more list cleanup
This commit is contained in:
@@ -60,11 +60,13 @@ This brief is typically created early in the ideation process, often after brain
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[[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
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**Core Mechanic 1: {{mechanic_name}}**
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- **Description:** {{how_it_works}}
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- **Player Value:** {{why_its_fun}}
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- **Implementation Scope:** {{complexity_estimate}}
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**Core Mechanic 2: {{mechanic_name}}**
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- **Description:** {{how_it_works}}
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- **Player Value:** {{why_its_fun}}
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- **Implementation Scope:** {{complexity_estimate}}
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@@ -91,10 +93,12 @@ This brief is typically created early in the ideation process, often after brain
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### Technical Constraints
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**Platform Requirements:**
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- Primary: {{platform_1}} - {{requirements}}
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- Secondary: {{platform_2}} - {{requirements}}
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**Technical Specifications:**
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- Engine: Phaser 3 + TypeScript
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- Performance Target: {{fps_target}} FPS on {{target_device}}
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- Memory Budget: <{{memory_limit}}MB
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@@ -125,6 +129,7 @@ This brief is typically created early in the ideation process, often after brain
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### Inspiration Games
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**Primary References:**
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1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
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2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
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3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
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@@ -132,6 +137,7 @@ This brief is typically created early in the ideation process, often after brain
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### Competitive Analysis
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**Direct Competitors:**
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- {{competitor_1}}: {{strengths_and_weaknesses}}
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- {{competitor_2}}: {{strengths_and_weaknesses}}
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@@ -157,13 +163,16 @@ This brief is typically created early in the ideation process, often after brain
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### Content Categories
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**Core Content:**
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- {{content_type_1}}: {{quantity_and_description}}
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- {{content_type_2}}: {{quantity_and_description}}
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**Optional Content:**
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- {{optional_content_type}}: {{quantity_and_description}}
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**Replay Elements:**
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- {{replayability_features}}
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### Difficulty and Accessibility
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@@ -201,23 +210,23 @@ This brief is typically created early in the ideation process, often after brain
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### Technical Risks
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| Risk | Probability | Impact | Mitigation Strategy |
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|------|-------------|--------|-------------------|
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| {{technical_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
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| {{technical_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
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| Risk | Probability | Impact | Mitigation Strategy |
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| -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
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| {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
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| {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
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### Design Risks
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| Risk | Probability | Impact | Mitigation Strategy |
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|------|-------------|--------|-------------------|
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| {{design_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
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| {{design_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
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| Risk | Probability | Impact | Mitigation Strategy |
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| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
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| {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
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| {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
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### Market Risks
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| Risk | Probability | Impact | Mitigation Strategy |
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|------|-------------|--------|-------------------|
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| {{market_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
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| Risk | Probability | Impact | Mitigation Strategy |
