feat: Overhaul and Enhance 2D Unity Game Dev Expansion Pack (#350)
* Updated game-sm agent to match the new core framework patterns * feat:Created more comprehensive game story matching new format system as well * feat:Added Game specific course correct task * feat:Updated dod-checklist to match new DoD format * feat:Added new Architect agent for appropriate architecture doc creation and design * feat:Overhaul of game-architecture-tmpl template * feat:Updated rest of templates besides level which doesnt really need it * feat: Finished extended architecture documentation needed for new game story tasks * feat: Updated game Developer to new format * feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file * feat: Finished updating designer agent to new format and cleaned up template linting errors * Built dist for web bundle * Increased expansion pack minor verison number * Updated architecht and design for sharding built-in * chore: bump bmad-2d-unity-game-dev version (minor) * updated config.yaml for game-specific pieces to supplement core-config.yaml * Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic * chore: bump bmad-2d-unity-game-dev version (patch) * feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch) * Chore: Built web-bundle * feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch) * feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)
This commit is contained in:
@@ -50,7 +50,6 @@ activation-instructions:
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- The agent.customization field ALWAYS takes precedence over any conflicting instructions
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- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
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- STAY IN CHARACTER!
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- 'CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent'
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agent:
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name: Jordan
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id: game-sm
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@@ -63,248 +62,216 @@ persona:
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style: Task-oriented, efficient, precise, focused on clear game developer handoffs
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identity: Game story creation expert who prepares detailed, actionable stories for AI game developers
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focus: Creating crystal-clear game development stories that developers can implement without confusion
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core_principles:
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- Task Adherence - Rigorously follow create-game-story procedures
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- Checklist-Driven Validation - Apply game-story-dod-checklist meticulously
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- Clarity for Developer Handoff - Stories must be immediately actionable for game implementation
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- Focus on One Story at a Time - Complete one before starting next
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- Game-Specific Context - Understand Unity, C#, component-based architecture, and performance requirements
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- Numbered Options Protocol - Always use numbered lists for selections
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core_principles:
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- Rigorously follow `create-game-story` procedure to generate detailed user stories
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- Apply `game-story-dod-checklist` meticulously for validation
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- Ensure all information comes from GDD and Architecture to guide the dev agent
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- Focus on one story at a time - complete one before starting next
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- Understand Unity, C#, component-based architecture, and performance requirements
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- You are NOT allowed to implement stories or modify code EVER!
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commands:
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- '*help" - Show numbered list of available commands for selection'
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- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
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- '*create" - Execute all steps in Create Game Story Task document'
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- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
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- '*exit" - Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona'
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- help: Show numbered list of the following commands to allow selection
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- draft: Execute task create-game-story.md
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- correct-course: Execute task correct-course-game.md
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- story-checklist: Execute task execute-checklist.md with checklist game-story-dod-checklist.md
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- exit: Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona
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dependencies:
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tasks:
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- create-game-story.md
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- execute-checklist.md
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- correct-course-game.md
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templates:
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- game-story-tmpl.yaml
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checklists:
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- game-story-dod-checklist.md
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- game-change-checklist.md
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```
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==================== END: .bmad-2d-unity-game-dev/agents/game-sm.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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# Create Game Development Story Task
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# Create Game Story Task
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## Purpose
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Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
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To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
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## When to Use
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## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
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- Breaking down game epics into implementable stories
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- Converting GDD features into development tasks
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- Preparing work for game developers
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- Ensuring clear handoffs from design to development
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### 0. Load Core Configuration and Check Workflow
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## Prerequisites
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- Load `.bmad-2d-unity-game-dev/core-config.yaml` from the project root
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- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
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- Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
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Before creating stories, ensure you have:
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### 1. Identify Next Story for Preparation
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- Completed Game Design Document (GDD)
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- Game Architecture Document
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- Epic definition this story belongs to
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- Clear understanding of the specific game feature
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#### 1.1 Locate Epic Files and Review Existing Stories
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## Process
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- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
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- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
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- **If highest story exists:**
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- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
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- If proceeding, select next sequential story in the current epic
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- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
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- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
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- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
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- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
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### 1. Story Identification
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### 2. Gather Story Requirements and Previous Story Context
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**Review Epic Context:**
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- Extract story requirements from the identified epic file or GDD section
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- If previous story exists, review Dev Agent Record sections for:
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- Completion Notes and Debug Log References
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- Implementation deviations and technical decisions
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- Unity-specific challenges (prefab issues, scene management, performance)
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- Asset pipeline decisions and optimizations
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- Extract relevant insights that inform the current story's preparation
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- Understand the epic's overall goal
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- Identify specific features that need implementation
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- Review any existing stories in the epic
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- Ensure no duplicate work
