chore: standardize ESLint/Prettier formatting across codebase

This commit is contained in:
manjaroblack
2025-08-15 22:22:24 -05:00
parent e1176f337e
commit 74c78d2274
113 changed files with 5397 additions and 3494 deletions

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@@ -1,26 +1,26 @@
steps:
# Build the container image
- name: 'gcr.io/cloud-builders/docker'
args: ['build', '-t', 'gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA', '.']
# Push the container image to Container Registry
- name: 'gcr.io/cloud-builders/docker'
args: ['push', 'gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA']
# Deploy container image to Cloud Run
- name: 'gcr.io/google.com/cloudsdktool/cloud-sdk'
entrypoint: gcloud
args:
- 'run'
- 'deploy'
- '{{COMPANY_NAME}}-ai-agents'
- '--image'
- 'gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA'
- '--region'
- '{{LOCATION}}'
- '--platform'
- 'managed'
- '--allow-unauthenticated'
images:
- 'gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA'
steps:
# Build the container image
- name: "gcr.io/cloud-builders/docker"
args: ["build", "-t", "gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA", "."]
# Push the container image to Container Registry
- name: "gcr.io/cloud-builders/docker"
args: ["push", "gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA"]
# Deploy container image to Cloud Run
- name: "gcr.io/google.com/cloudsdktool/cloud-sdk"
entrypoint: gcloud
args:
- "run"
- "deploy"
- "{{COMPANY_NAME}}-ai-agents"
- "--image"
- "gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA"
- "--region"
- "{{LOCATION}}"
- "--platform"
- "managed"
- "--allow-unauthenticated"
images:
- "gcr.io/{{PROJECT_ID}}/{{COMPANY_NAME}}-ai-agents:$COMMIT_SHA"

View File

@@ -60,10 +60,10 @@ commands:
task-execution:
flow: Read story → Implement game feature → Write tests → Pass tests → Update [x] → Next task
updates-ONLY:
- "Checkboxes: [ ] not started | [-] in progress | [x] complete"
- "Debug Log: | Task | File | Change | Reverted? |"
- "Completion Notes: Deviations only, <50 words"
- "Change Log: Requirement changes only"
- 'Checkboxes: [ ] not started | [-] in progress | [x] complete'
- 'Debug Log: | Task | File | Change | Reverted? |'
- 'Completion Notes: Deviations only, <50 words'
- 'Change Log: Requirement changes only'
blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
done: Game feature works + Tests pass + 60 FPS + No lint errors + Follows Phaser 3 best practices
dependencies:

View File

@@ -27,7 +27,7 @@ activation-instructions:
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
- "CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent"
- 'CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent'
agent:
name: Jordan
id: game-sm