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| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
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| {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
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## Success Criteria
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@@ -226,11 +235,13 @@ This brief is typically created early in the ideation process, often after brain
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### Player Experience Metrics
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**Engagement Goals:**
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- Tutorial completion rate: >{{percentage}}%
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- Average session length: {{duration}} minutes
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- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
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**Quality Benchmarks:**
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- Player satisfaction: >{{rating}}/10
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- Completion rate: >{{percentage}}%
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- Technical performance: {{fps_target}} FPS consistent
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@@ -238,11 +249,13 @@ This brief is typically created early in the ideation process, often after brain
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### Development Metrics
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**Technical Targets:**
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- Zero critical bugs at launch
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- Performance targets met on all platforms
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- Load times under {{seconds}}s
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**Process Goals:**
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- Development timeline adherence
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- Feature scope completion
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- Quality assurance standards
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@@ -252,6 +265,7 @@ This brief is typically created early in the ideation process, often after brain
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### Business Metrics
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**Commercial Goals:**
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- {{revenue_target}} in first {{time_period}}
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- {{user_acquisition_target}} players in first {{time_period}}
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- {{retention_target}} monthly active users
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@@ -271,16 +285,19 @@ This brief is typically created early in the ideation process, often after brain
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### Development Roadmap
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**Phase 1: Pre-Production** ({{duration}})
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- Detailed Game Design Document creation
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- Technical architecture planning
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- Art style exploration and pipeline setup
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**Phase 2: Prototype** ({{duration}})
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- Core mechanic implementation
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- Technical proof of concept
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- Initial playtesting and iteration
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**Phase 3: Production** ({{duration}})
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- Full feature development
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- Content creation and integration
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- Comprehensive testing and optimization
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@@ -288,6 +305,7 @@ This brief is typically created early in the ideation process, often after brain
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### Documentation Pipeline
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**Required Documents:**
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1. Game Design Document (GDD) - {{target_completion}}
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2. Technical Architecture Document - {{target_completion}}
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3. Art Style Guide - {{target_completion}}
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@@ -296,10 +314,12 @@ This brief is typically created early in the ideation process, often after brain
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### Validation Plan
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**Concept Testing:**
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- {{validation_method_1}} - {{timeline}}
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- {{validation_method_2}} - {{timeline}}
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**Prototype Testing:**
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- {{testing_approach}} - {{timeline}}
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- {{feedback_collection_method}} - {{timeline}}
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@@ -322,4 +342,4 @@ This brief is typically created early in the ideation process, often after brain
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[[LLM: Track document versions and changes]]
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| Date | Version | Description | Author |
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| :--- | :------ | :---------- | :----- |
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| :--- | :------ | :---------- | :----- |
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@@ -53,6 +53,7 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
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**Primary Loop ({{duration}} seconds):**
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1. {{action_1}} ({{time_1}}s)
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2. {{action_2}} ({{time_2}}s)
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3. {{action_3}} ({{time_3}}s)
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@@ -63,10 +64,12 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Clearly define success and failure states]]