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### 3. Gather Architecture Context
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**Feature Analysis:**
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#### 3.1 Determine Architecture Reading Strategy
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- Reference specific GDD sections
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- Understand player experience goals
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- Identify technical complexity
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- Estimate implementation scope
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- **If `gamearchitectureVersion: >= v3` and `gamearchitectureSharded: true`**: Read `{gamearchitectureShardedLocation}/index.md` then follow structured reading order below
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- **Else**: Use monolithic `gamearchitectureFile` for similar sections
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### 2. Story Scoping
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#### 3.2 Read Architecture Documents Based on Story Type
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**Single Responsibility:**
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**For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
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- Focus on one specific game feature
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- Ensure story is completable in 1-3 days
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- Break down complex features into multiple stories
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- Maintain clear boundaries with other stories
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
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**Implementation Clarity:**
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**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
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- Define exactly what needs to be built
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- Specify all technical requirements
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- Include all necessary integration points
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- Provide clear success criteria
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**For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
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### 3. Template Execution
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**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
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**Load Template:**
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Use `templates#game-story-tmpl` following all embedded LLM instructions
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**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
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**Key Focus Areas:**
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#### 3.3 Extract Story-Specific Technical Details
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- Clear, actionable description
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- Specific acceptance criteria
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- Detailed technical specifications
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- Complete implementation task list
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- Comprehensive testing requirements
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Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
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### 4. Story Validation
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Extract:
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**Technical Review:**
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- Specific Unity components and MonoBehaviours the story will use
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- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
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- Package-specific configurations and setup requirements
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- Prefab structures and scene organization requirements
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- Input system bindings and configurations
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- Physics settings and collision layers
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- UI canvas and layout specifications
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- Asset naming conventions and folder structures
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- Performance budgets (target FPS, memory limits, draw calls)
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- Platform-specific considerations (mobile vs desktop)
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- Testing requirements specific to Unity features
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- Verify all technical specifications are complete
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- Ensure integration points are clearly defined
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- Confirm file paths match architecture
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- Validate C# interfaces and classes
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- Check for proper use of prefabs and scenes
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ALWAYS cite source documents: `[Source: gamearchitecture/{filename}.md#{section}]`
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**Game Design Alignment:**
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### 4. Unity-Specific Technical Analysis
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- Confirm story implements GDD requirements
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- Verify player experience goals are met
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- Check balance parameters are included
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- Ensure game mechanics are correctly interpreted
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#### 4.1 Package Dependencies Analysis
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**Implementation Readiness:**
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- Identify Unity Package Manager packages required for the story
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- Document package versions from manifest.json
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- Note any package-specific APIs or components being used
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- List package configuration requirements (e.g., Input System settings, URP asset config)
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- Identify any third-party Asset Store packages and their integration points
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- All dependencies identified
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- Assets requirements specified
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- Testing criteria defined
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- Definition of Done complete
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#### 4.2 Scene and Prefab Planning
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### 5. Quality Assurance
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- Identify which scenes will be modified or created
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- List prefabs that need to be created or updated
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- Document prefab variant requirements
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- Specify scene loading/unloading requirements
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**Apply Checklist:**
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Execute `checklists#game-story-dod-checklist` against completed story
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#### 4.3 Component Architecture
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**Story Criteria:**
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- Define MonoBehaviour scripts needed
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- Specify ScriptableObject assets required
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- Document component dependencies and execution order
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- Identify required Unity Events and UnityActions
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- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
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||||
|
||||
- Story is immediately actionable
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||||
- No design decisions left to developer
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- Technical requirements are complete
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- Testing requirements are comprehensive
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- Performance requirements are specified
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#### 4.4 Asset Requirements
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||||
### 6. Story Refinement
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- List sprite/texture requirements with resolution specs
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- Define animation clips and animator controllers needed
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- Specify audio clips and their import settings
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- Document any shader or material requirements
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- Note any package-specific assets (e.g., URP materials, Input Action maps)
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|
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**Developer Perspective:**
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### 5. Populate Story Template with Full Context
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|
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- Can a developer start implementation immediately?
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- Are all technical questions answered?
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- Is the scope appropriate for the estimated points?
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- Are all dependencies clearly identified?
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- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
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- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
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- **`Dev Notes` section (CRITICAL):**
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- CRITICAL: This section MUST contain ONLY information extracted from gamearchitecture documents and GDD. NEVER invent or assume technical details.
