feat: remove hardcoding from installer for agents, improve expansion pack installation to its own locations, common files moved to common folder
This commit is contained in:
111
zoo/.bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md
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# Advanced Game Design Elicitation Task
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## Purpose
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- Provide optional reflective and brainstorming actions to enhance game design content quality
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- Enable deeper exploration of game mechanics and player experience through structured elicitation techniques
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- Support iterative refinement through multiple game development perspectives
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- Apply game-specific critical thinking to design decisions
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## Task Instructions
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### 1. Game Design Context and Review
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[[LLM: When invoked after outputting a game design section:
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1. First, provide a brief 1-2 sentence summary of what the user should look for in the section just presented, with game-specific focus (e.g., "Please review the core mechanics for player engagement and implementation feasibility. Pay special attention to how these mechanics create the intended player experience and whether they're technically achievable with Phaser 3.")
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2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
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3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
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- The entire section as a whole
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- Individual game elements within the section (specify which element when selecting an action)
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4. Then present the action list as specified below.]]
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### 2. Ask for Review and Present Game Design Action List
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[[LLM: Ask the user to review the drafted game design section. In the SAME message, inform them that they can suggest additions, removals, or modifications, OR they can select an action by number from the 'Advanced Game Design Elicitation & Brainstorming Actions'. If there are multiple game elements in the section, mention they can specify which element(s) to apply the action to. Then, present ONLY the numbered list (0-9) of these actions. Conclude by stating that selecting 9 will proceed to the next section. Await user selection. If an elicitation action (0-8) is chosen, execute it and then re-offer this combined review/elicitation choice. If option 9 is chosen, or if the user provides direct feedback, proceed accordingly.]]
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**Present the numbered list (0-9) with this exact format:**
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```text
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**Advanced Game Design Elicitation & Brainstorming Actions**
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Choose an action (0-9 - 9 to bypass - HELP for explanation of these options):
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0. Expand or Contract for Target Audience
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1. Explain Game Design Reasoning (Step-by-Step)
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2. Critique and Refine from Player Perspective
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3. Analyze Game Flow and Mechanic Dependencies
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4. Assess Alignment with Player Experience Goals
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5. Identify Potential Player Confusion and Design Risks
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6. Challenge from Critical Game Design Perspective
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7. Explore Alternative Game Design Approaches
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8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
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9. Proceed / No Further Actions
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```
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### 2. Processing Guidelines
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**Do NOT show:**
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- The full protocol text with `[[LLM: ...]]` instructions
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- Detailed explanations of each option unless executing or the user asks, when giving the definition you can modify to tie its game development relevance
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- Any internal template markup
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**After user selection from the list:**
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- Execute the chosen action according to the game design protocol instructions below
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- Ask if they want to select another action or proceed with option 9 once complete
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- Continue until user selects option 9 or indicates completion
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## Game Design Action Definitions
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0. Expand or Contract for Target Audience
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[[LLM: Ask the user whether they want to 'expand' on the game design content (add more detail, elaborate on mechanics, include more examples) or 'contract' it (simplify mechanics, focus on core features, reduce complexity). Also, ask if there's a specific player demographic or experience level they have in mind (casual players, hardcore gamers, children, etc.). Once clarified, perform the expansion or contraction from your current game design role's perspective, tailored to the specified player audience if provided.]]
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1. Explain Game Design Reasoning (Step-by-Step)
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[[LLM: Explain the step-by-step game design thinking process that you used to arrive at the current proposal for this game content. Focus on player psychology, engagement mechanics, technical feasibility, and how design decisions support the overall player experience goals.]]
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2. Critique and Refine from Player Perspective
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[[LLM: From your current game design role's perspective, review your last output or the current section for potential player confusion, engagement issues, balance problems, or areas for improvement. Consider how players will actually interact with and experience these systems, then suggest a refined version that better serves player enjoyment and understanding.]]
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3. Analyze Game Flow and Mechanic Dependencies
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[[LLM: From your game design role's standpoint, examine the content's structure for logical gameplay progression, mechanic interdependencies, and player learning curve. Confirm if game elements are introduced in an effective order that teaches players naturally and maintains engagement throughout the experience.]]
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4. Assess Alignment with Player Experience Goals
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[[LLM: Evaluate how well the current game design content contributes to the stated player experience goals and core game pillars. Consider whether the mechanics actually create the intended emotions and engagement patterns. Identify any misalignments between design intentions and likely player reactions.]]
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5. Identify Potential Player Confusion and Design Risks
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[[LLM: Based on your game design expertise, brainstorm potential sources of player confusion, overlooked edge cases in gameplay, balance issues, technical implementation risks, or unintended player behaviors that could emerge from the current design. Consider both new and experienced players' perspectives.]]
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6. Challenge from Critical Game Design Perspective
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[[LLM: Adopt a critical game design perspective on the current content. If the user specifies another viewpoint (e.g., 'as a casual player', 'as a speedrunner', 'as a mobile player', 'as a technical implementer'), critique the content from that specified perspective. If no other role is specified, play devil's advocate from your game design expertise, arguing against the current design proposal and highlighting potential weaknesses, player experience issues, or implementation challenges. This can include questioning scope creep, unnecessary complexity, or features that don't serve the core player experience.]]