View File

@@ -73,7 +73,7 @@ interface GameState {
interface GameSettings {
musicVolume: number;
sfxVolume: number;
difficulty: "easy" | "normal" | "hard";
difficulty: 'easy' | 'normal' | 'hard';
controls: ControlScheme;
}
```
@@ -114,12 +114,12 @@ class GameScene extends Phaser.Scene {
private inputManager!: InputManager;
constructor() {
super({ key: "GameScene" });
super({ key: 'GameScene' });
}
preload(): void {
// Load only scene-specific assets
this.load.image("player", "assets/player.png");
this.load.image('player', 'assets/player.png');
}
create(data: SceneData): void {
@@ -144,7 +144,7 @@ class GameScene extends Phaser.Scene {
this.inputManager.destroy();
// Remove event listeners
this.events.off("*");
this.events.off('*');
}
}
```
@@ -153,13 +153,13 @@ class GameScene extends Phaser.Scene {
```typescript
// Proper scene transitions with data
this.scene.start("NextScene", {
this.scene.start('NextScene', {
playerScore: this.playerScore,
currentLevel: this.currentLevel + 1,
});
// Scene overlays for UI
this.scene.launch("PauseMenuScene");
this.scene.launch('PauseMenuScene');
this.scene.pause();
```
@@ -203,7 +203,7 @@ class Player extends GameEntity {
private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, "player");
super(scene, x, y, 'player');
this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100));
@@ -223,7 +223,7 @@ class GameManager {
constructor(scene: Phaser.Scene) {
if (GameManager.instance) {
throw new Error("GameManager already exists!");
throw new Error('GameManager already exists!');
}
this.scene = scene;
@@ -233,7 +233,7 @@ class GameManager {
static getInstance(): GameManager {
if (!GameManager.instance) {
throw new Error("GameManager not initialized!");
throw new Error('GameManager not initialized!');
}
return GameManager.instance;
}
@@ -280,7 +280,7 @@ class BulletPool {
}
// Pool exhausted - create new bullet
console.warn("Bullet pool exhausted, creating new bullet");
console.warn('Bullet pool exhausted, creating new bullet');
return new Bullet(this.scene, 0, 0);
}
@@ -380,14 +380,12 @@ class InputManager {
}
private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys(
"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
);
this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT');
}
private setupTouch(): void {
this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on("pointerup", this.handlePointerUp, this);
this.scene.input.on('pointerdown', this.handlePointerDown, this);
this.scene.input.on('pointerup', this.handlePointerUp, this);
}
update(): void {
@@ -414,9 +412,9 @@ class InputManager {
class AssetManager {
loadAssets(): Promise<void> {
return new Promise((resolve, reject) => {
this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on("complete", () => resolve());
this.scene.load.on('filecomplete', this.handleFileComplete, this);
this.scene.load.on('loaderror', this.handleLoadError, this);
this.scene.load.on('complete', () => resolve());
this.scene.load.start();
});
@@ -432,8 +430,8 @@ class AssetManager {
private loadFallbackAsset(key: string): void {
// Load placeholder or default assets
switch (key) {
case "player":
this.scene.load.image("player", "assets/defaults/default-player.png");
case 'player':
this.scene.load.image('player', 'assets/defaults/default-player.png');
break;
default:
console.warn(`No fallback for asset: ${key}`);
@@ -460,11 +458,11 @@ class GameSystem {
private attemptRecovery(context: string): void {
switch (context) {
case "update":
case 'update':
// Reset system state
this.reset();
break;
case "render":
case 'render':
// Disable visual effects
this.disableEffects();
break;
@@ -484,7 +482,7 @@ class GameSystem {
```typescript
// Example test for game mechanics
describe("HealthComponent", () => {
describe('HealthComponent', () => {
let healthComponent: HealthComponent;
beforeEach(() => {
@@ -492,18 +490,18 @@ describe("HealthComponent", () => {
healthComponent = new HealthComponent(mockEntity, 100);
});
test("should initialize with correct health", () => {
test('should initialize with correct health', () => {
expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100);
});
test("should handle damage correctly", () => {
test('should handle damage correctly', () => {
healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true);
});
test("should handle death correctly", () => {
test('should handle death correctly', () => {
healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false);
@@ -516,7 +514,7 @@ describe("HealthComponent", () => {
**Scene Testing:**
```typescript
describe("GameScene Integration", () => {
describe('GameScene Integration', () => {
let scene: GameScene;
let mockGame: Phaser.Game;
@@ -526,7 +524,7 @@ describe("GameScene Integration", () => {
scene = new GameScene();
});
test("should initialize all systems", () => {
test('should initialize all systems', () => {
scene.create({});
expect(scene.gameManager).toBeDefined();

