chore: standardize ESLint/Prettier formatting across codebase
This commit is contained in:
@@ -61,13 +61,13 @@ commands:
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- 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.
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- exit: Say goodbye as the Game Developer, and then abandon inhabiting this persona
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develop-story:
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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"
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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'
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story-file-updates-ONLY:
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- CRITICAL: ONLY UPDATE THE STORY FILE WITH UPDATES TO SECTIONS INDICATED BELOW. DO NOT MODIFY ANY OTHER SECTIONS.
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- 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
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- CRITICAL: DO NOT modify Status, Story, Acceptance Criteria, Dev Notes, Testing sections, or any other sections not listed above
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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"
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ready-for-review: "Code matches requirements + All validations pass + Follows Unity & C# standards + File List complete + Stable FPS"
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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'
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ready-for-review: 'Code matches requirements + All validations pass + Follows Unity & C# standards + File List complete + Stable FPS'
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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"
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dependencies:
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tasks:
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@@ -456,7 +456,7 @@ Use the `shard-doc` task or `@kayvan/markdown-tree-parser` tool for automatic ga
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- **Claude Code**: `/bmad2du/game-designer`, `/bmad2du/game-developer`, `/bmad2du/game-sm`, `/bmad2du/game-architect`
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- **Cursor**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
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- **Windsurf**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
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- **Windsurf**: `/bmad2du/game-designer`, `/bmad2du/game-developer`, `/bmad2du/game-sm`, `/bmad2du/game-architect`
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- **Trae**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
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- **Roo Code**: Select mode from mode selector with bmad2du prefix
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- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select the appropriate game agent.
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@@ -14,7 +14,7 @@ sections:
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- id: initial-setup
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instruction: |
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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.
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This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
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- id: game-vision
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@@ -71,7 +71,7 @@ sections:
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repeatable: true
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template: |
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**Core Mechanic: {{mechanic_name}}**
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- **Description:** {{how_it_works}}
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- **Player Value:** {{why_its_fun}}
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- **Implementation Scope:** {{complexity_estimate}}
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@@ -98,12 +98,12 @@ sections:
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title: Technical Constraints
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template: |
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**Platform Requirements:**
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- Primary: {{platform_1}} - {{requirements}}
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- Secondary: {{platform_2}} - {{requirements}}
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**Technical Specifications:**
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- Engine: Unity & C#
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- Performance Target: {{fps_target}} FPS on {{target_device}}
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- Memory Budget: <{{memory_limit}}MB
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@@ -141,10 +141,10 @@ sections:
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title: Competitive Analysis
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template: |
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**Direct Competitors:**
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- {{competitor_1}}: {{strengths_and_weaknesses}}
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- {{competitor_2}}: {{strengths_and_weaknesses}}
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**Differentiation Strategy:**
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{{how_we_differ_and_why_thats_valuable}}
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- id: market-opportunity
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@@ -168,16 +168,16 @@ sections:
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title: Content Categories
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template: |
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**Core Content:**
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- {{content_type_1}}: {{quantity_and_description}}
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- {{content_type_2}}: {{quantity_and_description}}
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**Optional Content:**
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- {{optional_content_type}}: {{quantity_and_description}}
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**Replay Elements:**
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- {{replayability_features}}
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- id: difficulty-accessibility
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title: Difficulty and Accessibility
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@@ -244,13 +244,13 @@ sections:
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title: Player Experience Metrics
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template: |
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**Engagement Goals:**
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- Tutorial completion rate: >{{percentage}}%
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- Average session length: {{duration}} minutes
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- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
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**Quality Benchmarks:**
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- Player satisfaction: >{{rating}}/10
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- Completion rate: >{{percentage}}%
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- Technical performance: {{fps_target}} FPS consistent
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@@ -258,13 +258,13 @@ sections:
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title: Development Metrics
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template: |
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**Technical Targets:**
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- Zero critical bugs at launch
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- Performance targets met on all platforms
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- Load times under {{seconds}}s
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**Process Goals:**
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- Development timeline adherence
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- Feature scope completion
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- Quality assurance standards
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@@ -273,7 +273,7 @@ sections:
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condition: has_business_goals
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template: |
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**Commercial Goals:**
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- {{revenue_target}} in first {{time_period}}
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- {{user_acquisition_target}} players in first {{time_period}}
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- {{retention_target}} monthly active users
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@@ -326,12 +326,12 @@ sections:
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title: Validation Plan
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template: |
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**Concept Testing:**
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- {{validation_method_1}} - {{timeline}}