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7. Explore Alternative Game Design Approaches
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[[LLM: From your game design role's perspective, first broadly brainstorm a range of diverse approaches to achieving the same player experience goals or solving the same design challenge. Consider different genres, mechanics, interaction models, or technical approaches. Then, from this wider exploration, select and present 2-3 distinct alternative design approaches, detailing the pros, cons, player experience implications, and technical feasibility you foresee for each.]]
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8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
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[[LLM: In your current game design persona, imagine this is a postmortem for a shipped game based on the current design content. What's the one 'if only we had designed/considered/tested X...' that your role would highlight from a game design perspective? Include the imagined player reactions, review scores, or development consequences. This should be both insightful and somewhat humorous, focusing on common game design pitfalls.]]
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9. Proceed / No Further Actions
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[[LLM: Acknowledge the user's choice to finalize the current game design work, accept the AI's last output as is, or move on to the next step without selecting another action from this list. Prepare to proceed accordingly.]]
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## Game Development Context Integration
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This elicitation task is specifically designed for game development and should be used in contexts where:
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- **Game Mechanics Design**: When defining core gameplay systems and player interactions
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- **Player Experience Planning**: When designing for specific emotional responses and engagement patterns
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- **Technical Game Architecture**: When balancing design ambitions with implementation realities
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- **Game Balance and Progression**: When designing difficulty curves and player advancement systems
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- **Platform Considerations**: When adapting designs for different devices and input methods
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The questions and perspectives offered should always consider:
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- Player psychology and motivation
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- Technical feasibility with Phaser 3 and TypeScript
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- Performance implications for 60 FPS targets
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- Cross-platform compatibility (desktop and mobile)
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- Game development best practices and common pitfalls
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# Create Deep Research Prompt Task
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This task helps create comprehensive research prompts for various types of deep analysis. It can process inputs from brainstorming sessions, project briefs, market research, or specific research questions to generate targeted prompts for deeper investigation.
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## Purpose
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Generate well-structured research prompts that:
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- Define clear research objectives and scope
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- Specify appropriate research methodologies
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- Outline expected deliverables and formats
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- Guide systematic investigation of complex topics
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- Ensure actionable insights are captured
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## Research Type Selection
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[[LLM: First, help the user select the most appropriate research focus based on their needs and any input documents they've provided.]]
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### 1. Research Focus Options
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Present these numbered options to the user:
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1. **Product Validation Research**
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- Validate product hypotheses and market fit
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- Test assumptions about user needs and solutions
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- Assess technical and business feasibility
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- Identify risks and mitigation strategies
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2. **Market Opportunity Research**
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- Analyze market size and growth potential
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- Identify market segments and dynamics
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- Assess market entry strategies
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- Evaluate timing and market readiness
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3. **User & Customer Research**
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- Deep dive into user personas and behaviors
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- Understand jobs-to-be-done and pain points
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- Map customer journeys and touchpoints
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- Analyze willingness to pay and value perception
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4. **Competitive Intelligence Research**
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- Detailed competitor analysis and positioning
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- Feature and capability comparisons
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- Business model and strategy analysis
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- Identify competitive advantages and gaps
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5. **Technology & Innovation Research**
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- Assess technology trends and possibilities
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- Evaluate technical approaches and architectures
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- Identify emerging technologies and disruptions
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- Analyze build vs. buy vs. partner options
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6. **Industry & Ecosystem Research**
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- Map industry value chains and dynamics
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- Identify key players and relationships
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- Analyze regulatory and compliance factors
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- Understand partnership opportunities
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7. **Strategic Options Research**
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- Evaluate different strategic directions
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- Assess business model alternatives
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- Analyze go-to-market strategies
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- Consider expansion and scaling paths
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8. **Risk & Feasibility Research**
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- Identify and assess various risk factors
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- Evaluate implementation challenges
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- Analyze resource requirements
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- Consider regulatory and legal implications
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9. **Custom Research Focus**
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[[LLM: Allow user to define their own specific research focus.]]
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- User-defined research objectives
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- Specialized domain investigation
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- Cross-functional research needs
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### 2. Input Processing
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[[LLM: Based on the selected research type and any provided inputs (project brief, brainstorming results, etc.), extract relevant context and constraints.]]
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**If Project Brief provided:**
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- Extract key product concepts and goals
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- Identify target users and use cases
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- Note technical constraints and preferences
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- Highlight uncertainties and assumptions
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**If Brainstorming Results provided:**
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- Synthesize main ideas and themes
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- Identify areas needing validation
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- Extract hypotheses to test
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- Note creative directions to explore
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**If Market Research provided:**
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- Build on identified opportunities
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- Deepen specific market insights
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- Validate initial findings
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- Explore adjacent possibilities
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**If Starting Fresh:**
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- Gather essential context through questions
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- Define the problem space
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- Clarify research objectives
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- Establish success criteria
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## Process
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### 3. Research Prompt Structure
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[[LLM: Based on the selected research type and context, collaboratively develop a comprehensive research prompt with these components.]]
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#### A. Research Objectives
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[[LLM: Work with the user to articulate clear, specific objectives for the research.]]
