fix: alphabetize agent commands and dependencies for improved organization

- Alphabetized all commands in agent files while maintaining help first and exit last
- Alphabetized all dependency categories (checklists, data, tasks, templates, utils, workflows)
- Alphabetized items within each dependency category across all 10 core agents:
  - analyst.md: commands and dependencies reorganized
  - architect.md: commands and dependencies reorganized
  - bmad-master.md: commands and dependencies reorganized, fixed YAML parsing issue
  - bmad-orchestrator.md: commands and dependencies reorganized
  - dev.md: commands and dependencies reorganized
  - pm.md: commands and dependencies reorganized
  - po.md: commands and dependencies reorganized
  - qa.md: commands and dependencies reorganized
  - sm.md: commands and dependencies reorganized
  - ux-expert.md: commands and dependencies reorganized
- Fixed YAML parsing error in bmad-master.md by properly quoting activation instructions
- Rebuilt all agent bundles and team bundles successfully
- Updated expansion pack bundles including new creative writing agents

This improves consistency and makes it easier to locate specific commands and dependencies
across all agent configurations.
This commit is contained in:
Brian Madison
2025-08-17 00:30:04 -05:00
parent ac09300075
commit b6fe44b16e
44 changed files with 31314 additions and 17653 deletions

View File

@@ -1175,7 +1175,7 @@ template:
output:
format: markdown
filename: docs/game-design-document.md
title: '{{game_title}} Game Design Document (GDD)'
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
@@ -1223,8 +1223,8 @@ sections:
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
examples:
- 'Primary: Ages 8-16, casual mobile gamers, prefer short play sessions'
- 'Secondary: Adult puzzle enthusiasts, educators looking for teaching tools'
- "Primary: Ages 8-16, casual mobile gamers, prefer short play sessions"
- "Secondary: Adult puzzle enthusiasts, educators looking for teaching tools"
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms and Unity-specific requirements
@@ -1235,7 +1235,7 @@ sections:
**Screen Support:** {{resolution_range}}
**Build Targets:** {{build_targets}}
examples:
- 'Primary Platform: Mobile (iOS/Android), Engine: Unity 2022.3 LTS & C#, Performance: 60 FPS on iPhone 8/Galaxy S8'
- "Primary Platform: Mobile (iOS/Android), Engine: Unity 2022.3 LTS & C#, Performance: 60 FPS on iPhone 8/Galaxy S8"
- id: unique-selling-points
title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors
@@ -1286,8 +1286,8 @@ sections:
- {{loss_condition_1}} - Trigger: {{unity_trigger}}
- {{loss_condition_2}} - Trigger: {{unity_trigger}}
examples:
- 'Victory: Player reaches exit portal - Unity Event: OnTriggerEnter2D with Portal tag'
- 'Failure: Health reaches zero - Trigger: Health component value <= 0'
- "Victory: Player reaches exit portal - Unity Event: OnTriggerEnter2D with Portal tag"
- "Failure: Health reaches zero - Trigger: Health component value <= 0"
- id: game-mechanics
title: Game Mechanics
@@ -1299,7 +1299,7 @@ sections:
repeatable: true
sections:
- id: mechanic
title: '{{mechanic_name}}'
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
@@ -1321,8 +1321,8 @@ sections:
- {{script_name}}.cs - {{responsibility}}
- {{manager_script}}.cs - {{management_role}}
examples:
- 'Components Needed: Rigidbody2D, BoxCollider2D, PlayerMovement script'
- 'Physics Requirements: 2D Physics material for ground friction, Gravity scale 3'
- "Components Needed: Rigidbody2D, BoxCollider2D, PlayerMovement script"
- "Physics Requirements: 2D Physics material for ground friction, Gravity scale 3"
- id: controls
title: Controls
instruction: Define all input methods for different platforms using Unity's Input System
@@ -1377,7 +1377,7 @@ sections:
**Late Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
examples:
- 'enemy speed: 2.0f, jump height: 4.5f, obstacle density: 0.3f'
- "enemy speed: 2.0f, jump height: 4.5f, obstacle density: 0.3f"