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- {{validation_method_2}} - {{timeline}}
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**Prototype Testing:**
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- {{testing_approach}} - {{timeline}}
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- {{feedback_collection_method}} - {{timeline}}
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@@ -353,4 +353,4 @@ sections:
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type: table
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template: |
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| Date | Version | Description | Author |
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| :--- | :------ | :---------- | :----- |
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| :--- | :------ | :---------- | :----- |
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@@ -95,7 +95,7 @@ sections:
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instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
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template: |
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**Primary Loop ({{duration}} seconds):**
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1. {{action_1}} ({{time_1}}s) - {{unity_component}}
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2. {{action_2}} ({{time_2}}s) - {{unity_component}}
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3. {{action_3}} ({{time_3}}s) - {{unity_component}}
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@@ -107,12 +107,12 @@ sections:
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instruction: Clearly define success and failure states with Unity-specific implementation notes
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template: |
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**Victory Conditions:**
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- {{win_condition_1}} - Unity Event: {{unity_event}}
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- {{win_condition_2}} - Unity Event: {{unity_event}}
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**Failure States:**
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- {{loss_condition_1}} - Trigger: {{unity_trigger}}
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- {{loss_condition_2}} - Trigger: {{unity_trigger}}
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examples:
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@@ -132,22 +132,22 @@ sections:
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title: "{{mechanic_name}}"
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template: |
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**Description:** {{detailed_description}}
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**Player Input:** {{input_method}} - Unity Input System: {{input_action}}
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**System Response:** {{game_response}}
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**Unity Implementation Notes:**
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- **Components Needed:** {{component_list}}
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- **Physics Requirements:** {{physics_2d_setup}}
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- **Animation States:** {{animator_states}}
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- **Performance Considerations:** {{optimization_notes}}
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**Dependencies:** {{other_mechanics_needed}}
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**Script Architecture:**
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- {{script_name}}.cs - {{responsibility}}
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- {{manager_script}}.cs - {{management_role}}
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examples:
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@@ -173,15 +173,15 @@ sections:
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title: Player Progression
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template: |
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**Progression Type:** {{linear|branching|metroidvania}}
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**Key Milestones:**
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1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
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2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
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3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
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**Save Data Structure:**
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```csharp
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[System.Serializable]
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public class PlayerProgress
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@@ -197,13 +197,13 @@ sections:
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template: |
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**Tutorial Phase:** {{duration}} - {{difficulty_description}}
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- Unity Config: {{scriptable_object_values}}
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**Early Game:** {{duration}} - {{difficulty_description}}
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- Unity Config: {{scriptable_object_values}}
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**Mid Game:** {{duration}} - {{difficulty_description}}
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- Unity Config: {{scriptable_object_values}}
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**Late Game:** {{duration}} - {{difficulty_description}}
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- Unity Config: {{scriptable_object_values}}
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examples:
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@@ -236,22 +236,22 @@ sections:
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**Target Duration:** {{target_time}}
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**Key Elements:** {{required_mechanics}}
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**Difficulty Rating:** {{relative_difficulty}}
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**Unity Scene Structure:**
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- **Environment:** {{tilemap_setup}}
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- **Gameplay Objects:** {{prefab_list}}
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- **Lighting:** {{lighting_setup}}
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- **Audio:** {{audio_sources}}
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**Level Flow Template:**
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- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
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- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
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- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
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**Reusable Prefabs:**
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- {{prefab_name}} - {{prefab_purpose}}
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examples:
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- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
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@@ -262,9 +262,9 @@ sections:
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**Total Levels:** {{number}}
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**Unlock Pattern:** {{progression_method}}
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**Scene Management:** {{unity_scene_loading}}
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**Unity Scene Organization:**
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- Scene Naming: {{naming_convention}}
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- Addressable Assets: {{addressable_groups}}
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- Loading Screens: {{loading_implementation}}
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@@ -289,13 +289,13 @@ sections:
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**Physics:** {{2D Only|3D Only|Hybrid}}
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**Scripting Backend:** {{Mono|IL2CPP}}
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**API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
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**Required Packages:**
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- {{package_name}} {{version}} - {{purpose}}
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**Project Settings:**
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- Color Space: {{Linear|Gamma}}
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- Quality Settings: {{quality_levels}}
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- Physics Settings: {{physics_config}}
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@@ -309,9 +309,9 @@ sections:
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**Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
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**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
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**Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
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**Unity Profiler Targets:**
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- CPU Frame Time: <{{cpu_time}}ms
