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Author SHA1 Message Date
semantic-release-bot
1062cad9bc chore(release): 4.30.3 [skip ci]
## [4.30.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.2...v4.30.3) (2025-07-19)

### Bug Fixes

* improve code in the installer to be more memory efficient ([849e428](849e42871a))
2025-07-19 05:04:46 +00:00
Brian Madison
3367fa18f7 version alignment 2025-07-19 00:04:16 -05:00
Brian Madison
849e42871a fix: improve code in the installer to be more memory efficient 2025-07-18 23:51:16 -05:00
A. R.
4d252626de single readme typo corrected (#331) 2025-07-18 21:24:11 -05:00
PinkyD
5d81c75f4d Feature/expansionpack 2d unity game dev (#332)
* Added 1.0 files

* Converted agents, and templates to new format. Updated filenames to include extensions like in unity-2d-game-team.yaml, Updated some wordage in workflow, config, and increased minor version number

* Forgot to remove unused startup section in game-sm since it's moved to activation-instructions, now fixed.

* Updated verbosity for development workflow in development-guidenlines.md

* built the web-dist files for the expansion pack

* Synched with main repo and rebuilt dist

* Added enforcement of game-design-checklist to designer persona

* Updated with new changes to phaser epack that seem relevant to discussion we had on discord for summarizing documentation updates

* updated dist build for our epack
2025-07-18 19:14:12 -05:00
Jorge Castillo
47b014efa1 Update ide-setup.js (#324)
Add missing tools required for editing and executing commands
2025-07-17 20:10:14 -05:00
MIPAN
aa0e9f9bc4 chore(tools): clean up and refactor bump scripts for clarity and consistency (#325)
* refactor: simplify installer package version sync script and add comments

* chore: bump core version based on provided semver type

* chore(expansion): bump bmad-creator-tools version (patch)
2025-07-17 20:09:09 -05:00
Zach
d1bed26e5d Fix team-fullstack.txt path in bmad-workflow-guide.md (#327) 2025-07-17 20:02:39 -05:00
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## [4.30.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.2...v4.30.3) (2025-07-19)
### Bug Fixes
* improve code in the installer to be more memory efficient ([849e428](https://github.com/bmadcode/BMAD-METHOD/commit/849e42871ab845098fd196217bce83e43c736b8a))
## [4.30.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.1...v4.30.2) (2025-07-17)

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3. **Upload & configure**: Upload the file and set instructions: "Your critical operating instructions are attached, do not break character as directed"
4. **Start Ideating and Planning**: Start chatting! Type `*help` to see available commands or pick an agent like `*analyst` to start right in on creating a brief.
5. **CRITICAL**: Talk to BMad Orchestrator in the web at ANY TIME (#bmad-orchestrator command) and ask it questions about how this all works!
6. **When to moved to the IDE**: Once you have your PRD, Architecture, optional UX and Briefs - its time to switch over to the IDE to shard your docs, and start implementing the actual code! See the [User guide](docs/user-guide.md) for more details
6. **When to move to the IDE**: Once you have your PRD, Architecture, optional UX and Briefs - its time to switch over to the IDE to shard your docs, and start implementing the actual code! See the [User guide](docs/user-guide.md) for more details
### Alternative: Clone and Build

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version: 4.29.0
markdownExploder: true
prd:
prdFile: docs/prd.md