- id: economy-resources
title: Economy & Resources
condition: has_economy
@@ -1400,7 +1400,7 @@ sections:
repeatable: true
sections:
- id: level-type
title: '{{level_type_name}}'
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{target_time}}
@@ -1424,7 +1424,7 @@ sections:
- {{prefab_name}} - {{prefab_purpose}}
examples:
- 'Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights'
- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
- id: level-progression
title: Level Progression
template: |
@@ -1439,7 +1439,7 @@ sections:
- Addressable Assets: {{addressable_groups}}
- Loading Screens: {{loading_implementation}}
examples:
- 'Scene Naming: World{X}_Level{Y}_Name, Addressable Groups: Levels_World1, World_Environments'
- "Scene Naming: World{X}_Level{Y}_Name, Addressable Groups: Levels_World1, World_Environments"
- id: technical-specifications
title: Technical Specifications
@@ -1471,7 +1471,7 @@ sections:
- Physics Settings: {{physics_config}}
examples:
- com.unity.addressables 1.20.5 - Asset loading and memory management
- 'Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20'
- "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20"
- id: performance-requirements
title: Performance Requirements
template: |
@@ -1487,7 +1487,7 @@ sections:
- GC Allocs: <{{gc_limit}}KB per frame
- Draw Calls: <{{draw_calls}} per frame
examples:
- '60 FPS (minimum 30), CPU: <16.67ms, GPU: <16.67ms, GC: <4KB, Draws: <50'
- "60 FPS (minimum 30), CPU: <16.67ms, GPU: <16.67ms, GC: <4KB, Draws: <50"
- id: platform-specific
title: Platform Specific Requirements
template: |
@@ -1510,7 +1510,7 @@ sections:
- Browser Support: {{browser_list}}
- Compression: {{compression_format}}
examples:
- 'Resolution: 1280x720 - 4K, Gamepad: Xbox/PlayStation controllers via Input System'
- "Resolution: 1280x720 - 4K, Gamepad: Xbox/PlayStation controllers via Input System"
- id: asset-requirements
title: Asset Requirements
instruction: Define asset specifications for Unity pipeline optimization
@@ -1536,7 +1536,7 @@ sections:
- Font: {{font_requirements}}
- Icon Sizes: {{icon_specifications}}
examples:
- 'Sprites: 32x32 to 256x256 at 16 PPU, Format: RGBA32 for quality/RGBA16 for performance'
- "Sprites: 32x32 to 256x256 at 16 PPU, Format: RGBA32 for quality/RGBA16 for performance"
- id: technical-architecture-requirements
title: Technical Architecture Requirements
@@ -1578,8 +1578,8 @@ sections:
- Prefabs: {{prefab_naming}}
- Scenes: {{scene_naming}}
examples:
- 'Architecture: Component-Based with ScriptableObject data containers'
- 'Scripts: PascalCase (PlayerController), Prefabs: Player_Prefab, Scenes: Level_01_Forest'
- "Architecture: Component-Based with ScriptableObject data containers"
- "Scripts: PascalCase (PlayerController), Prefabs: Player_Prefab, Scenes: Level_01_Forest"
- id: unity-systems-integration
title: Unity Systems Integration
template: |
@@ -1601,8 +1601,8 @@ sections:
- **Memory Management:** {{memory_strategy}}
- **Build Pipeline:** {{build_automation}}
examples:
- 'Input System: Action Maps for Menu/Gameplay contexts with device switching'
- 'DOTween: Smooth UI transitions and gameplay animations'
- "Input System: Action Maps for Menu/Gameplay contexts with device switching"
- "DOTween: Smooth UI transitions and gameplay animations"
- id: data-management
title: Data Management
template: |
@@ -1625,8 +1625,8 @@ sections:
- **Memory Pools:** {{pooling_objects}}
- **Asset References:** {{asset_reference_system}}
examples:
- 'Save Data: JSON format with AES encryption, stored in persistent data path'
- 'ScriptableObjects: Game settings, level configurations, character data'
- "Save Data: JSON format with AES encryption, stored in persistent data path"
- "ScriptableObjects: Game settings, level configurations, character data"
- id: development-phases
title: Development Phases & Epic Planning
@@ -1638,15 +1638,15 @@ sections:
instruction: Present a high-level list of all phases for user approval. Each phase's design should deliver significant Unity functionality.