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**Victory Conditions:**
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- {{win_condition_1}}
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- {{win_condition_2}}
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**Failure States:**
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- {{loss_condition_1}}
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- {{loss_condition_2}}
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@@ -87,6 +90,7 @@ If available, review any provided documents or ask if any are optionally availab
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**System Response:** {{game_response}}
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**Implementation Notes:**
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- {{tech_requirement_1}}
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- {{tech_requirement_2}}
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- {{performance_consideration}}
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@@ -99,8 +103,8 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define all input methods for different platforms]]
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| Action | Desktop | Mobile | Gamepad |
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|--------|---------|--------|---------|
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| Action | Desktop | Mobile | Gamepad |
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| ------------ | ------- | ----------- | ---------- |
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| {{action_1}} | {{key}} | {{gesture}} | {{button}} |
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| {{action_2}} | {{key}} | {{gesture}} | {{button}} |
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@@ -113,6 +117,7 @@ If available, review any provided documents or ask if any are optionally availab
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**Progression Type:** {{linear|branching|metroidvania}}
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**Key Milestones:**
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1. **{{milestone_1}}** - {{unlock_description}}
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2. **{{milestone_2}}** - {{unlock_description}}
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3. **{{milestone_3}}** - {{unlock_description}}
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@@ -132,9 +137,9 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define any in-game currencies, resources, or collectibles]]
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| Resource | Earn Rate | Spend Rate | Purpose | Cap |
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|----------|-----------|------------|---------|-----|
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| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
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| Resource | Earn Rate | Spend Rate | Purpose | Cap |
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| -------------- | --------- | ---------- | ------- | ------- |
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| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
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^^/CONDITION: has_economy^^
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@@ -154,6 +159,7 @@ If available, review any provided documents or ask if any are optionally availab
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**Difficulty:** {{relative_difficulty}}
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**Structure Template:**
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- Introduction: {{intro_description}}
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- Challenge: {{main_challenge}}
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- Resolution: {{completion_requirement}}
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@@ -180,11 +186,13 @@ If available, review any provided documents or ask if any are optionally availab
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### Platform Specific
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**Desktop:**
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- Resolution: {{min_resolution}} - {{max_resolution}}
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- Input: Keyboard, Mouse, Gamepad
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- Browser: Chrome 80+, Firefox 75+, Safari 13+
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**Mobile:**
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- Resolution: {{mobile_min}} - {{mobile_max}}
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- Input: Touch, Tilt (optional)
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- OS: iOS 13+, Android 8+
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@@ -194,12 +202,14 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define asset specifications for the art and audio teams]]
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**Visual Assets:**
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- Art Style: {{style_description}}
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- Color Palette: {{color_specification}}
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- Animation: {{animation_requirements}}
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- UI Resolution: {{ui_specs}}
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**Audio Assets:**
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- Music Style: {{music_genre}}
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- Sound Effects: {{sfx_requirements}}
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- Voice Acting: {{voice_needs}}
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@@ -211,6 +221,7 @@ If available, review any provided documents or ask if any are optionally availab
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### Engine Configuration
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**Phaser 3 Setup:**
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- TypeScript: Strict mode enabled
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- Physics: {{physics_system}} (Arcade/Matter)
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- Renderer: WebGL with Canvas fallback
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@@ -219,6 +230,7 @@ If available, review any provided documents or ask if any are optionally availab