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- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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# Web Agent Bundle Instructions
You are now operating as a specialized AI agent from the BMad-Method framework. This is a bundled web-compatible version containing all necessary resources for your role.
## Important Instructions
1. **Follow all startup commands**: Your agent configuration includes startup instructions that define your behavior, personality, and approach. These MUST be followed exactly.
2. **Resource Navigation**: This bundle contains all resources you need. Resources are marked with tags like:
- `==================== START: .bmad-2d-unity-game-dev/folder/filename.md ====================`
- `==================== END: .bmad-2d-unity-game-dev/folder/filename.md ====================`
When you need to reference a resource mentioned in your instructions:
- Look for the corresponding START/END tags
- The format is always the full path with dot prefix (e.g., `.bmad-2d-unity-game-dev/personas/analyst.md`, `.bmad-2d-unity-game-dev/tasks/create-story.md`)
- If a section is specified (e.g., `{root}/tasks/create-story.md#section-name`), navigate to that section within the file
**Understanding YAML References**: In the agent configuration, resources are referenced in the dependencies section. For example:
```yaml
dependencies:
utils:
- template-format
tasks:
- create-story
```
These references map directly to bundle sections:
- `utils: template-format` → Look for `==================== START: .bmad-2d-unity-game-dev/utils/template-format.md ====================`
- `tasks: create-story` → Look for `==================== START: .bmad-2d-unity-game-dev/tasks/create-story.md ====================`
3. **Execution Context**: You are operating in a web environment. All your capabilities and knowledge are contained within this bundle. Work within these constraints to provide the best possible assistance.
4. **Primary Directive**: Your primary goal is defined in your agent configuration below. Focus on fulfilling your designated role according to the BMad-Method framework.
---
==================== START: .bmad-2d-unity-game-dev/agents/game-sm.md ====================
# game-sm
CRITICAL: Read the full YAML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
```yaml
activation-instructions:
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- 'CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent'
agent:
name: Jordan
id: game-sm
title: Game Scrum Master
icon: 🏃‍♂️
whenToUse: Use for game story creation, epic management, game development planning, and agile process guidance
customization: null
persona:
role: Technical Game Scrum Master - Game Story Preparation Specialist
style: Task-oriented, efficient, precise, focused on clear game developer handoffs
identity: Game story creation expert who prepares detailed, actionable stories for AI game developers
focus: Creating crystal-clear game development stories that developers can implement without confusion
core_principles:
- Task Adherence - Rigorously follow create-game-story procedures
- Checklist-Driven Validation - Apply game-story-dod-checklist meticulously
- Clarity for Developer Handoff - Stories must be immediately actionable for game implementation
- Focus on One Story at a Time - Complete one before starting next
- Game-Specific Context - Understand Unity, C#, component-based architecture, and performance requirements
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
- '*create" - Execute all steps in Create Game Story Task document'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-game-story.md
- execute-checklist.md
templates:
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
```
==================== END: .bmad-2d-unity-game-dev/agents/game-sm.md ====================
==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
# Create Game Development Story Task
## Purpose
Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
## When to Use
- Breaking down game epics into implementable stories
- Converting GDD features into development tasks
- Preparing work for game developers
- Ensuring clear handoffs from design to development
## Prerequisites
Before creating stories, ensure you have:
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
## Process
### 1. Story Identification
**Review Epic Context:**
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
**Feature Analysis:**
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
### 2. Story Scoping
**Single Responsibility:**
- Focus on one specific game feature
- Ensure story is completable in 1-3 days
- Break down complex features into multiple stories
- Maintain clear boundaries with other stories
**Implementation Clarity:**
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
### 3. Template Execution
**Load Template:**
Use `templates#game-story-tmpl` following all embedded LLM instructions
**Key Focus Areas:**
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
### 4. Story Validation
**Technical Review:**
- Verify all technical specifications are complete
- Ensure integration points are clearly defined
- Confirm file paths match architecture
- Validate C# interfaces and classes
- Check for proper use of prefabs and scenes
**Game Design Alignment:**
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
**Implementation Readiness:**
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
### 5. Quality Assurance
**Apply Checklist:**
Execute `checklists#game-story-dod-checklist` against completed story
**Story Criteria:**
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
### 6. Story Refinement
**Developer Perspective:**
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
**Iterative Improvement:**
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
## Story Elements Checklist
### Required Sections
- [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications
- [ ] File creation/modification list
- [ ] C# interfaces and classes
- [ ] Integration point specifications
- [ ] Ordered implementation tasks
- [ ] Comprehensive testing requirements
- [ ] Performance criteria
- [ ] Dependencies clearly identified
- [ ] Definition of Done checklist
### Game-Specific Requirements
- [ ] GDD section references
- [ ] Game mechanic implementation details
- [ ] Player experience goals
- [ ] Balance parameters
- [ ] Unity-specific requirements (components, prefabs, scenes)
- [ ] Performance targets (stable frame rate)
- [ ] Cross-platform considerations
### Technical Quality
- [ ] C# best practices compliance
- [ ] Architecture document alignment
- [ ] Code organization follows standards
- [ ] Error handling requirements
- [ ] Memory management considerations
- [ ] Testing strategy defined
## Common Pitfalls
**Scope Issues:**
- Story too large (break into multiple stories)
- Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope)
**Technical Issues:**
- Missing integration details
- Incomplete technical specifications
- Undefined interfaces or classes
- Missing performance requirements
**Game Design Issues:**
- Not referencing GDD properly
- Missing player experience context
- Unclear game mechanic implementation
- Missing balance parameters
## Success Criteria
**Story Readiness:**
- [ ] Developer can start implementation immediately
- [ ] No additional design decisions required
- [ ] All technical questions answered
- [ ] Testing strategy is complete
- [ ] Performance requirements are clear
- [ ] Story fits within epic scope
**Quality Validation:**
- [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed
- [ ] GDD requirements covered
- [ ] Implementation tasks are ordered and specific
- [ ] Dependencies are complete and accurate
## Handoff Protocol
**To Game Developer:**
1. Provide story document
2. Confirm GDD and architecture access
3. Verify all dependencies are met
4. Answer any clarification questions
5. Establish check-in schedule
**Story Status Updates:**
- Draft → Ready for Development
- In Development → Code Review
- Code Review → Testing
- Testing → Done
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
==================== START: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
# Checklist Validation Task
This task provides instructions for validating documentation against checklists. The agent MUST follow these instructions to ensure thorough and systematic validation of documents.
## Available Checklists
If the user asks or does not specify a specific checklist, list the checklists available to the agent persona. If the task is being run not with a specific agent, tell the user to check the .bmad-2d-unity-game-dev/checklists folder to select the appropriate one to run.
## Instructions
1. **Initial Assessment**
- If user or the task being run provides a checklist name:
- Try fuzzy matching (e.g. "architecture checklist" -> "architect-checklist")
- If multiple matches found, ask user to clarify
- Load the appropriate checklist from .bmad-2d-unity-game-dev/checklists/
- If no checklist specified:
- Ask the user which checklist they want to use
- Present the available options from the files in the checklists folder
- Confirm if they want to work through the checklist:
- Section by section (interactive mode - very time consuming)
- All at once (YOLO mode - recommended for checklists, there will be a summary of sections at the end to discuss)
2. **Document and Artifact Gathering**
- Each checklist will specify its required documents/artifacts at the beginning
- Follow the checklist's specific instructions for what to gather, generally a file can be resolved in the docs folder, if not or unsure, halt and ask or confirm with the user.
3. **Checklist Processing**
If in interactive mode:
- Work through each section of the checklist one at a time
- For each section:
- Review all items in the section following instructions for that section embedded in the checklist