|
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- Include ALL relevant technical details from Steps 2-4, organized by category:
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- **Previous Story Insights**: Key learnings from previous story implementation
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- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
|
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- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
|
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- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
|
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- **Input Configuration**: Input actions, bindings, control schemes [with source references]
|
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- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
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- **Asset Pipeline**: Asset requirements, import settings, optimization notes
|
||||
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
|
||||
- **Platform Considerations**: Mobile vs desktop differences, input variations
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- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
|
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- Every technical detail MUST include its source reference: `[Source: gamearchitecture/{filename}.md#{section}]`
|
||||
- If information for a category is not found in the gamearchitecture docs, explicitly state: "No specific guidance found in gamearchitecture docs"
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- **`Tasks / Subtasks` section:**
|
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- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed GameArchitecture Information
|
||||
- Include Unity-specific tasks:
|
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- Scene setup and configuration
|
||||
- Prefab creation and testing
|
||||
- Component implementation with proper lifecycle methods
|
||||
- Input system integration
|
||||
- Physics configuration
|
||||
- UI implementation with proper anchoring
|
||||
- Performance profiling checkpoints
|
||||
- Each task must reference relevant gamearchitecture documentation
|
||||
- Include PlayMode testing as explicit subtasks
|
||||
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
|
||||
- Add notes on Unity project structure alignment or discrepancies found in Step 4
|
||||
|
||||
**Iterative Improvement:**
|
||||
### 6. Story Draft Completion and Review
|
||||
|
||||
- Address any gaps or ambiguities
|
||||
- Clarify complex technical requirements
|
||||
- Ensure story fits within epic scope
|
||||
- Verify story points estimation
|
||||
- Review all sections for completeness and accuracy
|
||||
- Verify all source references are included for technical details
|
||||
- Ensure Unity-specific requirements are comprehensive:
|
||||
- All scenes and prefabs documented
|
||||
- Component dependencies clear
|
||||
- Asset requirements specified
|
||||
- Performance targets defined
|
||||
- Update status to "Draft" and save the story file
|
||||
- Execute `.bmad-2d-unity-game-dev/tasks/execute-checklist` `.bmad-2d-unity-game-dev/checklists/game-story-dod-checklist`
|
||||
- Provide summary to user including:
|
||||
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
|
||||
- Status: Draft
|
||||
- Key Unity components and systems included
|
||||
- Scene/prefab modifications required
|
||||
- Asset requirements identified
|
||||
- Any deviations or conflicts noted between GDD and gamearchitecture
|
||||
- Checklist Results
|
||||
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
|
||||
|
||||
## Story Elements Checklist
|
||||
### 7. Unity-Specific Validation
|
||||
|
||||
### Required Sections
|
||||
Before finalizing, ensure:
|
||||
|
||||
- [ ] Clear, specific description
|
||||
- [ ] Complete acceptance criteria (functional, technical, game design)
|
||||
- [ ] Detailed technical specifications
|
||||
- [ ] File creation/modification list
|
||||
- [ ] C# interfaces and classes
|
||||
- [ ] Integration point specifications
|
||||
- [ ] Ordered implementation tasks
|
||||
- [ ] Comprehensive testing requirements
|
||||
- [ ] Performance criteria
|
||||
- [ ] Dependencies clearly identified
|
||||
- [ ] Definition of Done checklist
|
||||
- [ ] All required Unity packages are documented with versions
|
||||
- [ ] Package-specific APIs and configurations are included
|
||||
- [ ] All MonoBehaviour lifecycle methods are considered
|
||||
- [ ] Prefab workflows are clearly defined
|
||||
- [ ] Scene management approach is specified
|
||||
- [ ] Input system integration is complete (legacy or new Input System)
|
||||
- [ ] UI canvas setup follows Unity best practices
|
||||
- [ ] Performance profiling points are identified
|
||||
- [ ] Asset import settings are documented
|
||||
- [ ] Platform-specific code paths are noted
|
||||
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
|
||||
|
||||
### Game-Specific Requirements
|
||||
|
||||
- [ ] GDD section references
|
||||
- [ ] Game mechanic implementation details
|
||||
- [ ] Player experience goals
|
||||
- [ ] Balance parameters
|
||||
- [ ] Unity-specific requirements (components, prefabs, scenes)
|
||||
- [ ] Performance targets (stable frame rate)
|
||||
- [ ] Cross-platform considerations
|
||||
|
||||
### Technical Quality
|
||||
|
||||
- [ ] C# best practices 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 in Unity.
|
||||
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
|
||||
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
||||
|
||||
==================== START: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
|
||||
@@ -403,11 +370,165 @@ The LLM will:
|
||||
- Offer to provide detailed analysis of any section, especially those with warnings or failures
|
||||
==================== END: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
|
||||
|
||||
==================== START: .bmad-2d-unity-game-dev/tasks/correct-course-game.md ====================
|
||||
# Correct Course Task - Game Development
|
||||
|
||||
## Purpose
|
||||
|
||||
- Guide a structured response to game development change triggers using the `.bmad-2d-unity-game-dev/checklists/game-change-checklist`.
|
||||
- Analyze the impacts of changes on game features, technical systems, and milestone deliverables.
|
||||
- Explore game-specific solutions (e.g., performance optimizations, feature scaling, platform adjustments).
|
||||
- Draft specific, actionable proposed updates to affected game artifacts (e.g., GDD sections, technical specs, Unity configurations).
|
||||
- Produce a consolidated "Game Development Change Proposal" document for review and approval.
|
||||
- Ensure clear handoff path for changes requiring fundamental redesign or technical architecture updates.