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### Code Architecture
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**Required Systems:**
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- Scene Management
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- State Management
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- Asset Loading
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@@ -230,6 +242,7 @@ If available, review any provided documents or ask if any are optionally availab
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### Data Management
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**Save Data:**
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- Progress tracking
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- Settings persistence
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- Statistics collection
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@@ -242,12 +255,14 @@ If available, review any provided documents or ask if any are optionally availab
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### Phase 1: Core Systems ({{duration}})
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**Epic: Foundation**
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- Engine setup and configuration
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- Basic scene management
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- Core input handling
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- Asset loading pipeline
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**Epic: Core Mechanics**
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- {{primary_mechanic}} implementation
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- Basic physics and collision
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- Player controller
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@@ -255,11 +270,13 @@ If available, review any provided documents or ask if any are optionally availab
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### Phase 2: Gameplay Features ({{duration}})
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**Epic: Game Systems**
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- {{mechanic_2}} implementation
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- {{mechanic_3}} implementation
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- Game state management
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**Epic: Content Creation**
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- Level loading system
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- First playable levels
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- Basic UI implementation
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@@ -267,11 +284,13 @@ If available, review any provided documents or ask if any are optionally availab
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### Phase 3: Polish & Optimization ({{duration}})
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**Epic: Performance**
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- Optimization and profiling
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- Mobile platform testing
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- Memory management
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**Epic: User Experience**
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- Audio implementation
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- Visual effects and polish
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- Final UI/UX refinement
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@@ -281,12 +300,14 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define measurable goals for the game]]
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**Technical Metrics:**
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- Frame rate: {{fps_target}}
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- Load time: {{load_target}}
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- Crash rate: <{{crash_threshold}}%
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- Memory usage: <{{memory_target}}MB
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**Gameplay Metrics:**
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- Tutorial completion: {{completion_rate}}%
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- Average session: {{session_length}} minutes
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- Level completion: {{level_completion}}%
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@@ -307,4 +328,4 @@ If available, review any provided documents or ask if any are optionally availab
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- {{reference_1}}
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- {{reference_2}}
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- {{reference_3}}
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- {{reference_3}}
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@@ -64,19 +64,23 @@ This framework ensures consistency across all levels while providing flexibility
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**Difficulty Range:** {{difficulty_scale}}
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**Key Mechanics Featured:**
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- {{mechanic_1}} - {{usage_description}}
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- {{mechanic_2}} - {{usage_description}}
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**Player Objectives:**
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- Primary: {{primary_objective}}
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- Secondary: {{secondary_objective}}
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- Hidden: {{secret_objective}}
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**Success Criteria:**
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- {{completion_requirement_1}}
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- {{completion_requirement_2}}
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**Technical Requirements:**
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- Maximum entities: {{entity_limit}}
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- Performance target: {{fps_target}} FPS
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- Memory budget: {{memory_limit}}MB
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@@ -97,6 +101,7 @@ This framework ensures consistency across all levels while providing flexibility