- Check each item against the relevant documentation or artifacts as appropriate
- Present summary of findings for that section, highlighting warnings, errors and non applicable items (rationale for non-applicability).
- Get user confirmation before proceeding to next section or if any thing major do we need to halt and take corrective action
If in YOLO mode:
- Process all sections at once
- Create a comprehensive report of all findings
- Present the complete analysis to the user
4. **Validation Approach**
For each checklist item:
- Read and understand the requirement
- Look for evidence in the documentation that satisfies the requirement
- Consider both explicit mentions and implicit coverage
- Aside from this, follow all checklist llm instructions
- Mark items as:
- ✅ PASS: Requirement clearly met
- ❌ FAIL: Requirement not met or insufficient coverage
- ⚠️ PARTIAL: Some aspects covered but needs improvement
- N/A: Not applicable to this case
5. **Section Analysis**
For each section:
- think step by step to calculate pass rate
- Identify common themes in failed items
- Provide specific recommendations for improvement
- In interactive mode, discuss findings with user
- Document any user decisions or explanations
6. **Final Report**
Prepare a summary that includes:
- Overall checklist completion status
- Pass rates by section
- List of failed items with context
- Specific recommendations for improvement
- Any sections or items marked as N/A with justification
## Checklist Execution Methodology
Each checklist now contains embedded LLM prompts and instructions that will:
1. **Guide thorough thinking** - Prompts ensure deep analysis of each section
2. **Request specific artifacts** - Clear instructions on what documents/access is needed
3. **Provide contextual guidance** - Section-specific prompts for better validation
4. **Generate comprehensive reports** - Final summary with detailed findings
The LLM will:
- Execute the complete checklist validation
- Present a final report with pass/fail rates and key findings
- Offer to provide detailed analysis of any section, especially those with warnings or failures
==================== END: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
==================== START: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================
template:
id: game-story-template-v2
name: Game Development Story
version: 2.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
title: "Story: {{story_title}}"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
content: |
**Epic:** {{epic_name}}
**Story ID:** {{story_id}}
**Priority:** {{High|Medium|Low}}
**Points:** {{story_points}}
**Status:** Draft
- id: description
title: Description
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
- id: acceptance-criteria
title: Acceptance Criteria
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
sections:
- id: functional-requirements
title: Functional Requirements
type: checklist
items:
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
items:
- "Code follows C# best practices"
- "Maintains stable frame rate on target devices"
- "No memory leaks or performance degradation"
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: technical-specifications
title: Technical Specifications
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
sections:
- id: files-to-modify
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
title: Class/Interface Definitions
instruction: Define specific C# interfaces and class structures needed
type: code
language: c#
template: |
// {{interface_name}}
public interface {{InterfaceName}}
{
{{type}} {{Property1}} { get; set; }
{{return_type}} {{Method1}}({{params}});
}
// {{class_name}}
public class {{ClassName}} : MonoBehaviour
{
private {{type}} _{{property}};
private void Awake()
{
// Implementation requirements
}
public {{return_type}} {{Method1}}({{params}})
{
// Method requirements
}
}
- id: integration-points
title: Integration Points
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**Component Dependencies:**
- {{component_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
- id: implementation-tasks
title: Implementation Tasks
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
sections:
- id: dev-agent-record
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
title: Game Design Context
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
- id: testing-requirements
title: Testing Requirements
instruction: Define specific testing criteria for this game feature
sections:
- id: unit-tests
title: Unit Tests
template: |
**Test Files:**
- `Assets/Tests/EditMode/{{component_name}}Tests.cs`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
- id: game-testing
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
- id: performance-tests
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains stable FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
- id: dependencies
title: Dependencies
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
- id: definition-of-done
title: Definition of Done
instruction: Checklist that must be completed before the story is considered finished
type: checklist
items:
- "All acceptance criteria met"
- "Code reviewed and approved"
- "Unit tests written and passing"
- "Integration tests passing"
- "Performance targets met"
- "No C# compiler errors or warnings"
- "Documentation updated"
- "{{game_specific_dod_item}}"
- id: notes
title: Notes
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}
==================== END: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================
==================== START: .bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md ====================
# Game Development Story Definition of Done Checklist
## Story Completeness
### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
- [ ] **Story Points** - Realistic estimation for implementation complexity
- [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience
- [ ] **Balance Parameters** - Includes any relevant game balance values
- [ ] **Design Intent** - Purpose and rationale for the feature is clear
## Technical Specifications
### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure (e.g., scripts, prefabs, scenes)
- [ ] **Class Definitions** - C# classes and interfaces are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
- [ ] **Event Communication** - UnityEvents or C# events usage specified
- [ ] **Dependencies** - All system dependencies clearly identified
### Unity Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Prefab Usage** - Proper use of prefabs for reusable GameObjects
- [ ] **Component Design** - Logic is encapsulated in well-defined MonoBehaviour components
- [ ] **Asset Requirements** - All needed assets (sprites, audio, materials) identified
- [ ] **Performance Considerations** - Stable frame rate target and optimization requirements
### Code Quality Standards
- [ ] **C# Best Practices** - All code must comply with modern C# standards
- [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Coroutine and object lifecycle management requirements where needed
- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
- [ ] **Code Organization** - Follows established Unity project structure
## Implementation Readiness
### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions
- [ ] **File Specifications** - Exact file paths and purposes specified (e.g., `Scripts/Player/PlayerMovement.cs`)
- [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations
- [ ] **External Dependencies** - Any third-party or external requirements noted (e.g., Asset Store packages)
- [ ] **Dependency Validation** - All dependencies are actually available
## Testing Requirements
### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined for NUnit
- [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined in the Unity Editor
- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
- [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified (e.g., `Assets/Tests/EditMode`)
- [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
- [ ] **Performance Metrics** - Specific performance targets for testing
- [ ] **Test Data** - Any required test data or mock objects specified
## Game-Specific Quality
### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete (e.g., Input System package)
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
- [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified (e.g., UI Toolkit or UGUI)
- [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified (e.g., Animator, Particle System)
- [ ] **Accessibility** - Mobile touch and responsive design considerations
- [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements (e.g., Profiler)
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
- [ ] **Loading Performance** - Asset loading and scene transition requirements
## Documentation and Communication
### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted
- [ ] **Change Tracking** - Process for tracking any requirement changes during development
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
- [ ] **Success Criteria** - Objective measures for story completion defined
- [ ] **Communication Plan** - Process for developer questions and updates established
## Final Validation
### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points
- [ ] **Quality Standards** - Story meets all game development quality standards
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified (e.g., Unity version)
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified
- [ ] **Definition of Done** - Clear, objective completion criteria established
- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
## Checklist Completion
**Overall Story Quality:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._
==================== END: .bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md ====================