|
||||
|
||||
## Instructions
|
||||
|
||||
### 1. Initial Setup & Mode Selection
|
||||
|
||||
- **Acknowledge Task & Inputs:**
|
||||
|
||||
- Confirm with the user that the "Game Development Correct Course Task" is being initiated.
|
||||
- Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
|
||||
- Confirm access to relevant game artifacts:
|
||||
- Game Design Document (GDD)
|
||||
- Technical Design Documents
|
||||
- Unity Architecture specifications
|
||||
- Performance budgets and platform requirements
|
||||
- Current sprint's game stories and epics
|
||||
- Asset specifications and pipelines
|
||||
- Confirm access to `.bmad-2d-unity-game-dev/checklists/game-change-checklist`.
|
||||
|
||||
- **Establish Interaction Mode:**
|
||||
- Ask the user their preferred interaction mode:
|
||||
- **"Incrementally (Default & Recommended):** Work through the game-change-checklist section by section, discussing findings and drafting changes collaboratively. Best for complex technical or gameplay changes."
|
||||
- **"YOLO Mode (Batch Processing):** Conduct batched analysis and present consolidated findings. Suitable for straightforward performance optimizations or minor adjustments."
|
||||
- Confirm the selected mode and inform: "We will now use the game-change-checklist to analyze the change and draft proposed updates specific to our Unity game development context."
|
||||
|
||||
### 2. Execute Game Development Checklist Analysis
|
||||
|
||||
- Systematically work through the game-change-checklist sections:
|
||||
|
||||
1. **Change Context & Game Impact**
|
||||
2. **Feature/System Impact Analysis**
|
||||
3. **Technical Artifact Conflict Resolution**
|
||||
4. **Performance & Platform Evaluation**
|
||||
5. **Path Forward Recommendation**
|
||||
|
||||
- For each checklist section:
|
||||
- Present game-specific prompts and considerations
|
||||
- Analyze impacts on:
|
||||
- Unity scenes and prefabs
|
||||
- Component dependencies
|
||||
- Performance metrics (FPS, memory, build size)
|
||||
- Platform-specific code paths
|
||||
- Asset loading and management
|
||||
- Third-party plugins/SDKs
|
||||
- Discuss findings with clear technical context
|
||||
- Record status: `[x] Addressed`, `[N/A]`, `[!] Further Action Needed`
|
||||
- Document Unity-specific decisions and constraints
|
||||
|
||||
### 3. Draft Game-Specific Proposed Changes
|
||||
|
||||
Based on the analysis and agreed path forward:
|
||||
|
||||
- **Identify affected game artifacts requiring updates:**
|
||||
|
||||
- GDD sections (mechanics, systems, progression)
|
||||
- Technical specifications (architecture, performance targets)
|
||||
- Unity-specific configurations (build settings, quality settings)
|
||||
- Game story modifications (scope, acceptance criteria)
|
||||
- Asset pipeline adjustments
|
||||
- Platform-specific adaptations
|
||||
|
||||
- **Draft explicit changes for each artifact:**
|
||||
|
||||
- **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
|
||||
- **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
|
||||
- **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
|
||||
- **GDD Updates:** Modify feature descriptions, balance parameters, progression systems
|
||||
- **Asset Specifications:** Adjust texture sizes, model complexity, audio compression
|
||||
- **Performance Targets:** Update FPS goals, memory limits, load time requirements
|
||||
|
||||
- **Include Unity-specific details:**
|
||||
- Prefab structure changes
|
||||
- Scene organization updates
|
||||
- Component refactoring needs
|
||||
- Shader/material optimizations
|
||||
- Build pipeline modifications
|
||||
|
||||
### 4. Generate "Game Development Change Proposal"
|
||||
|
||||
- Create a comprehensive proposal document containing:
|
||||
|
||||
**A. Change Summary:**
|
||||
|
||||
- Original issue (performance, gameplay, technical constraint)
|
||||
- Game systems affected
|
||||
- Platform/performance implications
|
||||
- Chosen solution approach
|
||||
|
||||
**B. Technical Impact Analysis:**
|
||||
|
||||
- Unity architecture changes needed
|
||||
- Performance implications (with metrics)
|
||||
- Platform compatibility effects
|
||||
- Asset pipeline modifications
|
||||
- Third-party dependency impacts
|
||||
|
||||
**C. Specific Proposed Edits:**
|
||||
|
||||
- For each game story: "Change Story GS-X.Y from: [old] To: [new]"
|
||||
- For technical specs: "Update Unity Architecture Section X: [changes]"
|
||||
- For GDD: "Modify [Feature] in Section Y: [updates]"
|
||||
- For configurations: "Change [Setting] from [old_value] to [new_value]"
|
||||
|
||||
**D. Implementation Considerations:**
|
||||
|
||||
- Required Unity version updates
|
||||
- Asset reimport needs
|
||||
- Shader recompilation requirements
|
||||
- Platform-specific testing needs
|
||||
|
||||
### 5. Finalize & Determine Next Steps
|
||||
|
||||
- Obtain explicit approval for the "Game Development Change Proposal"
|
||||
- Provide the finalized document to the user
|
||||
|
||||
- **Based on change scope:**
|
||||
|
||||
- **Minor adjustments (can be handled in current sprint):**
|
||||
- Confirm task completion
|
||||
- Suggest handoff to game-dev agent for implementation
|
||||
- Note any required playtesting validation
|
||||
- **Major changes (require replanning):**
|
||||
- Clearly state need for deeper technical review
|
||||
- Recommend engaging Game Architect or Technical Lead
|
||||