type: numbered-list
examples:
- 'Phase 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management'
- 'Phase 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop'
- 'Phase 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression'
- 'Phase 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment'
- "Phase 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
- "Phase 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
- "Phase 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
- "Phase 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
- id: phase-1-foundation
title: 'Phase 1: Unity Foundation & Core Systems ({{duration}})'
title: "Phase 1: Unity Foundation & Core Systems ({{duration}})"
sections:
- id: foundation-design
title: 'Design: Unity Project Foundation'
title: "Design: Unity Project Foundation"
type: bullet-list
template: |
- Unity project setup with proper folder structure and naming conventions
@@ -1656,9 +1656,9 @@ sections:
- Development tools setup (debugging, profiling integration)
- Initial build pipeline and platform configuration
examples:
- 'Input System: Configure PlayerInput component with Action Maps for movement and UI'
- "Input System: Configure PlayerInput component with Action Maps for movement and UI"
- id: core-systems-design
title: 'Design: Essential Game Systems'
title: "Design: Essential Game Systems"
type: bullet-list
template: |
- Save/Load system implementation with {{save_format}} format
@@ -1668,10 +1668,10 @@ sections:
- Basic UI framework and canvas configuration
- Settings and configuration management with ScriptableObjects
- id: phase-2-gameplay
title: 'Phase 2: Core Gameplay Implementation ({{duration}})'
title: "Phase 2: Core Gameplay Implementation ({{duration}})"
sections:
- id: gameplay-mechanics-design
title: 'Design: Primary Game Mechanics'
title: "Design: Primary Game Mechanics"
type: bullet-list
template: |
- Player controller with {{movement_type}} movement system
@@ -1681,7 +1681,7 @@ sections:
- Basic collision detection and response systems
- Animation system integration with Animator controllers
- id: level-systems-design
title: 'Design: Level & Content Systems'
title: "Design: Level & Content Systems"
type: bullet-list
template: |
- Scene loading and transition system
@@ -1691,10 +1691,10 @@ sections:
- Collectibles and pickup systems
- Victory/defeat condition implementation
- id: phase-3-polish
title: 'Phase 3: Polish & Optimization ({{duration}})'
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-design
title: 'Design: Performance & Platform Optimization'
title: "Design: Performance & Platform Optimization"
type: bullet-list
template: |
- Unity Profiler analysis and optimization passes
@@ -1704,7 +1704,7 @@ sections:
- Build size optimization and asset bundling
- Quality settings configuration for different device tiers
- id: user-experience-design
title: 'Design: User Experience & Polish'
title: "Design: User Experience & Polish"
type: bullet-list
template: |
- Complete UI/UX implementation with responsive design
@@ -1729,10 +1729,10 @@ sections:
- Cross Cutting Concerns should flow through epics and stories and not be final stories. For example, adding a logging framework as a last story of an epic, or at the end of a project as a final epic or story would be terrible as we would not have logging from the beginning.
elicit: true
examples:
- 'Epic 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management'
- 'Epic 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop'
- 'Epic 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression'
- 'Epic 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment'
- "Epic 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
- "Epic 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
- "Epic 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
- "Epic 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
- id: epic-details
title: Epic {{epic_number}} {{epic_title}}
@@ -1754,13 +1754,13 @@ sections:
- Think "junior developer working for 2-4 hours" - stories must be small, focused, and self-contained
- If a story seems complex, break it down further as long as it can deliver a vertical slice
elicit: true
template: '{{epic_goal}}'
template: "{{epic_goal}}"
sections:
- id: story
title: Story {{epic_number}}.{{story_number}} {{story_title}}
repeatable: true
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature and reference the gamearchitecture section for additional implementation and integration specifics.