View File

@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
@@ -22,7 +22,7 @@ sections:
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{game_title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
sections:
- id: change-log
@@ -41,7 +41,7 @@ sections:
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
@@ -129,23 +129,23 @@ sections:
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Scene loading and unloading
- Data passing between scenes
- Transition effects
- Memory management
**Implementation Requirements:**
- Preload scene for asset loading
- Menu system with navigation
- Gameplay scenes with state management
- Pause/resume functionality
**Files to Create:**
- `src/scenes/BootScene.ts`
- `src/scenes/PreloadScene.ts`
- `src/scenes/MenuScene.ts`
@@ -155,23 +155,23 @@ sections:
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- Save/load system with localStorage
- State validation and error recovery
- Cross-session data persistence
- Settings management
**Files to Create:**
- `src/systems/GameState.ts`
- `src/systems/SaveManager.ts`
- `src/types/GameData.ts`
@@ -179,23 +179,23 @@ sections:
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprite sheets and animations
- Audio files and music
- Level data and configurations
- UI assets and fonts
**Implementation Requirements:**
- Progressive loading strategy
- Asset caching and optimization
- Error handling for failed loads
- Memory management for large assets
**Files to Create:**
- `src/systems/AssetManager.ts`
- `src/config/AssetConfig.ts`
- `src/utils/AssetLoader.ts`
@@ -203,23 +203,23 @@ sections:
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support (optional)
**Implementation Requirements:**
- Input mapping and configuration
- Touch-friendly mobile controls
- Input buffering for responsive gameplay
- Customizable control schemes
**Files to Create:**
- `src/systems/InputManager.ts`
- `src/utils/TouchControls.ts`
- `src/types/InputTypes.ts`
@@ -232,19 +232,19 @@ sections:
title: "{{mechanic_name}} System"
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `src/systems/{{system_name}}.ts`
- `src/gameObjects/{{related_object}}.ts`
- `src/types/{{system_types}}.ts`
@@ -252,65 +252,65 @@ sections:
title: Physics & Collision System
template: |
**Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js)
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Optimized collision detection
- Physics body management
- Collision callbacks and events
- Performance monitoring
**Files to Create:**
- `src/systems/PhysicsManager.ts`
- `src/utils/CollisionGroups.ts`
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- Audio sprite management
- Dynamic music system
- Spatial audio (if applicable)
- Audio pooling for performance
**Files to Create:**
- `src/systems/AudioManager.ts`
- `src/config/AudioConfig.ts`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Responsive layout system
- Touch-friendly interface
- Keyboard navigation support
- Animation and transitions
**Files to Create:**
- `src/systems/UIManager.ts`
- `src/gameObjects/UI/`
- `src/types/UITypes.ts`
@@ -610,4 +610,4 @@ sections:
- 90%+ test coverage on game logic
- Zero TypeScript errors in strict mode
- Consistent adherence to coding standards
- Comprehensive documentation coverage
- Comprehensive documentation coverage

View File

@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
@@ -71,7 +71,7 @@ sections:
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
@@ -98,12 +98,12 @@ sections:
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
@@ -141,10 +141,10 @@ sections:
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
@@ -168,16 +168,16 @@ sections:
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
@@ -244,13 +244,13 @@ sections:
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
@@ -258,13 +258,13 @@ sections:
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
@@ -273,7 +273,7 @@ sections:
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
@@ -326,12 +326,12 @@ sections:
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
@@ -353,4 +353,4 @@ sections:
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
| :--- | :------ | :---------- | :----- |

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@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
- id: executive-summary
@@ -59,7 +59,7 @@ sections:
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
@@ -69,12 +69,12 @@ sections:
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
@@ -90,17 +90,17 @@ sections:
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
**Dependencies:** {{other_mechanics_needed}}
- id: controls
title: Controls
@@ -119,9 +119,9 @@ sections:
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
@@ -158,9 +158,9 @@ sections:
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
@@ -186,13 +186,13 @@ sections:
title: Platform Specific
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
@@ -201,14 +201,14 @@ sections:
instruction: Define asset specifications for the art and audio teams
template: |
**Visual Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
@@ -221,7 +221,7 @@ sections:
title: Engine Configuration
template: |
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
@@ -230,7 +230,7 @@ sections:
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
@@ -242,7 +242,7 @@ sections:
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
@@ -340,4 +340,4 @@ sections:
title: References
instruction: List any competitive analysis, inspiration, or research sources
type: bullet-list
template: "{{reference}}"
template: "{{reference}}"

View File

@@ -14,13 +14,13 @@ sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
@@ -69,12 +69,12 @@ sections:
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
@@ -89,15 +89,15 @@ sections:
{{property_2}}: {{type}};
{{method_1}}({{params}}): {{return_type}};
}
// {{class_name}}
class {{class_name}} extends {{phaser_class}} {
private {{property}}: {{type}};
constructor({{params}}) {
// Implementation requirements
}
public {{method}}({{params}}): {{return_type}} {
// Method requirements
}
@@ -107,15 +107,15 @@ sections:
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**System Dependencies:**
- {{system_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
@@ -127,7 +127,7 @@ sections:
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
@@ -135,18 +135,18 @@ sections:
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
@@ -154,13 +154,13 @@ sections:
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
@@ -172,11 +172,11 @@ sections:
title: Unit Tests
template: |
**Test Files:**
- `tests/{{component_name}}.test.ts`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
@@ -184,12 +184,12 @@ sections:
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
@@ -197,7 +197,7 @@ sections:
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains {{fps_target}} FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
@@ -207,15 +207,15 @@ sections:
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
@@ -238,16 +238,16 @@ sections:
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}
- {{future_optimization_1}}

