fix: dist bundles updated

This commit is contained in:
Brian Madison
2025-06-19 17:12:38 -05:00
parent bbcc30ac29
commit d9a989dbe5
17 changed files with 761 additions and 386 deletions

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@@ -288,6 +288,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
1. **Establish Game Context**
- Understand the game genre or opportunity area
- Identify target audience and platform constraints
- Determine session goals (concept exploration vs. mechanic refinement)
@@ -443,26 +444,31 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
**For Initial Game Concepts:**
- What If Game Scenarios
- Cross-Genre Fusion
- Emotion-First Design
**For Stuck/Blocked Creativity:**
- Player Motivation Reversal
- Constraint-Based Creativity
- Genre Expectation Subversion
**For Mechanic Development:**
- SCAMPER for Game Mechanics
- Core Loop Deconstruction
- Player Agency Spectrum
**For Player Experience:**
- Player Archetype Brainstorming
- Emotion-First Design
- Accessibility-First Innovation
**For World Building:**
- Environmental Storytelling
- Player-Generated Narrative
- Platform-Specific Design
@@ -472,16 +478,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
1. **Inspiration Phase** (10-15 min)
- Reference existing games and mechanics
- Explore player experiences and emotions
- Gather visual and thematic inspiration
2. **Divergent Exploration** (25-35 min)
- Generate many game concepts or mechanics
- Use expansion and fusion techniques
- Encourage wild and impossible ideas
3. **Player-Centered Filtering** (15-20 min)
- Consider target audience reactions
- Evaluate emotional impact and engagement
- Group ideas by player experience goals
@@ -496,6 +505,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Present brainstorming results in a format useful for game development.]]
**Session Summary:**
- Techniques used and focus areas
- Total concepts/mechanics generated
- Key themes and patterns identified
@@ -511,21 +521,25 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
**Development Readiness:**
**Prototype-Ready Ideas:**
- Ideas that can be tested immediately
- Minimum viable implementations
- Quick validation approaches
**Research-Required Ideas:**
- Concepts needing technical investigation
- Player testing and market research needs
- Competitive analysis requirements
**Future Innovation Pipeline:**
- Ideas requiring significant development
- Technology-dependent concepts
- Market timing considerations
**Next Steps:**
- Which concepts to prototype first
- Recommended research areas
- Suggested playtesting approaches
@@ -534,24 +548,28 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
## Game Design Specific Considerations
### Platform and Audience Awareness
- Always consider target platform limitations and advantages
- Keep target audience preferences and expectations in mind
- Balance innovation with familiar game design patterns
- Consider monetization and business model implications
### Rapid Prototyping Mindset
- Focus on ideas that can be quickly tested
- Emphasize core mechanics over complex features
- Design for iteration and player feedback
- Consider digital and paper prototyping approaches
### Player Psychology Integration
- Understand motivation and engagement drivers
- Consider learning curves and skill development
- Design for different play session lengths
- Balance challenge and reward appropriately
### Technical Feasibility
- Keep development resources and timeline in mind
- Consider art and audio asset requirements
- Think about performance and optimization needs
@@ -979,6 +997,7 @@ This elicitation task is specifically designed for game development and should b
- **Platform Considerations**: When adapting designs for different devices and input methods
The questions and perspectives offered should always consider:
- Player psychology and motivation
- Technical feasibility with Phaser 3 and TypeScript
- Performance implications for 60 FPS targets
@@ -1042,6 +1061,7 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
@@ -1052,10 +1072,12 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Clearly define success and failure states]]
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
@@ -1076,6 +1098,7 @@ If available, review any provided documents or ask if any are optionally availab
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
@@ -1088,8 +1111,8 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define all input methods for different platforms]]
| Action | Desktop | Mobile | Gamepad |
|--------|---------|--------|---------|
| Action | Desktop | Mobile | Gamepad |
| ------------ | ------- | ----------- | ---------- |
| {{action_1}} | {{key}} | {{gesture}} | {{button}} |
| {{action_2}} | {{key}} | {{gesture}} | {{button}} |
@@ -1102,6 +1125,7 @@ If available, review any provided documents or ask if any are optionally availab
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
@@ -1121,9 +1145,9 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define any in-game currencies, resources, or collectibles]]
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
|----------|-----------|------------|---------|-----|
| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------------- | --------- | ---------- | ------- | ------- |
| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
^^/CONDITION: has_economy^^
@@ -1143,6 +1167,7 @@ If available, review any provided documents or ask if any are optionally availab
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
@@ -1169,11 +1194,13 @@ If available, review any provided documents or ask if any are optionally availab
### Platform Specific
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
@@ -1183,12 +1210,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define asset specifications for the art and audio teams]]
**Visual Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
@@ -1200,6 +1229,7 @@ If available, review any provided documents or ask if any are optionally availab
### Engine Configuration
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
@@ -1208,6 +1238,7 @@ If available, review any provided documents or ask if any are optionally availab
### Code Architecture
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
@@ -1219,6 +1250,7 @@ If available, review any provided documents or ask if any are optionally availab
### Data Management
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
@@ -1231,12 +1263,14 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 1: Core Systems ({{duration}})
**Epic: Foundation**
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
**Epic: Core Mechanics**
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
@@ -1244,11 +1278,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 2: Gameplay Features ({{duration}})
**Epic: Game Systems**
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
**Epic: Content Creation**
- Level loading system
- First playable levels
- Basic UI implementation
@@ -1256,11 +1292,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 3: Polish & Optimization ({{duration}})
**Epic: Performance**
- Optimization and profiling
- Mobile platform testing
- Memory management
**Epic: User Experience**
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
@@ -1270,12 +1308,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define measurable goals for the game]]
**Technical Metrics:**
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
**Gameplay Metrics:**
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
@@ -1366,19 +1406,23 @@ This framework ensures consistency across all levels while providing flexibility
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
@@ -1399,6 +1443,7 @@ This framework ensures consistency across all levels while providing flexibility
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -1408,7 +1453,8 @@ This framework ensures consistency across all levels while providing flexibility
[[LLM: Define how challenge increases across the game]]
**Progression Curve:**
```text
````text
Difficulty
^ ___/```
| /
@@ -1418,9 +1464,10 @@ Difficulty
|/ /
+-----------> Level Number
Tutorial Early Mid Late
```text
````
**Scaling Parameters:**
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
@@ -1431,6 +1478,7 @@ Difficulty
[[LLM: Define how players access new levels]]
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
@@ -1445,14 +1493,17 @@ Difficulty
[[LLM: Define all environmental components that can be used in levels]]
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
@@ -1461,15 +1512,18 @@ Difficulty
[[LLM: Define all collectible items and their placement rules]]
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
@@ -1479,15 +1533,18 @@ Difficulty
[[LLM: Define how enemies should be placed and balanced in levels]]
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
@@ -1499,12 +1556,14 @@ Difficulty
### Level Layout Principles
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
@@ -1515,11 +1574,13 @@ 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}}
@@ -1529,12 +1590,14 @@ 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}}
@@ -1548,11 +1611,13 @@ 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}}",
@@ -1584,12 +1649,14 @@ 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}}
@@ -1599,16 +1666,19 @@ 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}}
@@ -1620,11 +1690,13 @@ 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
@@ -1632,6 +1704,7 @@ Difficulty
### Manual Testing Protocol
**Playtesting Checklist:**
- [ ] Level completes within target time range
- [ ] All mechanics function correctly
- [ ] Difficulty feels appropriate for level category
@@ -1639,6 +1712,7 @@ 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
@@ -1647,12 +1721,14 @@ 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}}
@@ -1664,12 +1740,14 @@ 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
@@ -1678,6 +1756,7 @@ Difficulty
### Implementation Phase
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
@@ -1685,6 +1764,7 @@ Difficulty
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
@@ -1693,12 +1773,14 @@ 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
@@ -1709,18 +1791,21 @@ 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}}
@@ -1790,11 +1875,13 @@ This brief is typically created early in the ideation process, often after brain
[[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
**Core Mechanic 1: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
**Core Mechanic 2: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
@@ -1821,10 +1908,12 @@ This brief is typically created early in the ideation process, often after brain
