fix: dist bundles updated
This commit is contained in:
@@ -288,6 +288,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
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1. **Establish Game Context**
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- Understand the game genre or opportunity area
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- Identify target audience and platform constraints
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- Determine session goals (concept exploration vs. mechanic refinement)
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@@ -443,26 +444,31 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
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**For Initial Game Concepts:**
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- What If Game Scenarios
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- Cross-Genre Fusion
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- Emotion-First Design
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**For Stuck/Blocked Creativity:**
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- Player Motivation Reversal
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- Constraint-Based Creativity
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- Genre Expectation Subversion
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**For Mechanic Development:**
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- SCAMPER for Game Mechanics
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- Core Loop Deconstruction
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- Player Agency Spectrum
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**For Player Experience:**
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- Player Archetype Brainstorming
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- Emotion-First Design
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- Accessibility-First Innovation
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**For World Building:**
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- Environmental Storytelling
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- Player-Generated Narrative
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- Platform-Specific Design
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@@ -472,16 +478,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
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1. **Inspiration Phase** (10-15 min)
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- Reference existing games and mechanics
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- Explore player experiences and emotions
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- Gather visual and thematic inspiration
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2. **Divergent Exploration** (25-35 min)
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- Generate many game concepts or mechanics
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- Use expansion and fusion techniques
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- Encourage wild and impossible ideas
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3. **Player-Centered Filtering** (15-20 min)
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- Consider target audience reactions
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- Evaluate emotional impact and engagement
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- Group ideas by player experience goals
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@@ -496,6 +505,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Present brainstorming results in a format useful for game development.]]
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**Session Summary:**
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- Techniques used and focus areas
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- Total concepts/mechanics generated
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- Key themes and patterns identified
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@@ -511,21 +521,25 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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**Development Readiness:**
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**Prototype-Ready Ideas:**
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- Ideas that can be tested immediately
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- Minimum viable implementations
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- Quick validation approaches
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**Research-Required Ideas:**
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- Concepts needing technical investigation
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- Player testing and market research needs
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- Competitive analysis requirements
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**Future Innovation Pipeline:**
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- Ideas requiring significant development
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- Technology-dependent concepts
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- Market timing considerations
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**Next Steps:**
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- Which concepts to prototype first
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- Recommended research areas
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- Suggested playtesting approaches
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@@ -534,24 +548,28 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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## Game Design Specific Considerations
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### Platform and Audience Awareness
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- Always consider target platform limitations and advantages
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- Keep target audience preferences and expectations in mind
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- Balance innovation with familiar game design patterns
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- Consider monetization and business model implications
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### Rapid Prototyping Mindset
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- Focus on ideas that can be quickly tested
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- Emphasize core mechanics over complex features
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- Design for iteration and player feedback
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- Consider digital and paper prototyping approaches
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### Player Psychology Integration
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- Understand motivation and engagement drivers
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- Consider learning curves and skill development
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- Design for different play session lengths
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- Balance challenge and reward appropriately
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### Technical Feasibility
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- Keep development resources and timeline in mind
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- Consider art and audio asset requirements
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- Think about performance and optimization needs
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@@ -979,6 +997,7 @@ This elicitation task is specifically designed for game development and should b
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- **Platform Considerations**: When adapting designs for different devices and input methods
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The questions and perspectives offered should always consider:
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- Player psychology and motivation
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- Technical feasibility with Phaser 3 and TypeScript
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- Performance implications for 60 FPS targets