View File

@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
@@ -22,7 +22,7 @@ sections:
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
@@ -69,29 +69,29 @@ sections:
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
@@ -106,11 +106,11 @@ sections:
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -145,7 +145,7 @@ sections:
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
@@ -160,17 +160,17 @@ sections:
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
@@ -178,18 +178,18 @@ sections:
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
@@ -198,18 +198,18 @@ sections:
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
@@ -222,14 +222,14 @@ sections:
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
@@ -239,13 +239,13 @@ sections:
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
@@ -254,14 +254,14 @@ sections:
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
@@ -275,7 +275,7 @@ sections:
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
@@ -313,14 +313,14 @@ sections:
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
@@ -329,19 +329,19 @@ sections:
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
@@ -354,13 +354,13 @@ sections:
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
@@ -388,14 +388,14 @@ sections:
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
@@ -408,14 +408,14 @@ sections:
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
@@ -424,15 +424,15 @@ sections:
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
@@ -441,14 +441,14 @@ sections:
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
@@ -481,4 +481,4 @@ sections:
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%
- Content accessibility: {{accessibility_rate}}%

View File

@@ -17,21 +17,21 @@ workflow:
- brainstorming_session
- game_research_prompt
- player_research
notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
notes: "Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project's docs/design/ folder."
- agent: game-designer
creates: game-design-doc.md
requires: game-brief.md
optional_steps:
- competitive_analysis
- technical_research
notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
notes: "Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project's docs/design/ folder."
- agent: game-designer
creates: level-design-doc.md
requires: game-design-doc.md
optional_steps:
- level_prototyping
- difficulty_analysis
notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
notes: "Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project's docs/design/ folder."
- agent: solution-architect
creates: game-architecture.md
requires:
@@ -41,7 +41,7 @@ workflow:
- technical_research_prompt
- performance_analysis
- platform_research
notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Phaser 3 systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
notes: "Create comprehensive technical architecture using game-architecture-tmpl. Defines Phaser 3 systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project's docs/architecture/ folder."
- agent: game-designer
validates: design_consistency
requires: all_design_documents
@@ -66,7 +66,7 @@ workflow:
optional_steps:
- quick_brainstorming
- concept_validation
notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
notes: "Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project's docs/ folder."
- agent: game-designer
creates: prototype-design.md
uses: create-doc prototype-design OR create-game-story

View File

@@ -44,7 +44,7 @@ workflow:
notes: Implement stories in priority order. Test frequently and adjust design based on what feels fun. Document discoveries.
workflow_end:
action: prototype_evaluation
notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
notes: "Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive."
game_jam_sequence:
- step: jam_concept
agent: game-designer

View File

@@ -61,13 +61,13 @@ commands:
- explain: teach me what and why you did whatever you just did in detail so I can learn. Explain to me as if you were training a junior Unity developer.
- exit: Say goodbye as the Game Developer, and then abandon inhabiting this persona
develop-story:
order-of-execution: "Read (first or next) task→Implement Task and its subtasks→Write tests→Execute validations→Only if ALL pass, then update the task checkbox with [x]→Update story section File List to ensure it lists and new or modified or deleted source file→repeat order-of-execution until complete"
order-of-execution: 'Read (first or next) task→Implement Task and its subtasks→Write tests→Execute validations→Only if ALL pass, then update the task checkbox with [x]→Update story section File List to ensure it lists and new or modified or deleted source file→repeat order-of-execution until complete'
story-file-updates-ONLY:
- CRITICAL: ONLY UPDATE THE STORY FILE WITH UPDATES TO SECTIONS INDICATED BELOW. DO NOT MODIFY ANY OTHER SECTIONS.
- CRITICAL: You are ONLY authorized to edit these specific sections of story files - Tasks / Subtasks Checkboxes, Dev Agent Record section and all its subsections, Agent Model Used, Debug Log References, Completion Notes List, File List, Change Log, Status
- CRITICAL: DO NOT modify Status, Story, Acceptance Criteria, Dev Notes, Testing sections, or any other sections not listed above
blocking: "HALT for: Unapproved deps needed, confirm with user | Ambiguous after story check | 3 failures attempting to implement or fix something repeatedly | Missing config | Failing regression"
ready-for-review: "Code matches requirements + All validations pass + Follows Unity & C# standards + File List complete + Stable FPS"
blocking: 'HALT for: Unapproved deps needed, confirm with user | Ambiguous after story check | 3 failures attempting to implement or fix something repeatedly | Missing config | Failing regression'
ready-for-review: 'Code matches requirements + All validations pass + Follows Unity & C# standards + File List complete + Stable FPS'
completion: "All Tasks and Subtasks marked [x] and have tests→Validations and full regression passes (DON'T BE LAZY, EXECUTE ALL TESTS and CONFIRM)→Ensure File List is Complete→run the task execute-checklist for the checklist game-story-dod-checklist→set story status: 'Ready for Review'→HALT"
dependencies:
tasks:

View File

@@ -456,7 +456,7 @@ Use the `shard-doc` task or `@kayvan/markdown-tree-parser` tool for automatic ga
- **Claude Code**: `/bmad2du/game-designer`, `/bmad2du/game-developer`, `/bmad2du/game-sm`, `/bmad2du/game-architect`
- **Cursor**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Windsurf**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Windsurf**: `/bmad2du/game-designer`, `/bmad2du/game-developer`, `/bmad2du/game-sm`, `/bmad2du/game-architect`
- **Trae**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Roo Code**: Select mode from mode selector with bmad2du prefix
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select the appropriate game agent.

View File

@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
@@ -71,7 +71,7 @@ sections:
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
@@ -98,12 +98,12 @@ sections:
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Unity & C#
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
@@ -141,10 +141,10 @@ sections:
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
@@ -168,16 +168,16 @@ sections:
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
@@ -244,13 +244,13 @@ sections:
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
@@ -258,13 +258,13 @@ sections:
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
@@ -273,7 +273,7 @@ sections:
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
@@ -326,12 +326,12 @@ sections:
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
@@ -353,4 +353,4 @@ sections:
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
| :--- | :------ | :---------- | :----- |

View File

@@ -95,7 +95,7 @@ sections:
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s) - {{unity_component}}
2. {{action_2}} ({{time_2}}s) - {{unity_component}}
3. {{action_3}} ({{time_3}}s) - {{unity_component}}
@@ -107,12 +107,12 @@ sections:
instruction: Clearly define success and failure states with Unity-specific implementation notes
template: |
**Victory Conditions:**
- {{win_condition_1}} - Unity Event: {{unity_event}}
- {{win_condition_2}} - Unity Event: {{unity_event}}
**Failure States:**
- {{loss_condition_1}} - Trigger: {{unity_trigger}}
- {{loss_condition_2}} - Trigger: {{unity_trigger}}
examples:
@@ -132,22 +132,22 @@ sections:
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}} - Unity Input System: {{input_action}}
**System Response:** {{game_response}}
**Unity Implementation Notes:**
- **Components Needed:** {{component_list}}
- **Physics Requirements:** {{physics_2d_setup}}
- **Animation States:** {{animator_states}}
- **Performance Considerations:** {{optimization_notes}}
**Dependencies:** {{other_mechanics_needed}}
**Script Architecture:**
- {{script_name}}.cs - {{responsibility}}
- {{manager_script}}.cs - {{management_role}}
examples:
@@ -173,15 +173,15 @@ sections:
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
**Save Data Structure:**
```csharp
[System.Serializable]
public class PlayerProgress
@@ -197,13 +197,13 @@ sections:
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Early Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Mid Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Late Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
examples:
@@ -236,22 +236,22 @@ sections:
**Target Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty Rating:** {{relative_difficulty}}
**Unity Scene Structure:**
- **Environment:** {{tilemap_setup}}
- **Gameplay Objects:** {{prefab_list}}
- **Lighting:** {{lighting_setup}}
- **Audio:** {{audio_sources}}
**Level Flow Template:**
- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
**Reusable Prefabs:**
- {{prefab_name}} - {{prefab_purpose}}
examples:
- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
@@ -262,9 +262,9 @@ sections:
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
**Scene Management:** {{unity_scene_loading}}
**Unity Scene Organization:**
- Scene Naming: {{naming_convention}}
- Addressable Assets: {{addressable_groups}}
- Loading Screens: {{loading_implementation}}
@@ -289,13 +289,13 @@ sections:
**Physics:** {{2D Only|3D Only|Hybrid}}
**Scripting Backend:** {{Mono|IL2CPP}}
**API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
**Required Packages:**
- {{package_name}} {{version}} - {{purpose}}
**Project Settings:**
- Color Space: {{Linear|Gamma}}
- Quality Settings: {{quality_levels}}
- Physics Settings: {{physics_config}}
@@ -309,9 +309,9 @@ sections:
**Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
**Unity Profiler Targets:**
- CPU Frame Time: <{{cpu_time}}ms
- GPU Frame Time: <{{gpu_time}}ms
- GC Allocs: <{{gc_limit}}KB per frame
@@ -322,20 +322,20 @@ sections:
title: Platform Specific Requirements
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
- Build Target: {{desktop_targets}}
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Accelerometer ({{sensor_support}})
- OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
- Device Requirements: {{device_specs}}
**Web (if applicable):**
- WebGL Version: {{webgl_version}}