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- Primary research goal and purpose
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- Key decisions the research will inform
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- Success criteria for the research
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- Constraints and boundaries
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#### B. Research Questions
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[[LLM: Develop specific, actionable research questions organized by theme.]]
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**Core Questions:**
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- Central questions that must be answered
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- Priority ranking of questions
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- Dependencies between questions
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**Supporting Questions:**
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- Additional context-building questions
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- Nice-to-have insights
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- Future-looking considerations
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#### C. Research Methodology
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[[LLM: Specify appropriate research methods based on the type and objectives.]]
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**Data Collection Methods:**
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- Secondary research sources
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- Primary research approaches (if applicable)
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- Data quality requirements
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- Source credibility criteria
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**Analysis Frameworks:**
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- Specific frameworks to apply
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- Comparison criteria
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- Evaluation methodologies
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- Synthesis approaches
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#### D. Output Requirements
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[[LLM: Define how research findings should be structured and presented.]]
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**Format Specifications:**
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- Executive summary requirements
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- Detailed findings structure
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- Visual/tabular presentations
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- Supporting documentation
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**Key Deliverables:**
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- Must-have sections and insights
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- Decision-support elements
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- Action-oriented recommendations
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- Risk and uncertainty documentation
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### 4. Prompt Generation
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[[LLM: Synthesize all elements into a comprehensive, ready-to-use research prompt.]]
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**Research Prompt Template:**
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```markdown
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## Research Objective
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[Clear statement of what this research aims to achieve]
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## Background Context
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[Relevant information from project brief, brainstorming, or other inputs]
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## Research Questions
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### Primary Questions (Must Answer)
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1. [Specific, actionable question]
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2. [Specific, actionable question]
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...
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### Secondary Questions (Nice to Have)
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1. [Supporting question]
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2. [Supporting question]
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...
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## Research Methodology
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### Information Sources
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- [Specific source types and priorities]
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### Analysis Frameworks
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- [Specific frameworks to apply]
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### Data Requirements
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- [Quality, recency, credibility needs]
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## Expected Deliverables
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### Executive Summary
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- Key findings and insights
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- Critical implications
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- Recommended actions
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### Detailed Analysis
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[Specific sections needed based on research type]
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### Supporting Materials
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- Data tables
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- Comparison matrices
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- Source documentation
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## Success Criteria
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[How to evaluate if research achieved its objectives]
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## Timeline and Priority
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[If applicable, any time constraints or phasing]
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```
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### 5. Review and Refinement
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[[LLM: Present the draft research prompt for user review and refinement.]]
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1. **Present Complete Prompt**
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- Show the full research prompt
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- Explain key elements and rationale
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- Highlight any assumptions made
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2. **Gather Feedback**
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- Are the objectives clear and correct?
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- Do the questions address all concerns?
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- Is the scope appropriate?
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- Are output requirements sufficient?
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3. **Refine as Needed**
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- Incorporate user feedback
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- Adjust scope or focus
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- Add missing elements
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- Clarify ambiguities
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### 6. Next Steps Guidance
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[[LLM: Provide clear guidance on how to use the research prompt.]]
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**Execution Options:**
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1. **Use with AI Research Assistant**: Provide this prompt to an AI model with research capabilities
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2. **Guide Human Research**: Use as a framework for manual research efforts
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3. **Hybrid Approach**: Combine AI and human research using this structure
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**Integration Points:**
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||||
|
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- How findings will feed into next phases
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- Which team members should review results
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- How to validate findings
|
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- When to revisit or expand research
|
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## Important Notes
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- The quality of the research prompt directly impacts the quality of insights gathered
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- Be specific rather than general in research questions
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- Consider both current state and future implications
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- Balance comprehensiveness with focus
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- Document assumptions and limitations clearly
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- Plan for iterative refinement based on initial findings
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74
zoo/.bmad-2d-phaser-game-dev/tasks/create-doc.md
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74
zoo/.bmad-2d-phaser-game-dev/tasks/create-doc.md
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# Create Document from Template Task
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## Purpose
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- Generate documents from any specified template following embedded instructions from the perspective of the selected agent persona
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## Instructions
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### 1. Identify Template and Context
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- Determine which template to use (user-provided or list available for selection to user)
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||||
|
||||
- Agent-specific templates are listed in the agent's dependencies under `templates`. For each template listed, consider it a document the agent can create. So if an agent has:
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||||
|
||||
@{example}
|
||||
dependencies:
|
||||
templates: - prd-tmpl - architecture-tmpl
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@{/example}
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||||
|
||||
You would offer to create "PRD" and "Architecture" documents when the user asks what you can help with.
|
||||
|
||||
- Gather all relevant inputs, or ask for them, or else rely on user providing necessary details to complete the document
|
||||
- Understand the document purpose and target audience
|
||||
|
||||
### 2. Determine Interaction Mode
|
||||
|
||||
Confirm with the user their preferred interaction style:
|
||||
|
||||
- **Incremental:** Work through chunks of the document.