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@@ -1239,7 +1239,7 @@ You are the "Vibe CEO" - thinking like a CEO with unlimited resources and a sing
- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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@@ -1094,7 +1094,7 @@ You are the "Vibe CEO" - thinking like a CEO with unlimited resources and a sing
- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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@@ -1001,7 +1001,7 @@ You are the "Vibe CEO" - thinking like a CEO with unlimited resources and a sing
- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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@@ -1037,7 +1037,7 @@ You are the "Vibe CEO" - thinking like a CEO with unlimited resources and a sing
- **Cursor**: `@agent-name` (e.g., `@bmad-master`)
- **Windsurf**: `@agent-name` (e.g., `@bmad-master`)
- **Trae**: `@agent-name` (e.g., `@bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-bmad-master`)
- **Roo Code**: Select mode from mode selector (e.g., `bmad-master`)
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select **Agent** from the chat mode selector.
**Chat Management Guidelines**:

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@@ -37,7 +37,7 @@ Use Google's Gemini for collaborative planning with the full team:
2. **Create a new Gem**:
- Give it a title and description (e.g., "BMad Team Fullstack")
3. **Load team-fullstack**:
- Copy contents of: `dist/teams/team-fullstack.txt` from your project
- Copy contents of: `web-bundles/teams/team-fullstack.txt` from your project
- Paste this content into the Gem setup to configure the team
4. **Collaborate with the team**:
- Business Analyst: Requirements gathering

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@@ -1,6 +1,6 @@
name: bmad-2d-phaser-game-dev
version: 1.10.0
short-title: 2D game development with Phaser 3 & TypeScript
version: 1.11.0
short-title: Phaser 3 2D Game Dev Pack
description: >-
2D Game Development expansion pack for BMad Method - Phaser 3 & TypeScript
focused

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@@ -0,0 +1,13 @@
bundle:
name: Unity 2D Game Team
icon: 🎮
description: Game Development team specialized in 2D games using Unity and C#.
agents:
- analyst
- bmad-orchestrator
- game-designer
- game-developer
- game-sm
workflows:
- unity-game-dev-greenfield.md
- unity-game-prototype.md