- Browser Support: {{browser_list}}
- Compression: {{compression_format}}
@@ -346,21 +346,21 @@ sections:
instruction: Define asset specifications for Unity pipeline optimization
template: |
**2D Art Assets:**
- Sprites: {{sprite_resolution}} at {{ppu}} PPU
- Texture Format: {{texture_compression}}
- Atlas Strategy: {{sprite_atlas_setup}}
- Animation: {{animation_type}} at {{framerate}} FPS
**Audio Assets:**
- Music: {{audio_format}} at {{sample_rate}} Hz
- SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
- Compression: {{audio_compression}}
- 3D Audio: {{spatial_audio}}
**UI Assets:**
- Canvas Resolution: {{ui_resolution}}
- UI Scale Mode: {{scale_mode}}
- Font: {{font_requirements}}
@@ -381,17 +381,17 @@ sections:
title: Code Architecture Pattern
template: |
**Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
**Core Systems Required:**
- **Scene Management:** {{scene_manager_approach}}
- **State Management:** {{state_pattern_implementation}}
- **Event System:** {{event_system_choice}}
- **Object Pooling:** {{pooling_strategy}}
- **Save/Load System:** {{save_system_approach}}
**Folder Structure:**
```
Assets/
├── _Project/
@@ -401,9 +401,9 @@ sections:
│ ├── Scenes/
│ └── {{additional_folders}}
```
**Naming Conventions:**
- Scripts: {{script_naming}}
- Prefabs: {{prefab_naming}}
- Scenes: {{scene_naming}}
@@ -414,19 +414,19 @@ sections:
title: Unity Systems Integration
template: |
**Required Unity Systems:**
- **Input System:** {{input_implementation}}
- **Animation System:** {{animation_approach}}
- **Physics Integration:** {{physics_usage}}
- **Rendering Features:** {{rendering_requirements}}
- **Asset Streaming:** {{asset_loading_strategy}}
**Third-Party Integrations:**
- {{integration_name}}: {{integration_purpose}}
**Performance Systems:**
- **Profiling Integration:** {{profiling_setup}}
- **Memory Management:** {{memory_strategy}}
- **Build Pipeline:** {{build_automation}}
@@ -437,20 +437,20 @@ sections:
title: Data Management
template: |
**Save Data Architecture:**
- **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
- **Structure:** {{save_data_organization}}
- **Encryption:** {{security_approach}}
- **Cloud Sync:** {{cloud_integration}}
**Configuration Data:**
- **ScriptableObjects:** {{scriptable_object_usage}}
- **Settings Management:** {{settings_system}}
- **Localization:** {{localization_approach}}
**Runtime Data:**
- **Caching Strategy:** {{cache_implementation}}
- **Memory Pools:** {{pooling_objects}}
- **Asset References:** {{asset_reference_system}}
@@ -678,15 +678,15 @@ sections:
instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
template: |
**Epic Prioritization:** {{epic_order_rationale}}
**Story Sizing Guidelines:**
- Foundation stories: {{foundation_story_scope}}
- Feature stories: {{feature_story_scope}}
- Polish stories: {{polish_story_scope}}
**Unity-Specific Story Considerations:**
- Each story should result in testable Unity scenes or prefabs
- Include specific Unity components and systems in acceptance criteria
- Consider cross-platform testing requirements
@@ -702,4 +702,4 @@ sections:
examples:
- "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
- "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
- "QA Tester: Validate performance metrics and cross-platform functionality"
- "QA Tester: Validate performance metrics and cross-platform functionality"

View File

@@ -14,13 +14,13 @@ sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
@@ -69,12 +69,12 @@ sections:
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
@@ -157,13 +157,13 @@ sections:
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
@@ -210,15 +210,15 @@ sections:
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
@@ -241,16 +241,16 @@ sections:
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}

View File

@@ -14,7 +14,7 @@ sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
@@ -22,7 +22,7 @@ sections:
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
@@ -69,29 +69,29 @@ sections:
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
@@ -106,11 +106,11 @@ sections:
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -145,7 +145,7 @@ sections:
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
@@ -160,17 +160,17 @@ sections:
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
@@ -178,18 +178,18 @@ sections:
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
@@ -198,18 +198,18 @@ sections:
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
@@ -222,14 +222,14 @@ sections:
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
@@ -239,13 +239,13 @@ sections:
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
@@ -254,14 +254,14 @@ sections:
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
@@ -275,7 +275,7 @@ sections:
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
@@ -313,14 +313,14 @@ sections:
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
@@ -329,19 +329,19 @@ sections:
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