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**Total Level Count:** {{number}}
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**World Breakdown:**
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- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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@@ -106,7 +111,8 @@ This framework ensures consistency across all levels while providing flexibility
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[[LLM: Define how challenge increases across the game]]
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**Progression Curve:**
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```text
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````text
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Difficulty
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^ ___/```
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| /
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@@ -116,9 +122,10 @@ Difficulty
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|/ /
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+-----------> Level Number
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Tutorial Early Mid Late
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```
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````
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**Scaling Parameters:**
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- Enemy count: {{start_count}} → {{end_count}}
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- Enemy difficulty: {{start_diff}} → {{end_diff}}
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- Level complexity: {{start_complex}} → {{end_complex}}
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@@ -129,6 +136,7 @@ Difficulty
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[[LLM: Define how players access new levels]]
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**Progression Gates:**
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- Linear progression: Complete previous level
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- Star requirements: {{star_count}} stars to unlock
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- Skill gates: Demonstrate {{skill_requirement}}
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@@ -143,14 +151,17 @@ Difficulty
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[[LLM: Define all environmental components that can be used in levels]]
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**Terrain Types:**
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- {{terrain_1}}: {{properties_and_usage}}
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- {{terrain_2}}: {{properties_and_usage}}
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**Interactive Objects:**
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- {{object_1}}: {{behavior_and_purpose}}
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- {{object_2}}: {{behavior_and_purpose}}
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**Hazards and Obstacles:**
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- {{hazard_1}}: {{damage_and_behavior}}
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- {{hazard_2}}: {{damage_and_behavior}}
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@@ -159,15 +170,18 @@ Difficulty
|
||||
[[LLM: Define all collectible items and their placement rules]]
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**Collectible Types:**
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- {{collectible_1}}: {{value_and_purpose}}
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- {{collectible_2}}: {{value_and_purpose}}
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**Placement Guidelines:**
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- Mandatory collectibles: {{placement_rules}}
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- Optional collectibles: {{placement_rules}}
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- Secret collectibles: {{placement_rules}}
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**Reward Distribution:**
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- Easy to find: {{percentage}}%
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- Moderate challenge: {{percentage}}%
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- High skill required: {{percentage}}%
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@@ -177,15 +191,18 @@ Difficulty
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[[LLM: Define how enemies should be placed and balanced in levels]]
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**Enemy Categories:**
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- {{enemy_type_1}}: {{behavior_and_usage}}
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- {{enemy_type_2}}: {{behavior_and_usage}}
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**Placement Principles:**
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- Introduction encounters: {{guideline}}
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- Standard encounters: {{guideline}}
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- Challenge encounters: {{guideline}}
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**Difficulty Scaling:**
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- Enemy count progression: {{scaling_rule}}
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- Enemy type introduction: {{pacing_rule}}
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- Encounter complexity: {{complexity_rule}}
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@@ -197,12 +214,14 @@ Difficulty
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### Level Layout Principles
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**Spatial Design:**
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||||
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- Grid size: {{grid_dimensions}}
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- Minimum path width: {{width_units}}
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- Maximum vertical distance: {{height_units}}
|
||||
- Safe zones placement: {{safety_guidelines}}
|
||||
|
||||
**Navigation Design:**
|
||||
|
||||
- Clear path indication: {{visual_cues}}
|
||||
- Landmark placement: {{landmark_rules}}
|
||||
- Dead end avoidance: {{dead_end_policy}}
|
||||
@@ -213,11 +232,13 @@ Difficulty
|
||||
[[LLM: Define how to control the rhythm and pace of gameplay within levels]]