### Technical Constraints
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
@@ -1855,6 +1944,7 @@ This brief is typically created early in the ideation process, often after brain
### Inspiration Games
**Primary References:**
1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
@@ -1862,6 +1952,7 @@ This brief is typically created early in the ideation process, often after brain
### Competitive Analysis
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
@@ -1887,13 +1978,16 @@ This brief is typically created early in the ideation process, often after brain
### Content Categories
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
### Difficulty and Accessibility
@@ -1931,23 +2025,23 @@ This brief is typically created early in the ideation process, often after brain
### Technical Risks
| Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------|
| {{technical_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
| {{technical_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
| Risk | Probability | Impact | Mitigation Strategy |
| -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Design Risks
| Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------|
| {{design_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
| {{design_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
| Risk | Probability | Impact | Mitigation Strategy |
| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Market Risks
| Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------|
| {{market_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
| Risk | Probability | Impact | Mitigation Strategy |
| ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
## Success Criteria
@@ -1956,11 +2050,13 @@ This brief is typically created early in the ideation process, often after brain
### Player Experience Metrics
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
@@ -1968,11 +2064,13 @@ This brief is typically created early in the ideation process, often after brain
### Development Metrics
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
@@ -1982,6 +2080,7 @@ This brief is typically created early in the ideation process, often after brain
### Business Metrics
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
@@ -2001,16 +2100,19 @@ This brief is typically created early in the ideation process, often after brain
### Development Roadmap
**Phase 1: Pre-Production** ({{duration}})
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
**Phase 2: Prototype** ({{duration}})
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
**Phase 3: Production** ({{duration}})
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
@@ -2018,6 +2120,7 @@ This brief is typically created early in the ideation process, often after brain
### Documentation Pipeline
**Required Documents:**
1. Game Design Document (GDD) - {{target_completion}}
2. Technical Architecture Document - {{target_completion}}
3. Art Style Guide - {{target_completion}}
@@ -2026,10 +2129,12 @@ This brief is typically created early in the ideation process, often after brain
### Validation Plan
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
@@ -2061,6 +2166,7 @@ This brief is typically created early in the ideation process, often after brain
## Document Completeness
### Executive Summary
- [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
- [ ] **Target Audience** - Primary and secondary audiences defined with demographics
- [ ] **Platform Requirements** - Technical platforms and requirements specified
@@ -2068,6 +2174,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed
### Game Design Foundation
- [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
- [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
- [ ] **Win/Loss Conditions** - Clear victory and failure states defined
@@ -2077,6 +2184,7 @@ This brief is typically created early in the ideation process, often after brain
## Gameplay Mechanics
### Core Mechanics Documentation
- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
- [ ] **Mechanic Integration** - How mechanics work together is clear
- [ ] **Player Input** - All input methods specified for each platform
@@ -2084,6 +2192,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Performance Impact** - Performance considerations for each mechanic noted
### Controls and Interaction
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
- [ ] **Input Responsiveness** - Requirements for responsive game feel specified
- [ ] **Accessibility Options** - Control customization and accessibility considered
@@ -2093,6 +2202,7 @@ This brief is typically created early in the ideation process, often after brain
## Progression and Balance
### Player Progression
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
- [ ] **Key Milestones** - Major progression points documented
- [ ] **Unlock System** - What players unlock and when is specified
@@ -2100,6 +2210,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Player Agency** - Meaningful player choices and consequences defined
### Game Balance
- [ ] **Balance Parameters** - Numeric values for key game systems provided
- [ ] **Difficulty Curve** - Appropriate challenge progression designed
- [ ] **Economy Design** - Resource systems balanced for engagement