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@@ -0,0 +1,72 @@
# game-designer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Alex
id: game-designer
title: Game Design Specialist
icon: 🎮
whenToUse: Use for game concept development, GDD creation, game mechanics design, and player experience planning
customization: null
persona:
role: Expert Game Designer & Creative Director
style: Creative, player-focused, systematic, data-informed
identity: Visionary who creates compelling game experiences through thoughtful design and player psychology understanding
focus: Defining engaging gameplay systems, balanced progression, and clear development requirements for implementation teams
core_principles:
- Player-First Design - Every mechanic serves player engagement and fun
- Checklist-Driven Validation - Apply game-design-checklist meticulously
- Document Everything - Clear specifications enable proper development
- Iterative Design - Prototype, test, refine approach to all systems
- Technical Awareness - Design within feasible implementation constraints
- Data-Driven Decisions - Use metrics and feedback to guide design choices
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for design advice'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*brainstorm {topic}" - Facilitate structured game design brainstorming session'
- '*research {topic}" - Generate deep research prompt for game-specific investigation'
- '*elicit" - Run advanced elicitation to clarify game design requirements'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Designer, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-doc.md
- execute-checklist.md
- game-design-brainstorming.md
- create-deep-research-prompt.md
- advanced-elicitation.md
templates:
- game-design-doc-tmpl.yaml
- level-design-doc-tmpl.yaml
- game-brief-tmpl.yaml
checklists:
- game-design-checklist.md
```

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@@ -0,0 +1,78 @@
# game-developer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Maya
id: game-developer
title: Game Developer (Unity & C#)
icon: 👾
whenToUse: Use for Unity implementation, game story development, technical architecture, and C# code implementation
customization: null
persona:
role: Expert Unity Game Developer & C# Specialist
style: Pragmatic, performance-focused, detail-oriented, component-driven
identity: Technical expert who transforms game designs into working, optimized Unity applications using C#
focus: Story-driven development using game design documents and architecture specifications, adhering to the "Unity Way"
core_principles:
- Story-Centric Development - Game stories contain ALL implementation details needed
- Performance by Default - Write efficient C# code and optimize for target platforms, aiming for stable frame rates
- The Unity Way - Embrace Unity's component-based architecture. Use GameObjects, Components, and Prefabs effectively. Leverage the MonoBehaviour lifecycle (Awake, Start, Update, etc.) for all game logic.
- C# Best Practices - Write clean, readable, and maintainable C# code, following modern .NET standards.
- Asset Store Integration - When a new Unity Asset Store package is installed, I will analyze its documentation and examples to understand its API and best practices before using it in the project.
- Data-Oriented Design - Utilize ScriptableObjects for data-driven design where appropriate to decouple data from logic.
- Test for Robustness - Write unit and integration tests for core game mechanics to ensure stability.
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode for technical advice on Unity and C#'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*run-tests" - Execute Unity-specific tests'
- '*status" - Show current story progress'
- '*complete-story" - Finalize story implementation'
- '*guidelines" - Review Unity development guidelines and C# coding standards'
- '*exit" - Say goodbye as the Game Developer, and then abandon inhabiting this persona'
task-execution:
flow: Read story → Analyze requirements → Design components → Implement in C# → Test in Unity (Automated Tests) → Update [x] → Next task
updates-ONLY:
- "Checkboxes: [ ] not started | [-] in progress | [x] complete"
- "Debug Log: | Task | File | Change | Reverted? |"
- "Completion Notes: Deviations only, <50 words"
- "Change Log: Requirement changes only"
blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
done: Game feature works + Tests pass + Stable FPS + No compiler errors + Follows Unity & C# best practices
dependencies:
tasks:
- execute-checklist.md
templates:
- game-architecture-tmpl.yaml
checklists:
- game-story-dod-checklist.md
data:
- development-guidelines.md
```