@@ -354,13 +354,13 @@ sections:
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
@@ -388,14 +388,14 @@ sections:
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
@@ -408,14 +408,14 @@ sections:
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
@@ -424,15 +424,15 @@ sections:
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
@@ -441,14 +441,14 @@ sections:
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
@@ -481,4 +481,4 @@ sections:
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%
- Content accessibility: {{accessibility_rate}}%

View File

@@ -17,21 +17,21 @@ workflow:
- brainstorming_session
- game_research_prompt
- player_research
notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
notes: "Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project's docs/design/ folder."
- agent: game-designer
creates: game-design-doc.md
requires: game-brief.md
optional_steps:
- competitive_analysis
- technical_research
notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
notes: "Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project's docs/design/ folder."
- agent: game-designer
creates: level-design-doc.md
requires: game-design-doc.md
optional_steps:
- level_prototyping
- difficulty_analysis
notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
notes: "Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project's docs/design/ folder."
- agent: solution-architect
creates: game-architecture.md
requires:
@@ -41,7 +41,7 @@ workflow:
- technical_research_prompt
- performance_analysis
- platform_research
notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Unity systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
notes: "Create comprehensive technical architecture using game-architecture-tmpl. Defines Unity systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project's docs/architecture/ folder."
- agent: game-designer
validates: design_consistency
requires: all_design_documents
@@ -66,7 +66,7 @@ workflow:
optional_steps:
- quick_brainstorming
- concept_validation
notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
notes: "Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project's docs/ folder."
- agent: game-designer
creates: prototype-design.md
uses: create-doc prototype-design OR create-game-story

View File

@@ -44,7 +44,7 @@ workflow:
notes: Implement stories in priority order. Test frequently in the Unity Editor and adjust design based on what feels fun. Document discoveries.
workflow_end:
action: prototype_evaluation
notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
notes: "Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive."
game_jam_sequence:
- step: jam_concept
agent: game-designer

View File

@@ -27,18 +27,18 @@ sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- Product Requirements Document (PRD) - Required for business needs and scale requirements
- Main System Architecture - Required for infrastructure dependencies
- Technical Preferences/Tech Stack Document - Required for technology choices
- PRD Technical Assumptions - Required for cross-referencing repository and service architecture
If any required documents are missing, ask user: "I need the following documents to create a comprehensive infrastructure architecture: [list missing]. Would you like to proceed with available information or provide the missing documents first?"
3. <critical_rule>Cross-reference with PRD Technical Assumptions to ensure infrastructure decisions align with repository and service architecture decisions made in the system architecture.</critical_rule>
Output file location: `docs/infrastructure-architecture.md`
- id: infrastructure-overview
@@ -67,7 +67,7 @@ sections:
- Repository Structure
- State Management
- Dependency Management
<critical_rule>All infrastructure must be defined as code. No manual resource creation in production environments.</critical_rule>
- id: environment-configuration
@@ -103,7 +103,7 @@ sections:
title: Network Architecture
instruction: |
Design network topology considering security zones, traffic patterns, and compliance requirements. Reference main architecture for service communication patterns.
Create Mermaid diagram showing:
- VPC/Network structure
- Security zones and boundaries
@@ -166,7 +166,7 @@ sections:
title: Data Resources
instruction: |
Design data infrastructure based on data architecture from main system design. Consider data volumes, access patterns, compliance, and recovery requirements.
Create data flow diagram showing:
- Database topology
- Replication patterns
@@ -187,7 +187,7 @@ sections:
- Data Encryption
- Compliance Controls
- Security Scanning & Monitoring
<critical_rule>Apply principle of least privilege for all access controls. Document all security exceptions with business justification.</critical_rule>
- id: shared-responsibility
@@ -223,7 +223,7 @@ sections:
title: CI/CD Pipeline
instruction: |
Design deployment pipeline that balances speed with safety. Include progressive deployment strategies and automated quality gates.