- Provide proposal as input for architecture revision
|
||||
- Flag any milestone/deadline impacts
|
||||
|
||||
## Output Deliverables
|
||||
|
||||
- **Primary:** "Game Development Change Proposal" document containing:
|
||||
|
||||
- Game-specific change analysis
|
||||
- Technical impact assessment with Unity context
|
||||
- Platform and performance considerations
|
||||
- Clearly drafted updates for all affected game artifacts
|
||||
- Implementation guidance and constraints
|
||||
|
||||
- **Secondary:** Annotated game-change-checklist showing:
|
||||
- Technical decisions made
|
||||
- Performance trade-offs considered
|
||||
- Platform-specific accommodations
|
||||
- Unity-specific implementation notes
|
||||
==================== END: .bmad-2d-unity-game-dev/tasks/correct-course-game.md ====================
|
||||
|
||||
==================== START: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================
|
||||
template:
|
||||
id: game-story-template-v2
|
||||
id: game-story-template-v3
|
||||
name: Game Development Story
|
||||
version: 2.0
|
||||
version: 3.0
|
||||
output:
|
||||
format: markdown
|
||||
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
|
||||
@@ -455,9 +576,9 @@ sections:
|
||||
title: Technical Requirements
|
||||
type: checklist
|
||||
items:
|
||||
- "Code follows C# best practices"
|
||||
- "Maintains stable frame rate on target devices"
|
||||
- "No memory leaks or performance degradation"
|
||||
- Code follows C# best practices
|
||||
- Maintains stable frame rate on target devices
|
||||
- No memory leaks or performance degradation
|
||||
- "{{specific_technical_requirement}}"
|
||||
- id: game-design-requirements
|
||||
title: Game Design Requirements
|
||||
@@ -633,13 +754,13 @@ sections:
|
||||
instruction: Checklist that must be completed before the story is considered finished
|
||||
type: checklist
|
||||
items:
|
||||
- "All acceptance criteria met"
|
||||
- "Code reviewed and approved"
|
||||
- "Unit tests written and passing"
|
||||
- "Integration tests passing"
|
||||
- "Performance targets met"
|
||||
- "No C# compiler errors or warnings"
|
||||
- "Documentation updated"
|
||||
- All acceptance criteria met
|
||||
- Code reviewed and approved
|
||||
- Unit tests written and passing
|
||||
- Integration tests passing
|
||||
- Performance targets met
|
||||
- No C# compiler errors or warnings
|
||||
- Documentation updated
|
||||
- "{{game_specific_dod_item}}"
|
||||
|
||||
- id: notes
|
||||
@@ -662,165 +783,208 @@ sections:
|
||||
- {{future_optimization_1}}
|
||||
==================== END: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================
|
||||
|
||||
==================== START: .bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md ====================
|
||||
# Game Development Story Definition of Done Checklist
|
||||
==================== START: .bmad-2d-unity-game-dev/checklists/game-change-checklist.md ====================
|
||||
# Game Development Change Navigation Checklist
|
||||
|
||||
## Story Completeness
|
||||
**Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Unity game development.
|
||||
|
||||
### Basic Story Elements
|
||||
**Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
|
||||
|
||||
- [ ] **Story Title** - Clear, descriptive title that identifies the feature
|
||||
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
|
||||
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
|
||||
- [ ] **Story Points** - Realistic estimation for implementation complexity
|
||||
- [ ] **Description** - Clear, concise description of what needs to be implemented
|
||||
[[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
|
||||
|
||||
### Game Design Alignment
|
||||
Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
|
||||
|
||||
- [ ] **GDD Reference** - Specific Game Design Document section referenced
|
||||
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
|
||||
- [ ] **Player Experience Goal** - Describes the intended player experience
|
||||
- [ ] **Balance Parameters** - Includes any relevant game balance values
|
||||
- [ ] **Design Intent** - Purpose and rationale for the feature is clear
|
||||
Before proceeding, understand:
|
||||
|
||||
## Technical Specifications
|
||||
1. This checklist is for SIGNIFICANT changes affecting game architecture or features
|
||||
2. Minor tweaks (shader adjustments, UI positioning) don't require this process
|
||||
3. The goal is to maintain playability while adapting to technical realities
|
||||
4. Performance and player experience are paramount
|
||||
|
||||
### Architecture Compliance
|
||||
Required context:
|
||||
|
||||
- [ ] **File Organization** - Follows game architecture document structure (e.g., scripts, prefabs, scenes)
|
||||
- [ ] **Class Definitions** - C# classes and interfaces are properly defined
|
||||
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
|
||||
- [ ] **Event Communication** - UnityEvents or C# events usage specified
|
||||
- [ ] **Dependencies** - All system dependencies clearly identified
|
||||
- The triggering issue (performance metrics, crash logs, feedback)
|
||||
- Current development state (implemented features, current sprint)
|
||||
- Access to GDD, technical specs, and performance budgets
|
||||
- Understanding of remaining features and milestones
|
||||
|
||||
### Unity Requirements
|
||||
APPROACH:
|
||||
This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Unity/game dev guidance.