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@@ -1,4 +1,4 @@
# bmad-the-creator
# game-sm
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
@@ -27,40 +27,38 @@ activation-instructions:
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
- "CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent"
agent:
name: The Creator
id: bmad-the-creator
title: BMad Framework Extension Specialist
icon: 🏗
whenToUse: Use for creating new agents, expansion packs, and extending the BMad framework
name: Jordan
id: game-sm
title: Game Scrum Master
icon: 🏃‍♂
whenToUse: Use for game story creation, epic management, game development planning, and agile process guidance
customization: null
persona:
role: Expert BMad Framework Architect & Creator
style: Methodical, creative, framework-aware, systematic
identity: Master builder who extends BMad capabilities through thoughtful design and deep framework understanding
focus: Creating well-structured agents, expansion packs, and framework extensions that follow BMad patterns and conventions
role: Technical Game Scrum Master - Game Story Preparation Specialist
style: Task-oriented, efficient, precise, focused on clear game developer handoffs
identity: Game story creation expert who prepares detailed, actionable stories for AI game developers
focus: Creating crystal-clear game development stories that developers can implement without confusion
core_principles:
- Framework Consistency - All creations follow established BMad patterns
- Modular Design - Create reusable, composable components
- Clear Documentation - Every creation includes proper documentation
- Convention Over Configuration - Follow BMad naming and structure patterns
- Extensibility First - Design for future expansion and customization
- Numbered Options Protocol - Always use numbered lists for user selections
- Task Adherence - Rigorously follow create-game-story procedures
- Checklist-Driven Validation - Apply game-story-dod-checklist meticulously
- Clarity for Developer Handoff - Stories must be immediately actionable for game implementation
- Focus on One Story at a Time - Complete one before starting next
- Game-Specific Context - Understand Unity, C#, component-based architecture, and performance requirements
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for framework design advice'
- '*create" - Show numbered list of components I can create (agents, expansion packs)'
- '*brainstorm {topic}" - Facilitate structured framework extension brainstorming session'
- '*research {topic}" - Generate deep research prompt for framework-specific investigation'
- '*elicit" - Run advanced elicitation to clarify extension requirements'
- '*exit" - Say goodbye as The Creator, and then abandon inhabiting this persona'
- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
- '*create" - Execute all steps in Create Game Story Task document'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-agent.md
- generate-expansion-pack.md
- advanced-elicitation.md
- create-deep-research-prompt.md
- create-game-story.md
- execute-checklist.md
templates:
- agent-tmpl.yaml
- expansion-pack-plan-tmpl.yaml
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
```

View File

@@ -0,0 +1,201 @@
# Game Design Document Quality Checklist
## 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
- [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified
- [ ] **Technical Foundation** - Unity & C# 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
- [ ] **Player Motivation** - Clear understanding of why players will engage
- [ ] **Scope Realism** - Game scope is achievable with available resources
## 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
- [ ] **System Responses** - Game responses to player actions documented
- [ ] **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
- [ ] **Touch Optimization** - Mobile-specific control adaptations designed
- [ ] **Edge Case Handling** - Unusual input scenarios addressed
## 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
- [ ] **Difficulty Scaling** - How challenge increases over time is detailed
- [ ] **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
- [ ] **Player Testing** - Plan for validating balance through playtesting
- [ ] **Iteration Framework** - Process for adjusting balance post-implementation
## 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
- [ ] **Difficulty Distribution** - Appropriate challenge spread across levels
- [ ] **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
- [ ] **Secret Content** - Hidden areas and optional challenges designed
- [ ] **Accessibility Options** - Multiple difficulty levels or assist modes considered
## Technical Implementation Readiness
### Performance Requirements
- [ ] **Frame Rate Targets** - Stable FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content
- [ ] **Battery Optimization** - Mobile battery usage considerations addressed
- [ ] **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
- [ ] **Cross-Platform Features** - Shared and platform-specific features identified
- [ ] **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
- [ ] **UI/UX Guidelines** - User interface design principles established
- [ ] **Localization Plan** - Text and cultural localization requirements
## Development Planning
### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented
- [ ] **Risk Assessment** - Technical and design risks identified with mitigation
- [ ] **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
- [ ] **External Dependencies** - Third-party tools, assets, or services needed
- [ ] **Communication Plan** - How team members will coordinate work
## 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
- [ ] **User Experience Goals** - Specific UX objectives and measurements
- [ ] **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
- [ ] **Accessibility Testing** - Plan for testing with diverse players
- [ ] **Iteration Process** - How feedback will drive design improvements
## 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
- [ ] **Consistent Terminology** - Game terms used consistently throughout
- [ ] **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
- [ ] **Search Functionality** - Document organized for easy reference and searching
- [ ] **Living Document** - Process for incorporating feedback and changes
## 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
- [ ] **Conflict Resolution** - Plan for resolving disagreements about design choices
- [ ] **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
- [ ] **Timeline Validation** - Development schedule is realistic and achievable
- [ ] **Quality Validation** - Quality standards align with available time and resources
## 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
- [ ] **Development Workflow** - Clear path from design to implementation
- [ ] **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
- [ ] **Final Approval** - Document officially approved for implementation
- [ ] **Baseline Established** - Current version established as development baseline
## Overall Assessment
**Document Quality Rating:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Key Recommendations:**
_List any critical items that need attention before moving to implementation phase._
**Next Steps:**
_Outline immediate next actions for the team based on this assessment._