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- GPU Frame Time: <{{gpu_time}}ms
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- GC Allocs: <{{gc_limit}}KB per frame
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@@ -322,20 +322,20 @@ sections:
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title: Platform Specific Requirements
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template: |
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**Desktop:**
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- Resolution: {{min_resolution}} - {{max_resolution}}
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- Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
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- Build Target: {{desktop_targets}}
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**Mobile:**
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- Resolution: {{mobile_min}} - {{mobile_max}}
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- Input: Touch, Accelerometer ({{sensor_support}})
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- OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
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- Device Requirements: {{device_specs}}
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**Web (if applicable):**
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- WebGL Version: {{webgl_version}}
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- Browser Support: {{browser_list}}
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- Compression: {{compression_format}}
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@@ -346,21 +346,21 @@ sections:
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instruction: Define asset specifications for Unity pipeline optimization
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template: |
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**2D Art Assets:**
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- Sprites: {{sprite_resolution}} at {{ppu}} PPU
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- Texture Format: {{texture_compression}}
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- Atlas Strategy: {{sprite_atlas_setup}}
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- Animation: {{animation_type}} at {{framerate}} FPS
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**Audio Assets:**
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- Music: {{audio_format}} at {{sample_rate}} Hz
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- SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
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- Compression: {{audio_compression}}
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- 3D Audio: {{spatial_audio}}
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**UI Assets:**
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- Canvas Resolution: {{ui_resolution}}
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- UI Scale Mode: {{scale_mode}}
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- Font: {{font_requirements}}
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@@ -381,17 +381,17 @@ sections:
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title: Code Architecture Pattern
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template: |
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**Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
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**Core Systems Required:**
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- **Scene Management:** {{scene_manager_approach}}
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- **State Management:** {{state_pattern_implementation}}
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- **Event System:** {{event_system_choice}}
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- **Object Pooling:** {{pooling_strategy}}
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- **Save/Load System:** {{save_system_approach}}
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**Folder Structure:**
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```
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Assets/
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├── _Project/
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@@ -401,9 +401,9 @@ sections:
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│ ├── Scenes/
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│ └── {{additional_folders}}
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```
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**Naming Conventions:**
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- Scripts: {{script_naming}}
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- Prefabs: {{prefab_naming}}
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- Scenes: {{scene_naming}}
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@@ -414,19 +414,19 @@ sections:
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title: Unity Systems Integration
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template: |
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**Required Unity Systems:**
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- **Input System:** {{input_implementation}}
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- **Animation System:** {{animation_approach}}
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- **Physics Integration:** {{physics_usage}}
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- **Rendering Features:** {{rendering_requirements}}
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- **Asset Streaming:** {{asset_loading_strategy}}
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**Third-Party Integrations:**
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- {{integration_name}}: {{integration_purpose}}
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**Performance Systems:**
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- **Profiling Integration:** {{profiling_setup}}
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- **Memory Management:** {{memory_strategy}}
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- **Build Pipeline:** {{build_automation}}
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@@ -437,20 +437,20 @@ sections:
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title: Data Management
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template: |
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**Save Data Architecture:**
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- **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
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- **Structure:** {{save_data_organization}}
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- **Encryption:** {{security_approach}}
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- **Cloud Sync:** {{cloud_integration}}
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**Configuration Data:**
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- **ScriptableObjects:** {{scriptable_object_usage}}
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- **Settings Management:** {{settings_system}}
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- **Localization:** {{localization_approach}}
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**Runtime Data:**
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- **Caching Strategy:** {{cache_implementation}}
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- **Memory Pools:** {{pooling_objects}}
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- **Asset References:** {{asset_reference_system}}
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@@ -678,15 +678,15 @@ sections:
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instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
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template: |
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**Epic Prioritization:** {{epic_order_rationale}}
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**Story Sizing Guidelines:**
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- Foundation stories: {{foundation_story_scope}}
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- Feature stories: {{feature_story_scope}}
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- Polish stories: {{polish_story_scope}}
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**Unity-Specific Story Considerations:**
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- Each story should result in testable Unity scenes or prefabs
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- Include specific Unity components and systems in acceptance criteria
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- Consider cross-platform testing requirements
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@@ -702,4 +702,4 @@ sections:
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examples:
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- "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
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- "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
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- "QA Tester: Validate performance metrics and cross-platform functionality"
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- "QA Tester: Validate performance metrics and cross-platform functionality"
|
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|
||||
@@ -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}}
|
||||
|
||||
@@ -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}}%
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user