|
||||
|
||||
- [ ] **Scene Integration** - Specifies which scenes are affected and how
|
||||
- [ ] **Prefab Usage** - Proper use of prefabs for reusable GameObjects
|
||||
- [ ] **Component Design** - Logic is encapsulated in well-defined MonoBehaviour components
|
||||
- [ ] **Asset Requirements** - All needed assets (sprites, audio, materials) identified
|
||||
- [ ] **Performance Considerations** - Stable frame rate target and optimization requirements
|
||||
REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
|
||||
|
||||
### Code Quality Standards
|
||||
---
|
||||
|
||||
- [ ] **C# Best Practices** - All code must comply with modern C# standards
|
||||
- [ ] **Error Handling** - Error scenarios and handling requirements specified
|
||||
- [ ] **Memory Management** - Coroutine and object lifecycle management requirements where needed
|
||||
- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
|
||||
- [ ] **Code Organization** - Follows established Unity project structure
|
||||
## 1. Understand the Trigger & Context
|
||||
|
||||
## Implementation Readiness
|
||||
[[LLM: Start by understanding the game-specific issue. Ask technical questions:
|
||||
|
||||
### Acceptance Criteria
|
||||
- What performance metrics triggered this? (FPS, memory, load times)
|
||||
- Is this platform-specific or universal?
|
||||
- Can we reproduce it consistently?
|
||||
- What Unity profiler data do we have?
|
||||
- Is this a gameplay issue or technical constraint?
|
||||
|
||||
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
|
||||
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
|
||||
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
|
||||
- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
|
||||
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
|
||||
Focus on measurable impacts and technical specifics.]]
|
||||
|
||||
### Implementation Tasks
|
||||
- [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
|
||||
- [ ] **Define the Issue:** Articulate the core problem precisely.
|
||||
- [ ] Performance bottleneck (CPU/GPU/Memory)?
|
||||
- [ ] Platform-specific limitation?
|
||||
- [ ] Unity engine constraint?
|
||||
- [ ] Gameplay/balance issue from playtesting?
|
||||
- [ ] Asset pipeline or build size problem?
|
||||
- [ ] Third-party SDK/plugin conflict?
|
||||
- [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target FPS, memory usage, build size).
|
||||
- [ ] **Gather Technical Evidence:** Note profiler data, crash logs, platform test results, player feedback.
|
||||
|
||||
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
|
||||
- [ ] **Task Scope** - Each task is completable in 1-4 hours
|
||||
- [ ] **Task Clarity** - Each task has clear, actionable instructions
|
||||
- [ ] **File Specifications** - Exact file paths and purposes specified (e.g., `Scripts/Player/PlayerMovement.cs`)
|
||||
- [ ] **Development Flow** - Tasks follow logical implementation order
|
||||
## 2. Game Feature Impact Assessment
|
||||
|
||||
### Dependencies
|
||||
[[LLM: Game features are interconnected. Evaluate systematically:
|
||||
|
||||
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
|
||||
- [ ] **Technical Dependencies** - Required systems and files identified
|
||||
- [ ] **Asset Dependencies** - All needed assets specified with locations
|
||||
- [ ] **External Dependencies** - Any third-party or external requirements noted (e.g., Asset Store packages)
|
||||
- [ ] **Dependency Validation** - All dependencies are actually available
|
||||
1. Can we optimize the current feature without changing gameplay?
|
||||
2. Do dependent features need adjustment?
|
||||
3. Are there platform-specific workarounds?
|
||||
4. Does this affect our performance budget allocation?
|
||||
|
||||
## Testing Requirements
|
||||
Consider both technical and gameplay impacts.]]
|
||||
|
||||
### Test Coverage
|
||||
- [ ] **Analyze Current Sprint Features:**
|
||||
- [ ] Can the current feature be optimized (LOD, pooling, batching)?
|
||||
- [ ] Does it need gameplay simplification?
|
||||
- [ ] Should it be platform-specific (high-end only)?
|
||||
- [ ] **Analyze Dependent Systems:**
|
||||
- [ ] Review all game systems interacting with the affected feature.
|
||||
- [ ] Do physics systems need adjustment?
|
||||
- [ ] Are UI/HUD systems impacted?
|
||||
- [ ] Do save/load systems require changes?