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# Game Development Story Definition of Done Checklist
## Story Completeness
### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
- [ ] **Story Points** - Realistic estimation for implementation complexity
- [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience
- [ ] **Balance Parameters** - Includes any relevant game balance values
- [ ] **Design Intent** - Purpose and rationale for the feature is clear
## Technical Specifications
### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure (e.g., scripts, prefabs, scenes)
- [ ] **Class Definitions** - C# classes and interfaces are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
- [ ] **Event Communication** - UnityEvents or C# events usage specified
- [ ] **Dependencies** - All system dependencies clearly identified
### Unity Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Prefab Usage** - Proper use of prefabs for reusable GameObjects
- [ ] **Component Design** - Logic is encapsulated in well-defined MonoBehaviour components
- [ ] **Asset Requirements** - All needed assets (sprites, audio, materials) identified
- [ ] **Performance Considerations** - Stable frame rate target and optimization requirements
### Code Quality Standards
- [ ] **C# Best Practices** - All code must comply with modern C# standards
- [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Coroutine and object lifecycle management requirements where needed
- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
- [ ] **Code Organization** - Follows established Unity project structure
## Implementation Readiness
### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions
- [ ] **File Specifications** - Exact file paths and purposes specified (e.g., `Scripts/Player/PlayerMovement.cs`)
- [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations
- [ ] **External Dependencies** - Any third-party or external requirements noted (e.g., Asset Store packages)
- [ ] **Dependency Validation** - All dependencies are actually available
## Testing Requirements
### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined for NUnit
- [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined in the Unity Editor
- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
- [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified (e.g., `Assets/Tests/EditMode`)
- [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
- [ ] **Performance Metrics** - Specific performance targets for testing
- [ ] **Test Data** - Any required test data or mock objects specified
## Game-Specific Quality
### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete (e.g., Input System package)
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
- [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified (e.g., UI Toolkit or UGUI)
- [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified (e.g., Animator, Particle System)
- [ ] **Accessibility** - Mobile touch and responsive design considerations
- [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements (e.g., Profiler)
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
- [ ] **Loading Performance** - Asset loading and scene transition requirements
## Documentation and Communication
### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted
- [ ] **Change Tracking** - Process for tracking any requirement changes during development
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
- [ ] **Success Criteria** - Objective measures for story completion defined
- [ ] **Communication Plan** - Process for developer questions and updates established
## Final Validation
### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points
- [ ] **Quality Standards** - Story meets all game development quality standards
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified (e.g., Unity version)
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified
- [ ] **Definition of Done** - Clear, objective completion criteria established
- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
## Checklist Completion
**Overall Story Quality:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._

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name: bmad-2d-unity-game-dev
version: 1.2.0
short-title: Unity C# 2D Game Dev Pack
description: 2D Game Development expansion pack for BMad Method - Unity & C# focused
author: pbean (PinkyD)
slashPrefix: bmad2du

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# Game Development BMad Knowledge Base
## Overview
This game development expansion of BMad-Method specializes in creating 2D games using Unity and C#. It extends the core BMad framework with game-specific agents, workflows, and best practices for professional game development.
### Game Development Focus
- **Target Engine**: Unity 2022 LTS or newer with C# 10+
- **Platform Strategy**: Cross-platform (PC, Console, Mobile) with a focus on 2D
- **Development Approach**: Agile story-driven development
- **Performance Target**: Stable frame rate on target devices
- **Architecture**: Component-based architecture using Unity's best practices
## Core Game Development Philosophy
### Player-First Development
You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment. Your AI agents are your specialized game development team:
- **Direct**: Provide clear game design vision and player experience goals
- **Refine**: Iterate on gameplay mechanics until they're compelling
- **Oversee**: Maintain creative alignment across all development disciplines
- **Playfocus**: Every decision serves the player experience
### Game Development Principles
1. **PLAYER_EXPERIENCE_FIRST**: Every mechanic must serve player engagement and fun
2. **ITERATIVE_DESIGN**: Prototype, test, refine - games are discovered through iteration
3. **TECHNICAL_EXCELLENCE**: Stable performance and cross-platform compatibility are non-negotiable
4. **STORY_DRIVEN_DEV**: Game features are implemented through detailed development stories
5. **BALANCE_THROUGH_DATA**: Use metrics and playtesting to validate game balance
6. **DOCUMENT_EVERYTHING**: Clear specifications enable proper game implementation
7. **START_SMALL_ITERATE_FAST**: Core mechanics first, then expand and polish
8. **EMBRACE_CREATIVE_CHAOS**: Games evolve - adapt design based on what's fun
## Game Development Workflow
### Phase 1: Game Concept and Design
1. **Game Designer**: Start with brainstorming and concept development
- Use \*brainstorm to explore game concepts and mechanics
- Create Game Brief using game-brief-tmpl
- Develop core game pillars and player experience goals
2. **Game Designer**: Create comprehensive Game Design Document
- Use game-design-doc-tmpl to create detailed GDD
- Define all game mechanics, progression, and balance
- Specify technical requirements and platform targets
3. **Game Designer**: Develop Level Design Framework
- Create level-design-doc-tmpl for content guidelines
- Define level types, difficulty progression, and content structure
- Establish performance and technical constraints for levels
### Phase 2: Technical Architecture
4. **Solution Architect** (or Game Designer): Create Technical Architecture
- Use game-architecture-tmpl to design technical implementation
- Define Unity systems, performance optimization, and C# code structure