template: '{{clear_description_of_what_needs_to_be_implemented}}'
template: "{{clear_description_of_what_needs_to_be_implemented}}"
sections:
- id: acceptance-criteria
title: Acceptance Criteria
@@ -1770,7 +1770,7 @@ sections:
title: Functional Requirements
type: checklist
items:
- '{{specific_functional_requirement}}'
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
@@ -1778,14 +1778,14 @@ sections:
- Code follows C# best practices
- Maintains stable frame rate on target devices
- No memory leaks or performance degradation
- '{{specific_technical_requirement}}'
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- '{{gameplay_requirement_from_gdd}}'
- '{{balance_requirement_if_applicable}}'
- '{{player_experience_requirement}}'
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: success-metrics
title: Success Metrics & Quality Assurance
@@ -1803,8 +1803,8 @@ sections:
- **Build Size:** Final build <{{size_limit}}MB for mobile, <{{desktop_limit}}MB for desktop
- **Battery Life:** Mobile gameplay sessions >{{battery_target}} hours on average device
examples:
- 'Frame Rate: Consistent 60 FPS with <5% drops below 45 FPS on target hardware'
- 'Crash Rate: <0.5% across iOS/Android, <0.1% on desktop platforms'
- "Frame Rate: Consistent 60 FPS with <5% drops below 45 FPS on target hardware"
- "Crash Rate: <0.5% across iOS/Android, <0.1% on desktop platforms"
- id: gameplay-metrics
title: Gameplay & User Engagement Metrics
type: bullet-list
@@ -1816,8 +1816,8 @@ sections:
- **Gameplay Completion:** {{completion_rate}}% complete main game content
- **Control Responsiveness:** Input lag <{{input_lag}}ms on all platforms
examples:
- 'Tutorial Completion: 85% of players complete movement and basic mechanics tutorial'
- 'Session Duration: Average 15-20 minutes per session for mobile, 30-45 minutes for desktop'
- "Tutorial Completion: 85% of players complete movement and basic mechanics tutorial"
- "Session Duration: Average 15-20 minutes per session for mobile, 30-45 minutes for desktop"
- id: platform-specific-metrics
title: Platform-Specific Quality Metrics
type: table
@@ -1862,17 +1862,17 @@ sections:
- Consider cross-platform testing requirements
- Account for Unity build and deployment steps
examples:
- 'Foundation stories: Individual Unity systems (Input, Audio, Scene Management) - 1-2 days each'
- 'Feature stories: Complete gameplay mechanics with UI and feedback - 2-4 days each'
- "Foundation stories: Individual Unity systems (Input, Audio, Scene Management) - 1-2 days each"
- "Feature stories: Complete gameplay mechanics with UI and feedback - 2-4 days each"
- id: recommended-agents
title: Recommended BMad Agent Sequence
type: numbered-list
template: |
1. **{{agent_name}}**: {{agent_responsibility}}
examples:
- 'Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns'
- 'Unity Developer: Implement core systems and gameplay mechanics according to architecture'
- 'QA Tester: Validate performance metrics and cross-platform functionality'
- "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
- "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
- "QA Tester: Validate performance metrics and cross-platform functionality"
==================== END: .bmad-2d-unity-game-dev/templates/game-design-doc-tmpl.yaml ====================
==================== START: .bmad-2d-unity-game-dev/templates/level-design-doc-tmpl.yaml ====================
@@ -1883,7 +1883,7 @@ template:
output:
format: markdown
filename: docs/level-design-document.md
title: '{{game_title}} Level Design Document'
title: "{{game_title}} Level Design Document"
workflow:
mode: interactive
@@ -1944,7 +1944,7 @@ sections:
repeatable: true
sections:
- id: level-category
title: '{{category_name}} Levels'
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
@@ -2370,7 +2370,7 @@ template:
output:
format: markdown
filename: docs/game-brief.md
title: '{{game_title}} Game Brief'
title: "{{game_title}} Game Brief"
workflow:
mode: interactive
@@ -2656,21 +2656,21 @@ sections:
title: Development Roadmap
sections:
- id: phase-1-preproduction
title: 'Phase 1: Pre-Production ({{duration}})'
title: "Phase 1: Pre-Production ({{duration}})"
type: bullet-list
template: |
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
- id: phase-2-prototype
title: 'Phase 2: Prototype ({{duration}})'
title: "Phase 2: Prototype ({{duration}})"
type: bullet-list
template: |
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
- id: phase-3-production
title: 'Phase 3: Production ({{duration}})'
title: "Phase 3: Production ({{duration}})"
type: bullet-list
template: |
- Full feature development