|
||||
- **YOLO Mode:** Draft complete document making reasonable assumptions in one shot. (Can be entered also after starting incremental by just typing /yolo)
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||||
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||||
### 3. Execute Template
|
||||
|
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- Load specified template from `templates#*` or the `.bmad-2d-phaser-game-dev/templates directory`
|
||||
- Follow ALL embedded LLM instructions within the template
|
||||
- Process template markup according to `utils#template-format` or `.bmad-2d-phaser-game-dev/utils/template-format` conventions
|
||||
|
||||
### 4. Template Processing Rules
|
||||
|
||||
#### CRITICAL: Never display template markup, LLM instructions, or examples to users
|
||||
|
||||
- Replace all {{placeholders}} with actual content
|
||||
- Execute all [[LLM: instructions]] internally
|
||||
- Process `<<REPEAT>>` sections as needed
|
||||
- Evaluate ^^CONDITION^^ blocks and include only if applicable
|
||||
- Use @{examples} for guidance but never output them
|
||||
|
||||
### 5. Content Generation
|
||||
|
||||
- **Incremental Mode**: Present each major section for review before proceeding
|
||||
- **YOLO Mode**: Generate all sections, then review complete document with user
|
||||
- Apply any elicitation protocols specified in template
|
||||
- Incorporate user feedback and iterate as needed
|
||||
|
||||
### 6. Validation
|
||||
|
||||
If template specifies a checklist:
|
||||
|
||||
- Run the appropriate checklist against completed document
|
||||
- Document completion status for each item
|
||||
- Address any deficiencies found
|
||||
- Present validation summary to user
|
||||
|
||||
### 7. Final Presentation
|
||||
|
||||
- Present clean, formatted content only
|
||||
- Ensure all sections are complete
|
||||
- DO NOT truncate or summarize content
|
||||
- Begin directly with document content (no preamble)
|
||||
- Include any handoff prompts specified in template
|
||||
|
||||
## Important Notes
|
||||
|
||||
- Template markup is for AI processing only - never expose to users
|
||||
216
zoo/.bmad-2d-phaser-game-dev/tasks/create-game-story.md
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216
zoo/.bmad-2d-phaser-game-dev/tasks/create-game-story.md
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@@ -0,0 +1,216 @@
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# Create Game Development Story Task
|
||||
|
||||
## Purpose
|
||||
|
||||
Create detailed, actionable game development stories that enable AI developers to implement specific game features without requiring additional design decisions.
|
||||
|
||||
## When to Use
|
||||
|
||||
- Breaking down game epics into implementable stories
|
||||
- Converting GDD features into development tasks
|
||||
- Preparing work for game developers
|
||||
- Ensuring clear handoffs from design to development
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before creating stories, ensure you have:
|
||||
|
||||
- Completed Game Design Document (GDD)
|
||||
- Game Architecture Document
|
||||
- Epic definition this story belongs to
|
||||
- Clear understanding of the specific game feature
|
||||
|
||||
## Process
|
||||
|
||||
### 1. Story Identification
|
||||
|
||||
**Review Epic Context:**
|
||||
|
||||
- Understand the epic's overall goal
|
||||
- Identify specific features that need implementation
|
||||
- Review any existing stories in the epic
|
||||
- Ensure no duplicate work
|
||||
|
||||
**Feature Analysis:**
|
||||
|
||||
- Reference specific GDD sections
|
||||
- Understand player experience goals
|
||||
- Identify technical complexity
|
||||
- Estimate implementation scope
|
||||
|
||||
### 2. Story Scoping
|
||||
|
||||
**Single Responsibility:**
|
||||
|
||||
- Focus on one specific game feature
|
||||
- Ensure story is completable in 1-3 days
|
||||
- Break down complex features into multiple stories
|
||||
- Maintain clear boundaries with other stories
|
||||
|
||||
**Implementation Clarity:**
|
||||
|
||||
- Define exactly what needs to be built
|
||||
- Specify all technical requirements
|
||||
- Include all necessary integration points
|
||||
- Provide clear success criteria
|
||||
|
||||
### 3. Template Execution
|
||||
|
||||
**Load Template:**
|
||||
Use `templates#game-story-tmpl` following all embedded LLM instructions
|
||||
|
||||
**Key Focus Areas:**
|
||||
|
||||
- Clear, actionable description
|
||||
- Specific acceptance criteria
|
||||
- Detailed technical specifications
|
||||
- Complete implementation task list
|
||||
- Comprehensive testing requirements
|
||||
|
||||
### 4. Story Validation
|
||||
|
||||
**Technical Review:**
|
||||
|
||||
- Verify all technical specifications are complete
|
||||
- Ensure integration points are clearly defined
|
||||
- Confirm file paths match architecture
|
||||
- Validate TypeScript interfaces and classes
|
||||
|
||||
**Game Design Alignment:**
|
||||
|
||||
- Confirm story implements GDD requirements
|
||||
- Verify player experience goals are met
|
||||
- Check balance parameters are included
|
||||
- Ensure game mechanics are correctly interpreted
|
||||
|
||||
**Implementation Readiness:**
|
||||
|
||||
- All dependencies identified
|
||||
- Assets requirements specified
|
||||
- Testing criteria defined
|
||||
- Definition of Done complete
|
||||
|
||||
### 5. Quality Assurance
|
||||
|
||||
**Apply Checklist:**
|
||||
Execute `checklists#game-story-dod-checklist` against completed story
|
||||
|
||||
**Story Criteria:**
|
||||
|
||||
- Story is immediately actionable
|
||||
- No design decisions left to developer
|
||||
- Technical requirements are complete
|
||||
- Testing requirements are comprehensive
|
||||
- Performance requirements are specified
|
||||
|
||||
### 6. Story Refinement
|
||||
|
||||
**Developer Perspective:**
|
||||
|
||||
- Can a developer start implementation immediately?