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@@ -1042,6 +1061,7 @@ 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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@@ -1052,10 +1072,12 @@ 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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@@ -1076,6 +1098,7 @@ 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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@@ -1088,8 +1111,8 @@ 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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@@ -1102,6 +1125,7 @@ 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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@@ -1121,9 +1145,9 @@ 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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@@ -1143,6 +1167,7 @@ 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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@@ -1169,11 +1194,13 @@ 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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@@ -1183,12 +1210,14 @@ 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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@@ -1200,6 +1229,7 @@ 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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@@ -1208,6 +1238,7 @@ 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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@@ -1219,6 +1250,7 @@ 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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@@ -1231,12 +1263,14 @@ 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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@@ -1244,11 +1278,13 @@ 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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@@ -1256,11 +1292,13 @@ 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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@@ -1270,12 +1308,14 @@ 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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@@ -1366,19 +1406,23 @@ 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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@@ -1399,6 +1443,7 @@ 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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@@ -1408,7 +1453,8 @@ 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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@@ -1418,9 +1464,10 @@ Difficulty
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|/ /
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+-----------> Level Number
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Tutorial Early Mid Late
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```text
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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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@@ -1431,6 +1478,7 @@ 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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@@ -1445,14 +1493,17 @@ 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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@@ -1461,15 +1512,18 @@ Difficulty
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[[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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@@ -1479,15 +1533,18 @@ 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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@@ -1499,12 +1556,14 @@ Difficulty
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### Level Layout Principles
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**Spatial Design:**
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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}}
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- Safe zones placement: {{safety_guidelines}}
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**Navigation Design:**
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- Clear path indication: {{visual_cues}}
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- Landmark placement: {{landmark_rules}}
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- Dead end avoidance: {{dead_end_policy}}
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@@ -1515,11 +1574,13 @@ Difficulty
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[[LLM: Define how to control the rhythm and pace of gameplay within levels]]
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**Action Sequences:**
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- High intensity duration: {{max_duration}}
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- Rest period requirement: {{min_rest_time}}
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- Intensity variation: {{pacing_pattern}}
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**Learning Sequences:**
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- New mechanic introduction: {{teaching_method}}
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- Practice opportunity: {{practice_duration}}
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- Skill application: {{application_context}}
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@@ -1529,12 +1590,14 @@ Difficulty
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[[LLM: Define how to create appropriate challenges for each level type]]
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**Challenge Types:**
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||||
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- Execution challenges: {{skill_requirements}}
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- Puzzle challenges: {{complexity_guidelines}}
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- Time challenges: {{time_pressure_rules}}
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- Resource challenges: {{resource_management}}
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**Difficulty Calibration:**
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- Skill check frequency: {{frequency_guidelines}}
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- Failure recovery: {{retry_mechanics}}
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- Hint system integration: {{help_system}}
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@@ -1548,11 +1611,13 @@ Difficulty
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[[LLM: Define how level data should be structured for implementation]]
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**Level File Format:**
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- Data format: {{json|yaml|custom}}
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- File naming: `level_{{world}}_{{number}}.{{extension}}`
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- Data organization: {{structure_description}}
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**Required Data Fields:**
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||||
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||||
```json
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{
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"levelId": "{{unique_identifier}}",
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@@ -1584,12 +1649,14 @@ Difficulty
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[[LLM: Define how level assets are organized and loaded]]
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**Tilemap Requirements:**
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||||
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- Tile size: {{tile_dimensions}}px
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- Tileset organization: {{tileset_structure}}
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- Layer organization: {{layer_system}}
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- Collision data: {{collision_format}}
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**Audio Integration:**
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||||
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- Background music: {{music_requirements}}
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||||
- Ambient sounds: {{ambient_system}}
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||||
- Dynamic audio: {{dynamic_audio_rules}}
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||||
@@ -1599,16 +1666,19 @@ Difficulty
|
||||
[[LLM: Define performance requirements for level systems]]
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||||
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**Entity Limits:**
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||||
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||||
- Maximum active entities: {{entity_limit}}
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||||
- Maximum particles: {{particle_limit}}
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||||
- Maximum audio sources: {{audio_limit}}
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||||
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||||
**Memory Management:**
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||||
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||||
- Texture memory budget: {{texture_memory}}MB
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||||
- Audio memory budget: {{audio_memory}}MB
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||||
- Level loading time: <{{load_time}}s
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||||
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||||
**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
|
||||
|
||||
Reference in New Issue
Block a user