|
||||
- [ ] Are multiplayer systems affected?
|
||||
- [ ] **Summarize Feature Impact:** Document effects on gameplay systems and technical architecture.
|
||||
|
||||
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined for NUnit
|
||||
- [ ] **Integration Test Cases** - Integration testing with other game systems specified
|
||||
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined in the Unity Editor
|
||||
- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
|
||||
- [ ] **Edge Case Testing** - Edge cases and error conditions covered
|
||||
## 3. Game Artifact Conflict & Impact Analysis
|
||||
|
||||
### Test Implementation
|
||||
[[LLM: Game documentation drives development. Check each artifact:
|
||||
|
||||
- [ ] **Test File Paths** - Exact test file locations specified (e.g., `Assets/Tests/EditMode`)
|
||||
- [ ] **Test Scenarios** - All test scenarios are complete and executable
|
||||
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
|
||||
- [ ] **Performance Metrics** - Specific performance targets for testing
|
||||
- [ ] **Test Data** - Any required test data or mock objects specified
|
||||
1. Does this invalidate GDD mechanics?
|
||||
2. Are technical architecture assumptions still valid?
|
||||
3. Do performance budgets need reallocation?
|
||||
4. Are platform requirements still achievable?
|
||||
|
||||
## Game-Specific Quality
|
||||
Missing conflicts cause performance issues later.]]
|
||||
|
||||
### Gameplay Implementation
|
||||
- [ ] **Review GDD:**
|
||||
- [ ] Does the issue conflict with core gameplay mechanics?
|
||||
- [ ] Do game features need scaling for performance?
|
||||
- [ ] Are progression systems affected?
|
||||
- [ ] Do balance parameters need adjustment?
|
||||
- [ ] **Review Technical Architecture:**
|
||||
- [ ] Does the issue conflict with Unity architecture (scene structure, prefab hierarchy)?
|
||||
- [ ] Are component systems impacted?
|
||||
- [ ] Do shader/rendering approaches need revision?
|
||||
- [ ] Are data structures optimal for the scale?
|
||||
- [ ] **Review Performance Specifications:**
|
||||
- [ ] Are target framerates still achievable?
|
||||
- [ ] Do memory budgets need reallocation?
|
||||
- [ ] Are load time targets realistic?
|
||||
- [ ] Do we need platform-specific targets?
|
||||
- [ ] **Review Asset Specifications:**
|
||||
- [ ] Do texture resolutions need adjustment?
|
||||
- [ ] Are model poly counts appropriate?
|
||||
- [ ] Do audio compression settings need changes?
|
||||
- [ ] Is the animation budget sustainable?
|
||||
- [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
|
||||
|
||||
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
|
||||
- [ ] **Player Controls** - Input handling requirements are complete (e.g., Input System package)
|
||||
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
|
||||
- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
|
||||
- [ ] **State Management** - Game state changes and persistence requirements defined
|
||||
## 4. Path Forward Evaluation
|
||||
|
||||
### User Experience
|
||||
[[LLM: Present game-specific solutions with technical trade-offs:
|
||||
|
||||
- [ ] **UI Requirements** - User interface elements and behaviors specified (e.g., UI Toolkit or UGUI)
|
||||
- [ ] **Audio Integration** - Sound effect and music requirements defined
|
||||
- [ ] **Visual Feedback** - Animation and visual effect requirements specified (e.g., Animator, Particle System)
|
||||
- [ ] **Accessibility** - Mobile touch and responsive design considerations
|
||||
- [ ] **Error Recovery** - User-facing error handling and recovery specified
|
||||
1. What's the performance gain?
|
||||
2. How much rework is required?
|
||||
3. What's the player experience impact?
|
||||
4. Are there platform-specific solutions?
|
||||
5. Is this maintainable across updates?
|
||||
|
||||
### Performance Optimization
|
||||
Be specific about Unity implementation details.]]
|
||||
|
||||
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
|
||||
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements (e.g., Profiler)
|
||||
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
|
||||
- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
|
||||
- [ ] **Loading Performance** - Asset loading and scene transition requirements
|
||||
- [ ] **Option 1: Optimization Within Current Design:**
|
||||
- [ ] Can performance be improved through Unity optimizations?
|
||||
- [ ] Object pooling implementation?
|
||||
- [ ] LOD system addition?
|
||||
- [ ] Texture atlasing?
|
||||
- [ ] Draw call batching?
|
||||
- [ ] Shader optimization?
|
||||
- [ ] Define specific optimization techniques.
|
||||
- [ ] Estimate performance improvement potential.
|
||||
- [ ] **Option 2: Feature Scaling/Simplification:**
|
||||
- [ ] Can the feature be simplified while maintaining fun?
|
||||
- [ ] Identify specific elements to scale down.
|
||||
- [ ] Define platform-specific variations.
|
||||
- [ ] Assess player experience impact.