@@ -2109,6 +2220,7 @@ This brief is typically created early in the ideation process, often after brain
## Level Design Framework
### Level Structure
- [ ] **Level Types** - Different level categories defined with purposes
- [ ] **Level Progression** - How players move through levels specified
- [ ] **Duration Targets** - Expected play time for each level type
@@ -2116,6 +2228,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Replay Value** - Elements that encourage repeated play designed
### Content Guidelines
- [ ] **Level Creation Rules** - Clear guidelines for level designers
- [ ] **Mechanic Introduction** - How new mechanics are taught in levels
- [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
@@ -2125,6 +2238,7 @@ This brief is typically created early in the ideation process, often after brain
## Technical Implementation Readiness
### Performance Requirements
- [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content
@@ -2132,6 +2246,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Scalability Plan** - How performance scales across different devices
### Platform Specifications
- [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
- [ ] **Mobile Optimization** - iOS and Android specific requirements
- [ ] **Browser Compatibility** - Supported browsers and versions listed
@@ -2139,6 +2254,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Update Strategy** - Plan for post-launch updates and patches
### Asset Requirements
- [ ] **Art Style Definition** - Clear visual style with reference materials
- [ ] **Asset Specifications** - Technical requirements for all asset types
- [ ] **Audio Requirements** - Music and sound effect specifications
@@ -2148,6 +2264,7 @@ This brief is typically created early in the ideation process, often after brain
## Development Planning
### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented
@@ -2155,6 +2272,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Milestone Planning** - Key deliverables and deadlines established
### Team Requirements
- [ ] **Role Definitions** - Required team roles and responsibilities
- [ ] **Skill Requirements** - Technical skills needed for implementation
- [ ] **Resource Allocation** - Time and effort estimates for major features
@@ -2164,6 +2282,7 @@ This brief is typically created early in the ideation process, often after brain
## Quality Assurance
### Success Metrics
- [ ] **Technical Metrics** - Measurable technical performance goals
- [ ] **Gameplay Metrics** - Player engagement and retention targets
- [ ] **Quality Benchmarks** - Standards for bug rates and polish level
@@ -2171,6 +2290,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Business Objectives** - Commercial or project success criteria
### Testing Strategy
- [ ] **Playtesting Plan** - How and when player feedback will be gathered
- [ ] **Technical Testing** - Performance and compatibility testing approach
- [ ] **Balance Validation** - Methods for confirming game balance
@@ -2180,6 +2300,7 @@ This brief is typically created early in the ideation process, often after brain
## Documentation Quality
### Clarity and Completeness
- [ ] **Clear Writing** - All sections are well-written and understandable
- [ ] **Complete Coverage** - No major game systems left undefined
- [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
@@ -2187,6 +2308,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Reference Materials** - Links to inspiration, research, and additional resources
### Maintainability
- [ ] **Version Control** - Change log established for tracking revisions
- [ ] **Update Process** - Plan for maintaining document during development
- [ ] **Team Access** - All team members can access and reference the document
@@ -2196,6 +2318,7 @@ This brief is typically created early in the ideation process, often after brain
## Stakeholder Alignment
### Team Understanding
- [ ] **Shared Vision** - All team members understand and agree with the game vision
- [ ] **Role Clarity** - Each team member understands their contribution
- [ ] **Decision Framework** - Process for making design decisions during development
@@ -2203,6 +2326,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Communication Channels** - Regular meetings and feedback sessions planned
### External Validation
- [ ] **Market Validation** - Competitive analysis and market fit assessment
- [ ] **Technical Validation** - Feasibility confirmed with technical team
- [ ] **Resource Validation** - Required resources available and committed
@@ -2212,6 +2336,7 @@ This brief is typically created early in the ideation process, often after brain
## Final Readiness Assessment
### Implementation Preparedness
- [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
- [ ] **Architecture Alignment** - Game design aligns with technical capabilities
- [ ] **Asset Production** - Asset requirements enable art and audio production
@@ -2219,6 +2344,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Quality Assurance** - Testing and validation processes established
### Document Approval
- [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
- [ ] **Technical Review Complete** - Technical feasibility confirmed
- [ ] **Business Review Complete** - Project scope and goals approved