|
||||
- Are all technical questions answered?
|
||||
- Is the scope appropriate for the estimated points?
|
||||
- Are all dependencies clearly identified?
|
||||
|
||||
**Iterative Improvement:**
|
||||
|
||||
- Address any gaps or ambiguities
|
||||
- Clarify complex technical requirements
|
||||
- Ensure story fits within epic scope
|
||||
- Verify story points estimation
|
||||
|
||||
## Story Elements Checklist
|
||||
|
||||
### Required Sections
|
||||
|
||||
- [ ] Clear, specific description
|
||||
- [ ] Complete acceptance criteria (functional, technical, game design)
|
||||
- [ ] Detailed technical specifications
|
||||
- [ ] File creation/modification list
|
||||
- [ ] TypeScript interfaces and classes
|
||||
- [ ] Integration point specifications
|
||||
- [ ] Ordered implementation tasks
|
||||
- [ ] Comprehensive testing requirements
|
||||
- [ ] Performance criteria
|
||||
- [ ] Dependencies clearly identified
|
||||
- [ ] Definition of Done checklist
|
||||
|
||||
### Game-Specific Requirements
|
||||
|
||||
- [ ] GDD section references
|
||||
- [ ] Game mechanic implementation details
|
||||
- [ ] Player experience goals
|
||||
- [ ] Balance parameters
|
||||
- [ ] Phaser 3 specific requirements
|
||||
- [ ] Performance targets (60 FPS)
|
||||
- [ ] Cross-platform considerations
|
||||
|
||||
### Technical Quality
|
||||
|
||||
- [ ] TypeScript strict mode compliance
|
||||
- [ ] Architecture document alignment
|
||||
- [ ] Code organization follows standards
|
||||
- [ ] Error handling requirements
|
||||
- [ ] Memory management considerations
|
||||
- [ ] Testing strategy defined
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
**Scope Issues:**
|
||||
|
||||
- Story too large (break into multiple stories)
|
||||
- Story too vague (add specific requirements)
|
||||
- Missing dependencies (identify all prerequisites)
|
||||
- Unclear boundaries (define what's in/out of scope)
|
||||
|
||||
**Technical Issues:**
|
||||
|
||||
- Missing integration details
|
||||
- Incomplete technical specifications
|
||||
- Undefined interfaces or classes
|
||||
- Missing performance requirements
|
||||
|
||||
**Game Design Issues:**
|
||||
|
||||
- Not referencing GDD properly
|
||||
- Missing player experience context
|
||||
- Unclear game mechanic implementation
|
||||
- Missing balance parameters
|
||||
|
||||
## Success Criteria
|
||||
|
||||
**Story Readiness:**
|
||||
|
||||
- [ ] Developer can start implementation immediately
|
||||
- [ ] No additional design decisions required
|
||||
- [ ] All technical questions answered
|
||||
- [ ] Testing strategy is complete
|
||||
- [ ] Performance requirements are clear
|
||||
- [ ] Story fits within epic scope
|
||||
|
||||
**Quality Validation:**
|
||||
|
||||
- [ ] Game story DOD checklist passes
|
||||
- [ ] Architecture alignment confirmed
|
||||
- [ ] GDD requirements covered
|
||||
- [ ] Implementation tasks are ordered and specific
|
||||
- [ ] Dependencies are complete and accurate
|
||||
|
||||
## Handoff Protocol
|
||||
|
||||
**To Game Developer:**
|
||||
|
||||
1. Provide story document
|
||||
2. Confirm GDD and architecture access
|
||||
3. Verify all dependencies are met
|
||||
4. Answer any clarification questions
|
||||
5. Establish check-in schedule
|
||||
|
||||
**Story Status Updates:**
|
||||
|
||||
- Draft → Ready for Development
|
||||
- In Development → Code Review
|
||||
- Code Review → Testing
|
||||
- Testing → Done
|
||||
|
||||
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features.
|
||||
93
zoo/.bmad-2d-phaser-game-dev/tasks/execute-checklist.md
Normal file
93
zoo/.bmad-2d-phaser-game-dev/tasks/execute-checklist.md
Normal file
@@ -0,0 +1,93 @@
|
||||
# Checklist Validation Task
|
||||
|
||||
This task provides instructions for validating documentation against checklists. The agent MUST follow these instructions to ensure thorough and systematic validation of documents.
|
||||
|
||||
## Available Checklists
|
||||
|
||||
If the user asks or does not specify a specific checklist, list the checklists available to the agent persona. If the task is being run not with a specific agent, tell the user to check the .bmad-2d-phaser-game-dev/checklists folder to select the appropriate one to run.