|
||||
|
||||
**Action Sequences:**
|
||||
|
||||
- High intensity duration: {{max_duration}}
|
||||
- Rest period requirement: {{min_rest_time}}
|
||||
- Intensity variation: {{pacing_pattern}}
|
||||
|
||||
**Learning Sequences:**
|
||||
|
||||
- New mechanic introduction: {{teaching_method}}
|
||||
- Practice opportunity: {{practice_duration}}
|
||||
- Skill application: {{application_context}}
|
||||
@@ -227,12 +248,14 @@ Difficulty
|
||||
[[LLM: Define how to create appropriate challenges for each level type]]
|
||||
|
||||
**Challenge Types:**
|
||||
|
||||
- Execution challenges: {{skill_requirements}}
|
||||
- Puzzle challenges: {{complexity_guidelines}}
|
||||
- Time challenges: {{time_pressure_rules}}
|
||||
- Resource challenges: {{resource_management}}
|
||||
|
||||
**Difficulty Calibration:**
|
||||
|
||||
- Skill check frequency: {{frequency_guidelines}}
|
||||
- Failure recovery: {{retry_mechanics}}
|
||||
- Hint system integration: {{help_system}}
|
||||
@@ -246,11 +269,13 @@ Difficulty
|
||||
[[LLM: Define how level data should be structured for implementation]]
|
||||
|
||||
**Level File Format:**
|
||||
|
||||
- Data format: {{json|yaml|custom}}
|
||||
- File naming: `level_{{world}}_{{number}}.{{extension}}`
|
||||
- Data organization: {{structure_description}}
|
||||
|
||||
**Required Data Fields:**
|
||||
|
||||
```json
|
||||
{
|
||||
"levelId": "{{unique_identifier}}",
|
||||
@@ -282,12 +307,14 @@ Difficulty
|
||||
[[LLM: Define how level assets are organized and loaded]]
|
||||
|
||||
**Tilemap Requirements:**
|
||||
|
||||
- Tile size: {{tile_dimensions}}px
|
||||
- Tileset organization: {{tileset_structure}}
|
||||
- Layer organization: {{layer_system}}
|
||||
- Collision data: {{collision_format}}
|
||||
|
||||
**Audio Integration:**
|
||||
|
||||
- Background music: {{music_requirements}}
|
||||
- Ambient sounds: {{ambient_system}}
|
||||
- Dynamic audio: {{dynamic_audio_rules}}
|
||||
@@ -297,16 +324,19 @@ Difficulty
|
||||
[[LLM: Define performance requirements for level systems]]
|
||||
|
||||
**Entity Limits:**
|
||||
|
||||
- Maximum active entities: {{entity_limit}}
|
||||
- Maximum particles: {{particle_limit}}
|
||||
- Maximum audio sources: {{audio_limit}}
|
||||
|
||||
**Memory Management:**
|
||||
|
||||
- Texture memory budget: {{texture_memory}}MB
|
||||
- Audio memory budget: {{audio_memory}}MB
|
||||
- Level loading time: <{{load_time}}s
|
||||
|
||||
**Culling and LOD:**
|
||||
|
||||
- Off-screen culling: {{culling_distance}}
|
||||
- Level-of-detail rules: {{lod_system}}
|
||||
- Asset streaming: {{streaming_requirements}}
|
||||
@@ -318,11 +348,13 @@ Difficulty
|
||||
### Automated Testing
|
||||
|
||||
**Performance Testing:**
|
||||
|
||||
- Frame rate validation: Maintain {{fps_target}} FPS
|
||||
- Memory usage monitoring: Stay under {{memory_limit}}MB
|
||||
- Loading time verification: Complete in <{{load_time}}s
|
||||
|
||||
**Gameplay Testing:**
|
||||
|
||||
- Completion path validation: All objectives achievable
|
||||
- Collectible accessibility: All items reachable
|
||||
- Softlock prevention: No unwinnable states
|
||||
@@ -330,6 +362,7 @@ Difficulty
|
||||
### Manual Testing Protocol
|
||||
|
||||
**Playtesting Checklist:**
|
||||
|
||||
- [ ] Level completes within target time range
|
||||
- [ ] All mechanics function correctly
|
||||
- [ ] Difficulty feels appropriate for level category
|
||||
@@ -337,6 +370,7 @@ Difficulty
|
||||
- [ ] No exploits or sequence breaks (unless intended)
|
||||
|
||||
**Player Experience Testing:**
|
||||
|
||||
- [ ] Tutorial levels teach effectively
|
||||
- [ ] Challenge feels fair and rewarding
|
||||
- [ ] Flow and pacing maintain engagement
|
||||
@@ -345,12 +379,14 @@ Difficulty
|
||||
### Balance Validation
|
||||
|
||||
**Metrics Collection:**
|
||||
|
||||
- Completion rate: Target {{completion_percentage}}%
|
||||
- Average completion time: {{target_time}} ± {{variance}}
|
||||
- Death count per level: <{{max_deaths}}
|
||||
- Collectible discovery rate: {{discovery_percentage}}%
|
||||
|
||||
**Iteration Guidelines:**
|
||||
|
||||
- Adjustment criteria: {{criteria_for_changes}}
|
||||
- Testing sample size: {{minimum_testers}}
|
||||
- Validation period: {{testing_duration}}
|
||||
@@ -362,12 +398,14 @@ Difficulty
|
||||
### Design Phase
|
||||
|
||||
**Concept Development:**
|
||||
|
||||
1. Define level purpose and goals
|
||||
2. Create rough layout sketch
|
||||
3. Identify key mechanics and challenges
|
||||
4. Estimate difficulty and duration
|
||||
|
||||
**Documentation Requirements:**
|
||||
|
||||
- Level design brief
|
||||
- Layout diagrams
|
||||
- Mechanic integration notes
|
||||
@@ -376,6 +414,7 @@ Difficulty
|
||||
### Implementation Phase
|
||||
|
||||
**Technical Implementation:**
|
||||
|
||||
1. Create level data file
|
||||
2. Build tilemap and layout
|
||||
3. Place entities and objects
|
||||
@@ -383,6 +422,7 @@ Difficulty
|
||||
5. Integrate audio and visual effects
|
||||
|
||||
**Quality Assurance:**
|
||||
|
||||
1. Automated testing execution
|
||||
2. Internal playtesting
|
||||
3. Performance validation
|
||||
@@ -391,12 +431,14 @@ Difficulty
|
||||
### Integration Phase
|
||||
|
||||
**Game Integration:**
|
||||
|
||||
1. Level progression integration
|
||||
2. Save system compatibility
|
||||
3. Analytics integration
|
||||
4. Achievement system integration
|
||||
|
||||
**Final Validation:**
|
||||
|
||||
1. Full game context testing
|
||||
2. Performance regression testing
|
||||
3. Platform compatibility verification
|
||||
@@ -407,19 +449,22 @@ Difficulty
|
||||
[[LLM: Define how to measure level design success]]
|
||||
|
||||
**Player Engagement:**
|
||||
|
||||
- Level completion rate: {{target_rate}}%
|
||||
- Replay rate: {{replay_target}}%
|
||||
- Time spent per level: {{engagement_time}}
|
||||
- Player satisfaction scores: {{satisfaction_target}}/10
|
||||
|
||||
**Technical Performance:**
|
||||
|
||||
- Frame rate consistency: {{fps_consistency}}%
|
||||
- Loading time compliance: {{load_compliance}}%
|
||||
- Memory usage efficiency: {{memory_efficiency}}%
|
||||
- Crash rate: <{{crash_threshold}}%
|
||||
|
||||
**Design Quality:**
|
||||
|
||||
- Difficulty curve adherence: {{curve_accuracy}}
|
||||
- Mechanic integration effectiveness: {{integration_score}}
|
||||
- Player guidance clarity: {{guidance_score}}
|
||||
- Content accessibility: {{accessibility_rate}}%
|
||||
- Content accessibility: {{accessibility_rate}}%
|
||||
|
||||
Reference in New Issue
Block a user