Create pipeline diagram showing:
- Build stages
- Test gates
@@ -254,7 +254,7 @@ sections:
- Recovery Procedures
- RTO & RPO Targets
- DR Testing Approach
<critical_rule>DR procedures must be tested at least quarterly. Document test results and improvement actions.</critical_rule>
- id: cost-optimization
@@ -296,15 +296,15 @@ sections:
title: DevOps/Platform Feasibility Review
instruction: |
CRITICAL STEP - Present architectural blueprint summary to DevOps/Platform Engineering Agent for feasibility review. Request specific feedback on:
- **Operational Complexity:** Are the proposed patterns implementable with current tooling and expertise?
- **Resource Constraints:** Do infrastructure requirements align with available resources and budgets?
- **Security Implementation:** Are security patterns achievable with current security toolchain?
- **Operational Overhead:** Will the proposed architecture create excessive operational burden?
- **Technology Constraints:** Are selected technologies compatible with existing infrastructure?
Document all feasibility feedback and concerns raised. Iterate on architectural decisions based on operational constraints and feedback.
<critical_rule>Address all critical feasibility concerns before proceeding to final architecture documentation. If critical blockers identified, revise architecture before continuing.</critical_rule>
sections:
- id: feasibility-results
@@ -322,7 +322,7 @@ sections:
title: Validation Framework
content: |
This infrastructure architecture will be validated using the comprehensive `infrastructure-checklist.md`, with particular focus on Section 12: Architecture Documentation Validation. The checklist ensures:
- Completeness of architecture documentation
- Consistency with broader system architecture
- Appropriate level of detail for different stakeholders
@@ -332,12 +332,12 @@ sections:
title: Validation Process
content: |
The architecture documentation validation should be performed:
- After initial architecture development
- After significant architecture changes
- Before major implementation phases
- During periodic architecture reviews
The Platform Engineer should use the infrastructure checklist to systematically validate all aspects of this architecture document.
- id: implementation-handoff
@@ -348,7 +348,7 @@ sections:
title: Architecture Decision Records (ADRs)
content: |
Create ADRs for key infrastructure decisions:
- Cloud provider selection rationale
- Container orchestration platform choice
- Networking architecture decisions
@@ -358,7 +358,7 @@ sections:
title: Implementation Validation Criteria
content: |
Define specific criteria for validating correct implementation:
- Infrastructure as Code quality gates
- Security compliance checkpoints
- Performance benchmarks
@@ -418,7 +418,7 @@ sections:
instruction: Final Review - Ensure all sections are complete and consistent. Verify feasibility review was conducted and all concerns addressed. Apply final validation against infrastructure checklist.
content: |
---
_Document Version: 1.0_
_Last Updated: {{current_date}}_
_Next Review: {{review_date}}_
_Next Review: {{review_date}}_

View File

@@ -28,7 +28,7 @@ sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- **Infrastructure Architecture Document** (Primary input - REQUIRED)
@@ -37,10 +37,10 @@ sections:
- Technology Stack Document
- Infrastructure Checklist
- NOTE: If Infrastructure Architecture Document is missing, HALT and request: "I need the Infrastructure Architecture Document to proceed with platform implementation. This document defines the infrastructure design that we'll be implementing."
3. Validate that the infrastructure architecture has been reviewed and approved
4. <critical_rule>All platform implementation must align with the approved infrastructure architecture. Any deviations require architect approval.</critical_rule>
Output file location: `docs/platform-infrastructure/platform-implementation.md`
- id: executive-summary
@@ -113,7 +113,7 @@ sections:
# Example Terraform for VPC setup
module "vpc" {
source = "./modules/vpc"
cidr_block = "{{vpc_cidr}}"
availability_zones = {{availability_zones}}
public_subnets = {{public_subnets}}
@@ -508,7 +508,7 @@ sections:
// K6 Load Test Example
import http from 'k6/http';
import { check } from 'k6';
export let options = {
stages: [
{ duration: '5m', target: {{target_users}} },
@@ -622,8 +622,8 @@ sections:
instruction: Final Review - Ensure all platform layers are properly implemented, integrated, and documented. Verify that the implementation fully supports the BMAD methodology and all agent workflows. Confirm successful validation against the infrastructure checklist.
content: |
---
_Platform Version: 1.0_
_Implementation Date: {{implementation_date}}_
_Next Review: {{review_date}}_
_Approved by: {{architect_name}} (Architect), {{devops_name}} (DevOps/Platform Engineer)_
_Approved by: {{architect_name}} (Architect), {{devops_name}} (DevOps/Platform Engineer)_