|
||||
|
||||
## Instructions
|
||||
|
||||
1. **Initial Assessment**
|
||||
|
||||
- If user or the task being run provides a checklist name:
|
||||
- Try fuzzy matching (e.g. "architecture checklist" -> "architect-checklist")
|
||||
- If multiple matches found, ask user to clarify
|
||||
- Load the appropriate checklist from .bmad-2d-phaser-game-dev/checklists/
|
||||
- If no checklist specified:
|
||||
- Ask the user which checklist they want to use
|
||||
- Present the available options from the files in the checklists folder
|
||||
- Confirm if they want to work through the checklist:
|
||||
- Section by section (interactive mode - very time consuming)
|
||||
- All at once (YOLO mode - recommended for checklists, there will be a summary of sections at the end to discuss)
|
||||
|
||||
2. **Document and Artifact Gathering**
|
||||
|
||||
- Each checklist will specify its required documents/artifacts at the beginning
|
||||
- Follow the checklist's specific instructions for what to gather, generally a file can be resolved in the docs folder, if not or unsure, halt and ask or confirm with the user.
|
||||
|
||||
3. **Checklist Processing**
|
||||
|
||||
If in interactive mode:
|
||||
|
||||
- Work through each section of the checklist one at a time
|
||||
- For each section:
|
||||
- Review all items in the section following instructions for that section embedded in the checklist
|
||||
- Check each item against the relevant documentation or artifacts as appropriate
|
||||
- Present summary of findings for that section, highlighting warnings, errors and non applicable items (rationale for non-applicability).
|
||||
- Get user confirmation before proceeding to next section or if any thing major do we need to halt and take corrective action
|
||||
|
||||
If in YOLO mode:
|
||||
|
||||
- Process all sections at once
|
||||
- Create a comprehensive report of all findings
|
||||
- Present the complete analysis to the user
|
||||
|
||||
4. **Validation Approach**
|
||||
|
||||
For each checklist item:
|
||||
|
||||
- Read and understand the requirement
|
||||
- Look for evidence in the documentation that satisfies the requirement
|
||||
- Consider both explicit mentions and implicit coverage
|
||||
- Aside from this, follow all checklist llm instructions
|
||||
- Mark items as:
|
||||
- ✅ PASS: Requirement clearly met
|
||||
- ❌ FAIL: Requirement not met or insufficient coverage
|
||||
- ⚠️ PARTIAL: Some aspects covered but needs improvement
|
||||
- N/A: Not applicable to this case
|
||||
|
||||
5. **Section Analysis**
|
||||
|
||||
For each section:
|
||||
|
||||
- think step by step to calculate pass rate
|
||||
- Identify common themes in failed items
|
||||
- Provide specific recommendations for improvement
|
||||
- In interactive mode, discuss findings with user
|
||||
- Document any user decisions or explanations
|
||||
|
||||
6. **Final Report**
|
||||
|
||||
Prepare a summary that includes:
|
||||
|
||||
- Overall checklist completion status
|
||||
- Pass rates by section
|
||||
- List of failed items with context
|
||||
- Specific recommendations for improvement
|
||||
- Any sections or items marked as N/A with justification
|
||||
|
||||
## Checklist Execution Methodology
|
||||
|
||||
Each checklist now contains embedded LLM prompts and instructions that will:
|
||||
|
||||
1. **Guide thorough thinking** - Prompts ensure deep analysis of each section
|
||||
2. **Request specific artifacts** - Clear instructions on what documents/access is needed
|
||||
3. **Provide contextual guidance** - Section-specific prompts for better validation
|
||||
4. **Generate comprehensive reports** - Final summary with detailed findings
|
||||
|
||||
The LLM will:
|
||||
|
||||
- Execute the complete checklist validation
|
||||
- Present a final report with pass/fail rates and key findings
|
||||
- Offer to provide detailed analysis of any section, especially those with warnings or failures
|
||||
308
zoo/.bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md
Normal file
308
zoo/.bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md
Normal file
@@ -0,0 +1,308 @@
|
||||
# Game Design Brainstorming Techniques Task
|
||||
|
||||
This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
|
||||
|
||||
## Process
|
||||
|
||||
### 1. Session Setup
|
||||
|
||||
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
|
||||
|
||||
1. **Establish Game Context**
|
||||
|
||||
- Understand the game genre or opportunity area
|
||||
- Identify target audience and platform constraints
|
||||
- Determine session goals (concept exploration vs. mechanic refinement)
|
||||
- Clarify scope (full game vs. specific feature)
|
||||
|
||||
2. **Select Technique Approach**
|
||||
- Option A: User selects specific game design techniques
|
||||
- Option B: Game Designer recommends techniques based on context
|
||||
- Option C: Random technique selection for creative variety
|
||||
- Option D: Progressive technique flow (broad concepts to specific mechanics)
|
||||
|
||||
### 2. Game Design Brainstorming Techniques
|
||||
|
||||
#### Game Concept Expansion Techniques
|
||||
|
||||
1. **"What If" Game Scenarios**
|
||||
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
|
||||
|
||||
- What if players could rewind time in any genre?
|
||||
- What if the game world reacted to the player's real-world location?
|
||||
- What if failure was more rewarding than success?
|
||||
- What if players controlled the antagonist instead?
|
||||
- What if the game played itself when no one was watching?
