "Unit tests written and passing"
- "Integration tests passing"
- "Performance targets met"
- "No linting errors"
- "Documentation updated"
- "{{game_specific_dod_item}}"
- id: notes
title: Notes
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}}

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@@ -1,470 +0,0 @@
# {{Game Title}} Level Design Document
[[LLM: 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.]]
## Introduction
[[LLM: Establish the purpose and scope of level design for this game]]
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.
### Change Log
[[LLM: Track document versions and changes]]
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
## Level Design Philosophy
[[LLM: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.]]
### Design Principles
[[LLM: Define 3-5 core principles that guide all level design decisions]]
1. **{{principle_1}}** - {{description}}
2. **{{principle_2}}** - {{description}}
3. **{{principle_3}}** - {{description}}
### Player Experience Goals
[[LLM: Define what players should feel and learn in each level category]]
**Tutorial Levels:** {{experience_description}}
**Standard Levels:** {{experience_description}}
**Challenge Levels:** {{experience_description}}
**Boss Levels:** {{experience_description}}
### Level Flow Framework
[[LLM: Define the standard structure for level progression]]
**Introduction Phase:** {{duration}} - {{purpose}}
**Development Phase:** {{duration}} - {{purpose}}
**Climax Phase:** {{duration}} - {{purpose}}
**Resolution Phase:** {{duration}} - {{purpose}}
## Level Categories
[[LLM: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.]]
<<REPEAT section="level_category" count="based_on_gdd">>
### {{category_name}} Levels
**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
- Asset requirements: {{asset_needs}}
<</REPEAT>>
## Level Progression System
[[LLM: Define how players move through levels and how difficulty scales]]
### World Structure
[[LLM: Based on GDD requirements, define the overall level organization]]
**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}}
### Difficulty Progression
[[LLM: Define how challenge increases across the game]]
**Progression Curve:**
````text
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
````
**Scaling Parameters:**
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
### Unlock Requirements
[[LLM: Define how players access new levels]]
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}
## Level Design Components
[[LLM: Define the building blocks used to create levels]]
### Environmental Elements
[[LLM: Define all environmental components that can be used in levels]]
**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}}
### Collectibles and Rewards
[[LLM: Define all collectible items and their placement rules]]
**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}}%
### Enemy Placement Framework
[[LLM: Define how enemies should be placed and balanced in levels]]
**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}}
## Level Creation Guidelines
[[LLM: Provide specific guidelines for creating individual levels]]
### Level Layout Principles
**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}}
- Multiple path options: {{branching_rules}}
### Pacing and Flow
[[LLM: Define how to control the rhythm and pace of gameplay within levels]]
**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}}
### Challenge Design
[[LLM: Define how to create appropriate challenges for each level type]]
**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}}
## Technical Implementation
[[LLM: Define technical requirements for level implementation]]
### Level Data Structure
[[LLM: Define how level data should be structured for implementation]]
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
**Required Data Fields:**
```json
{
"levelId": "{{unique_identifier}}",
"worldId": "{{world_identifier}}",
"difficulty": {{difficulty_value}},
"targetTime": {{completion_time_seconds}},
"objectives": {
"primary": "{{primary_objective}}",
"secondary": ["{{secondary_objectives}}"],
"hidden": ["{{secret_objectives}}"]
},
"layout": {
"width": {{grid_width}},
"height": {{grid_height}},
"tilemap": "{{tilemap_reference}}"
},
"entities": [
{
"type": "{{entity_type}}",
"position": {"x": {{x}}, "y": {{y}}},
"properties": {{entity_properties}}
}
]
}
```
### Asset Integration
[[LLM: Define how level assets are organized and loaded]]
**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}}
### Performance Optimization
[[LLM: Define performance requirements for level systems]]
**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}}
## Level Testing Framework
[[LLM: Define how levels should be tested and validated]]
### Automated Testing
**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
### Manual Testing Protocol
**Playtesting Checklist:**
- [ ] Level completes within target time range
- [ ] All mechanics function correctly
- [ ] Difficulty feels appropriate for level category
- [ ] Player guidance is clear and effective
- [ ] No exploits or sequence breaks (unless intended)
**Player Experience Testing:**
- [ ] Tutorial levels teach effectively
- [ ] Challenge feels fair and rewarding
- [ ] Flow and pacing maintain engagement
- [ ] Audio and visual feedback support gameplay
### Balance Validation
**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}}
## Content Creation Pipeline
[[LLM: Define the workflow for creating new levels]]
### Design Phase
**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
- Asset requirement list
### Implementation Phase
**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
4. Bug fixing and polish
### Integration Phase
**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
4. Final approval and release
## Success Metrics
[[LLM: Define how to measure level design success]]
**Player Engagement:**
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
**Technical Performance:**
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
**Design Quality:**
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%