|
||||
- [ ] **Option 3: Architecture Refactor:**
|
||||
- [ ] Would restructuring improve performance significantly?
|
||||
- [ ] Identify Unity-specific refactoring needs:
|
||||
- [ ] Scene organization changes?
|
||||
- [ ] Prefab structure optimization?
|
||||
- [ ] Component system redesign?
|
||||
- [ ] State machine optimization?
|
||||
- [ ] Estimate development effort.
|
||||
- [ ] **Option 4: Scope Adjustment:**
|
||||
- [ ] Can we defer features to post-launch?
|
||||
- [ ] Should certain features be platform-exclusive?
|
||||
- [ ] Do we need to adjust milestone deliverables?
|
||||
- [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
|
||||
|
||||
## Documentation and Communication
|
||||
## 5. Game Development Change Proposal Components
|
||||
|
||||
### Story Documentation
|
||||
[[LLM: The proposal must include technical specifics:
|
||||
|
||||
- [ ] **Implementation Notes** - Additional context and implementation guidance provided
|
||||
- [ ] **Design Decisions** - Key design choices documented with rationale
|
||||
- [ ] **Future Considerations** - Potential future enhancements or modifications noted
|
||||
- [ ] **Change Tracking** - Process for tracking any requirement changes during development
|
||||
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
|
||||
1. Performance metrics (before/after projections)
|
||||
2. Unity implementation details
|
||||
3. Platform-specific considerations
|
||||
4. Testing requirements
|
||||
5. Risk mitigation strategies
|
||||
|
||||
### Developer Handoff
|
||||
Make it actionable for game developers.]]
|
||||
|
||||
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
|
||||
- [ ] **Complete Context** - All necessary context provided within the story
|
||||
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
|
||||
- [ ] **Success Criteria** - Objective measures for story completion defined
|
||||
- [ ] **Communication Plan** - Process for developer questions and updates established
|
||||
(Ensure all points from previous sections are captured)
|
||||
|
||||
## Final Validation
|
||||
- [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
|
||||
- [ ] **Feature Impact Summary:** Affected game systems and dependencies.
|
||||
- [ ] **Performance Projections:** Expected improvements from chosen solution.
|
||||
- [ ] **Implementation Plan:** Unity-specific technical approach.
|
||||
- [ ] **Platform Considerations:** Any platform-specific implementations.
|
||||
- [ ] **Testing Strategy:** Performance benchmarks and validation approach.
|
||||
- [ ] **Risk Assessment:** Technical risks and mitigation plans.
|
||||
- [ ] **Updated Game Stories:** Revised stories with technical constraints.
|
||||
|
||||
### Story Readiness
|
||||
## 6. Final Review & Handoff
|
||||
|
||||
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
|
||||
- [ ] **Technical Completeness** - All technical requirements are specified and actionable
|
||||
- [ ] **Scope Appropriateness** - Story scope matches assigned story points
|
||||
- [ ] **Quality Standards** - Story meets all game development quality standards
|
||||
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
|
||||
[[LLM: Game changes require technical validation. Before concluding:
|
||||
|
||||
### Implementation Preparedness
|
||||
1. Are performance targets clearly defined?
|
||||
2. Is the Unity implementation approach clear?
|
||||
3. Do we have rollback strategies?
|
||||
4. Are test scenarios defined?
|
||||
5. Is platform testing covered?
|
||||
|
||||
- [ ] **Environment Ready** - Development environment requirements specified (e.g., Unity version)
|
||||
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
|
||||
- [ ] **Testing Prepared** - Testing environment and data requirements specified
|
||||
- [ ] **Definition of Done** - Clear, objective completion criteria established
|
||||
- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
|
||||
Get explicit approval on technical approach.
|
||||
|
||||
## Checklist Completion
|
||||
FINAL REPORT:
|
||||
Provide a technical summary:
|
||||
|
||||
**Overall Story Quality:** ⭐⭐⭐⭐⭐
|
||||
- Performance issue and root cause
|
||||
- Chosen solution with expected gains
|
||||
- Implementation approach in Unity
|
||||
- Testing and validation plan
|
||||
- Timeline and milestone impacts
|
||||
|
||||
**Ready for Development:** [ ] Yes [ ] No
|
||||
Keep it technically precise and actionable.]]
|
||||
|
||||
**Additional Notes:**
|
||||
_Any specific concerns, recommendations, or clarifications needed before development begins._
|
||||
==================== END: .bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md ====================
|
||||
- [ ] **Review Checklist:** Confirm all technical aspects discussed.
|
||||
- [ ] **Review Change Proposal:** Ensure Unity implementation details are clear.
|
||||
- [ ] **Performance Validation:** Define how we'll measure success.
|
||||
- [ ] **User Approval:** Obtain approval for technical approach.
|
||||
- [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
|
||||
|
||||
---
|
||||
==================== END: .bmad-2d-unity-game-dev/checklists/game-change-checklist.md ====================
|
||||
|
||||
Reference in New Issue
Block a user