|
||||
|
||||
2. **Cross-Genre Fusion**
|
||||
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
|
||||
|
||||
- "How might [genre A] mechanics work in [genre B]?"
|
||||
- Puzzle mechanics in action games
|
||||
- Dating sim elements in strategy games
|
||||
- Horror elements in racing games
|
||||
- Educational content in roguelike structure
|
||||
|
||||
3. **Player Motivation Reversal**
|
||||
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
|
||||
|
||||
- What if losing was the goal?
|
||||
- What if cooperation was forced in competitive games?
|
||||
- What if players had to help their enemies?
|
||||
- What if progress meant giving up abilities?
|
||||
|
||||
4. **Core Loop Deconstruction**
|
||||
[[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
|
||||
- What are the essential 3 actions in this game type?
|
||||
- How could we make each action more interesting?
|
||||
- What if we changed the order of these actions?
|
||||
- What if players could skip or automate certain actions?
|
||||
|
||||
#### Mechanic Innovation Frameworks
|
||||
|
||||
1. **SCAMPER for Game Mechanics**
|
||||
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
|
||||
|
||||
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
|
||||
- **C** = Combine: What systems can be merged? (inventory + character growth)
|
||||
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
|
||||
- **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
|
||||
- **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
|
||||
- **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
|
||||
- **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
|
||||
|
||||
2. **Player Agency Spectrum**
|
||||
[[LLM: Explore different levels of player control and agency across game systems.]]
|
||||
|
||||
- Full Control: Direct character movement, combat, building
|
||||
- Indirect Control: Setting rules, giving commands, environmental changes
|
||||
- Influence Only: Suggestions, preferences, emotional reactions
|
||||
- No Control: Observation, interpretation, passive experience
|
||||
|
||||
3. **Temporal Game Design**
|
||||
[[LLM: Explore how time affects gameplay and player experience.]]
|
||||
|
||||
- Real-time vs. turn-based mechanics
|
||||
- Time travel and manipulation
|
||||
- Persistent vs. session-based progress
|
||||
- Asynchronous multiplayer timing
|
||||
- Seasonal and event-based content
|
||||
|
||||
#### Player Experience Ideation
|
||||
|
||||
1. **Emotion-First Design**
|
||||
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
|
||||
|
||||
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
|
||||
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
|
||||
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
|
||||
- Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
|
||||
|
||||
2. **Player Archetype Brainstorming**
|
||||
[[LLM: Design for different player types and motivations.]]
|
||||
|
||||
- Achievers: Progression, completion, mastery
|
||||
- Explorers: Discovery, secrets, world-building
|
||||
- Socializers: Interaction, cooperation, community
|
||||
- Killers: Competition, dominance, conflict
|
||||
- Creators: Building, customization, expression
|
||||
|
||||
3. **Accessibility-First Innovation**
|
||||
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
|
||||
|
||||
- Visual impairment considerations leading to audio-focused mechanics
|
||||
- Motor accessibility inspiring one-handed or simplified controls
|
||||
- Cognitive accessibility driving clear feedback and pacing
|
||||
- Economic accessibility creating free-to-play innovations
|
||||
|
||||
#### Narrative and World Building
|
||||
|
||||
1. **Environmental Storytelling**
|
||||
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
|
||||
|
||||
- How does the environment show history?
|
||||
- What do interactive objects reveal about characters?
|
||||
- How can level design communicate mood?
|
||||
- What stories do systems and mechanics tell?
|
||||
|
||||
2. **Player-Generated Narrative**
|
||||
[[LLM: Explore ways players create their own stories through gameplay.]]
|
||||
|
||||
- Emergent storytelling through player choices
|
||||
- Procedural narrative generation
|
||||
- Player-to-player story sharing
|
||||
- Community-driven world events
|
||||
|
||||
3. **Genre Expectation Subversion**
|
||||
[[LLM: Identify and deliberately subvert player expectations within genres.]]
|
||||
|
||||
- Fantasy RPG where magic is mundane
|
||||
- Horror game where monsters are friendly
|
||||
- Racing game where going slow is optimal
|
||||
- Puzzle game where there are multiple correct answers
|
||||
|
||||
#### Technical Innovation Inspiration
|
||||
|
||||
1. **Platform-Specific Design**
|
||||
[[LLM: Generate ideas that leverage unique platform capabilities.]]
|
||||
|
||||
- Mobile: GPS, accelerometer, camera, always-connected
|
||||
- Web: URLs, tabs, social sharing, real-time collaboration
|
||||
- Console: Controllers, TV viewing, couch co-op
|
||||
- VR/AR: Physical movement, spatial interaction, presence
|
||||
|
||||
2. **Constraint-Based Creativity**
|
||||
[[LLM: Use technical or design constraints as creative catalysts.]]