View File

@@ -0,0 +1,484 @@
template:
id: level-design-doc-template-v2
name: Level Design Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-level-design-document.md"
title: "{{game_title}} Level Design Document"
workflow:
mode: interactive
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
title: Introduction
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
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: level-design-philosophy
title: Level Design Philosophy
instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: design-principles
title: Design Principles
instruction: Define 3-5 core principles that guide all level design decisions
type: numbered-list
template: |
**{{principle_name}}** - {{description}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what players should feel and learn in each level category
template: |
**Tutorial Levels:** {{experience_description}}
**Standard Levels:** {{experience_description}}
**Challenge Levels:** {{experience_description}}
**Boss Levels:** {{experience_description}}
- id: level-flow-framework
title: Level Flow Framework
instruction: Define the standard structure for level progression
template: |
**Introduction Phase:** {{duration}} - {{purpose}}
**Development Phase:** {{duration}} - {{purpose}}
**Climax Phase:** {{duration}} - {{purpose}}
**Resolution Phase:** {{duration}} - {{purpose}}
- id: level-categories
title: Level Categories
instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
repeatable: true
sections:
- id: level-category
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
- Asset requirements: {{asset_needs}}
- id: level-progression-system
title: Level Progression System
instruction: Define how players move through levels and how difficulty scales
sections:
- id: world-structure
title: World Structure
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}}
- id: difficulty-progression
title: Difficulty Progression
instruction: Define how challenge increases across the game
sections:
- id: progression-curve
title: Progression Curve
type: code
language: text
template: |
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
- id: scaling-parameters
title: Scaling Parameters
type: bullet-list
template: |
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
- id: unlock-requirements
title: Unlock Requirements
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}}
- Optional content: {{unlock_condition}}
- id: level-design-components
title: Level Design Components
instruction: Define the building blocks used to create levels
sections:
- id: environmental-elements
title: Environmental Elements
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
title: Collectibles and Rewards
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}}%
- id: enemy-placement-framework
title: Enemy Placement Framework
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}}
- id: level-creation-guidelines
title: Level Creation Guidelines
instruction: Provide specific guidelines for creating individual levels
sections:
- id: level-layout-principles
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}}
- Multiple path options: {{branching_rules}}
- id: pacing-and-flow
title: Pacing and Flow
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}}
- id: challenge-design
title: Challenge Design
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}}
- id: technical-implementation
title: Technical Implementation
instruction: Define technical requirements for level implementation
sections:
- id: level-data-structure
title: Level Data Structure
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}}
sections:
- id: required-data-fields
title: Required Data Fields
type: code
language: json
template: |
{
"levelId": "{{unique_identifier}}",
"worldId": "{{world_identifier}}",
"difficulty": {{difficulty_value}},
"targetTime": {{completion_time_seconds}},
"objectives": {
"primary": "{{primary_objective}}",
"secondary": ["{{secondary_objectives}}"],
"hidden": ["{{secret_objectives}}"]
},
"layout": {
"width": {{grid_width}},
"height": {{grid_height}},
"tilemap": "{{tilemap_reference}}"
},
"entities": [
{
"type": "{{entity_type}}",
"position": {"x": {{x}}, "y": {{y}}},
"properties": {{entity_properties}}
}
]
}
- id: asset-integration
title: Asset Integration
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}}
- id: performance-optimization
title: Performance Optimization
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}}
- id: level-testing-framework
title: Level Testing Framework
instruction: Define how levels should be tested and validated
sections:
- id: automated-testing
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
- id: manual-testing-protocol
title: Manual Testing Protocol
sections:
- id: playtesting-checklist
title: Playtesting Checklist
type: checklist
items:
- "Level completes within target time range"
- "All mechanics function correctly"
- "Difficulty feels appropriate for level category"
- "Player guidance is clear and effective"
- "No exploits or sequence breaks (unless intended)"
- id: player-experience-testing
title: Player Experience Testing
type: checklist
items:
- "Tutorial levels teach effectively"
- "Challenge feels fair and rewarding"
- "Flow and pacing maintain engagement"
- "Audio and visual feedback support gameplay"
- id: balance-validation
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}}
- id: content-creation-pipeline
title: Content Creation Pipeline
instruction: Define the workflow for creating new levels
sections:
- id: design-phase
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
- Asset requirement list
- id: implementation-phase
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
4. Bug fixing and polish
- id: integration-phase
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
4. Final approval and release
- id: success-metrics
title: Success Metrics
instruction: Define how to measure level design success
sections:
- id: player-engagement
title: Player Engagement
type: bullet-list
template: |
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
- id: technical-performance
title: Technical Performance
type: bullet-list
template: |
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
- id: design-quality
title: Design Quality
type: bullet-list
template: |
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%