|
||||
|
||||
- One-button games
|
||||
- Games without graphics
|
||||
- Games that play in notification bars
|
||||
- Games using only system sounds
|
||||
- Games with intentionally bad graphics
|
||||
|
||||
### 3. Game-Specific Technique Selection
|
||||
|
||||
[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
|
||||
|
||||
**For Initial Game Concepts:**
|
||||
|
||||
- What If Game Scenarios
|
||||
- Cross-Genre Fusion
|
||||
- Emotion-First Design
|
||||
|
||||
**For Stuck/Blocked Creativity:**
|
||||
|
||||
- Player Motivation Reversal
|
||||
- Constraint-Based Creativity
|
||||
- Genre Expectation Subversion
|
||||
|
||||
**For Mechanic Development:**
|
||||
|
||||
- SCAMPER for Game Mechanics
|
||||
- Core Loop Deconstruction
|
||||
- Player Agency Spectrum
|
||||
|
||||
**For Player Experience:**
|
||||
|
||||
- Player Archetype Brainstorming
|
||||
- Emotion-First Design
|
||||
- Accessibility-First Innovation
|
||||
|
||||
**For World Building:**
|
||||
|
||||
- Environmental Storytelling
|
||||
- Player-Generated Narrative
|
||||
- Platform-Specific Design
|
||||
|
||||
### 4. Game Design Session Flow
|
||||
|
||||
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
|
||||
|
||||
1. **Inspiration Phase** (10-15 min)
|
||||
|
||||
- Reference existing games and mechanics
|
||||
- Explore player experiences and emotions
|
||||
- Gather visual and thematic inspiration
|
||||
|
||||
2. **Divergent Exploration** (25-35 min)
|
||||
|
||||
- Generate many game concepts or mechanics
|
||||
- Use expansion and fusion techniques
|
||||
- Encourage wild and impossible ideas
|
||||
|
||||
3. **Player-Centered Filtering** (15-20 min)
|
||||
|
||||
- Consider target audience reactions
|
||||
- Evaluate emotional impact and engagement
|
||||
- Group ideas by player experience goals
|
||||
|
||||
4. **Feasibility and Synthesis** (15-20 min)
|
||||
- Assess technical and design feasibility
|
||||
- Combine complementary ideas
|
||||
- Develop most promising concepts
|
||||
|
||||
### 5. Game Design Output Format
|
||||
|
||||
[[LLM: Present brainstorming results in a format useful for game development.]]
|
||||
|
||||
**Session Summary:**
|
||||
|
||||
- Techniques used and focus areas
|
||||
- Total concepts/mechanics generated
|
||||
- Key themes and patterns identified
|
||||
|
||||
**Game Concept Categories:**
|
||||
|
||||
1. **Core Game Ideas** - Complete game concepts ready for prototyping
|
||||
2. **Mechanic Innovations** - Specific gameplay mechanics to explore
|
||||
3. **Player Experience Goals** - Emotional and engagement targets
|
||||
4. **Technical Experiments** - Platform or technology-focused concepts
|
||||
5. **Long-term Vision** - Ambitious ideas for future development
|
||||
|
||||
**Development Readiness:**
|
||||
|
||||
**Prototype-Ready Ideas:**
|
||||
|
||||
- Ideas that can be tested immediately
|
||||
- Minimum viable implementations
|
||||
- Quick validation approaches
|
||||
|
||||
**Research-Required Ideas:**
|
||||
|
||||
- Concepts needing technical investigation
|
||||
- Player testing and market research needs
|
||||
- Competitive analysis requirements
|
||||
|
||||
**Future Innovation Pipeline:**
|
||||
|
||||
- Ideas requiring significant development
|
||||
- Technology-dependent concepts
|
||||
- Market timing considerations
|
||||
|
||||
**Next Steps:**
|
||||
|
||||
- Which concepts to prototype first
|
||||
- Recommended research areas
|
||||
- Suggested playtesting approaches
|
||||
- Documentation and GDD planning
|
||||
|
||||
## Game Design Specific Considerations
|
||||
|
||||
### Platform and Audience Awareness
|
||||
|
||||
- Always consider target platform limitations and advantages
|
||||
- Keep target audience preferences and expectations in mind
|
||||
- Balance innovation with familiar game design patterns
|
||||
- Consider monetization and business model implications
|
||||
|
||||
### Rapid Prototyping Mindset
|
||||
|
||||
- Focus on ideas that can be quickly tested
|
||||
- Emphasize core mechanics over complex features
|
||||
- Design for iteration and player feedback
|
||||
- Consider digital and paper prototyping approaches
|
||||
|
||||
### Player Psychology Integration
|
||||
|
||||
- Understand motivation and engagement drivers
|
||||
- Consider learning curves and skill development
|
||||
- Design for different play session lengths
|
||||
- Balance challenge and reward appropriately
|
||||
|
||||
### Technical Feasibility
|
||||
|
||||
- Keep development resources and timeline in mind
|
||||
- Consider art and audio asset requirements
|
||||
- Think about performance and optimization needs
|
||||
- Plan for testing and debugging complexity
|
||||
|
||||
## Important Notes for Game Design Sessions
|
||||
|
||||
- Encourage "impossible" ideas - constraints can be added later
|
||||
- Build on game mechanics that have proven engagement
|
||||
- Consider how ideas scale from prototype to full game
|
||||
- Document player experience goals alongside mechanics
|
||||
- Think about community and social aspects of gameplay
|
||||
- Consider accessibility and inclusivity from the start
|
||||
- Balance innovation with market viability
|
||||
- Plan for iteration based on player feedback
|
||||
Reference in New Issue
Block a user