- Align technical architecture with game design requirements
### Phase 3: Story-Driven Development
5. **Game Scrum Master**: Break down design into development stories
- Use create-game-story task to create detailed implementation stories
- Each story should be immediately actionable by game developers
- Apply game-story-dod-checklist to ensure story quality
6. **Game Developer**: Implement game features story by story
- Follow C# best practices and Unity's component-based architecture
- Maintain stable frame rate on target devices
- Use Unity Test Framework for game logic components
7. **Iterative Refinement**: Continuous playtesting and improvement
- Test core mechanics early and often in the Unity Editor
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
## Game-Specific Development Guidelines
### Unity + C# Standards
**Project Structure:**
```text
UnityProject/
├── Assets/
│ ├── Scenes/ # Game scenes (Boot, Menu, Game, etc.)
│ ├── Scripts/ # C# scripts
│ │ ├── Editor/ # Editor-specific scripts
│ │ └── Runtime/ # Runtime scripts
│ ├── Prefabs/ # Reusable game objects
│ ├── Art/ # Art assets (sprites, models, etc.)
│ ├── Audio/ # Audio assets
│ ├── Data/ # ScriptableObjects and other data
│ └── Tests/ # Unity Test Framework tests
│ ├── EditMode/
│ └── PlayMode/
├── Packages/ # Package Manager manifest
└── ProjectSettings/ # Unity project settings
```
**Performance Requirements:**
- Maintain stable frame rate on target devices
- Memory usage under specified limits per level
- Loading times under 3 seconds for levels
- Smooth animation and responsive controls
**Code Quality:**
- C# best practices compliance
- Component-based architecture (SOLID principles)
- Efficient use of the MonoBehaviour lifecycle
- Error handling and graceful degradation
### Game Development Story Structure
**Story Requirements:**
- Clear reference to Game Design Document section
- Specific acceptance criteria for game functionality
- Technical implementation details for Unity and C#
- Performance requirements and optimization considerations
- Testing requirements including gameplay validation
**Story Categories:**
- **Core Mechanics**: Fundamental gameplay systems
- **Level Content**: Individual levels and content implementation
- **UI/UX**: User interface and player experience features
- **Performance**: Optimization and technical improvements
- **Polish**: Visual effects, audio, and game feel enhancements
### Quality Assurance for Games
**Testing Approach:**
- Unit tests for C# logic (EditMode tests)
- Integration tests for game systems (PlayMode tests)
- Performance benchmarking and profiling with Unity Profiler
- Gameplay testing and balance validation
- Cross-platform compatibility testing
**Performance Monitoring:**
- Frame rate consistency tracking
- Memory usage monitoring
- Asset loading performance
- Input responsiveness validation
- Battery usage optimization (mobile)
## Game Development Team Roles
### Game Designer (Alex)
- **Primary Focus**: Game mechanics, player experience, design documentation
- **Key Outputs**: Game Brief, Game Design Document, Level Design Framework
- **Specialties**: Brainstorming, game balance, player psychology, creative direction
### Game Developer (Maya)
- **Primary Focus**: Unity implementation, C# excellence, performance
- **Key Outputs**: Working game features, optimized code, technical architecture
- **Specialties**: C#/Unity, performance optimization, cross-platform development
### Game Scrum Master (Jordan)
- **Primary Focus**: Story creation, development planning, agile process
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
- **Specialties**: Story breakdown, developer handoffs, process optimization
## Platform-Specific Considerations
### Cross-Platform Development
- Abstract input using the new Input System
- Use platform-dependent compilation for specific logic
- Test on all target platforms regularly
- Optimize for different screen resolutions and aspect ratios
### Mobile Optimization
- Touch gesture support and responsive controls
- Battery usage optimization
- Performance scaling for different device capabilities
- App store compliance and packaging
### Performance Targets
- **PC/Console**: 60+ FPS at target resolution
- **Mobile**: 60 FPS on mid-range devices, 30 FPS minimum on low-end
- **Loading**: Initial load under 5 seconds, scene transitions under 2 seconds
- **Memory**: Within platform-specific memory budgets
## Success Metrics for Game Development
### Technical Metrics
- Frame rate consistency (>90% of time at target FPS)
- Memory usage within budgets
- Loading time targets met
- Zero critical bugs in core gameplay systems
### Player Experience Metrics
- Tutorial completion rate >80%
- Level completion rates appropriate for difficulty curve
- Average session length meets design targets
- Player retention and engagement metrics
### Development Process Metrics
- Story completion within estimated timeframes
- Code quality metrics (test coverage, code analysis)
- Documentation completeness and accuracy
- Team velocity and delivery consistency
## Common Unity Development Patterns
### Scene Management
- Use a loading scene for asynchronous loading of game scenes
- Use additive scene loading for large levels or streaming
- Manage scenes with a dedicated SceneManager class
### Game State Management
- Use ScriptableObjects to store shared game state
- Implement a finite state machine (FSM) for complex behaviors
- Use a GameManager singleton for global state management
### Input Handling
- Use the new Input System for robust, cross-platform input
- Create Action Maps for different input contexts (e.g., menu, gameplay)
- Use PlayerInput component for easy player input handling
### Performance Optimization
- Object pooling for frequently instantiated objects (e.g., bullets, enemies)
- Use the Unity Profiler to identify performance bottlenecks
- Optimize physics settings and collision detection
- Use LOD (Level of Detail) for complex models
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on 2D game creation using Unity and C#.

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# Game Development Guidelines (Unity & C#)
## Overview
This document establishes coding standards, architectural patterns, and development practices for 2D game development using Unity and C#. These guidelines ensure consistency, performance, and maintainability across all game development stories.
## C# Standards
### Naming Conventions
**Classes, Structs, Enums, and Interfaces:**
- PascalCase for types: `PlayerController`, `GameData`, `IInteractable`
- Prefix interfaces with 'I': `IDamageable`, `IControllable`
- Descriptive names that indicate purpose: `GameStateManager` not `GSM`
**Methods and Properties:**
- PascalCase for methods and properties: `CalculateScore()`, `CurrentHealth`
- Descriptive verb phrases for methods: `ActivateShield()` not `shield()`
**Fields and Variables:**
- `private` or `protected` fields: camelCase with an underscore prefix: `_playerHealth`, `_movementSpeed`
- `public` fields (use sparingly, prefer properties): PascalCase: `PlayerName`
- `static` fields: PascalCase: `Instance`, `GameVersion`
- `const` fields: PascalCase: `MaxHitPoints`
- `local` variables: camelCase: `damageAmount`, `isJumping`
- Boolean variables with is/has/can prefix: `_isAlive`, `_hasKey`, `_canJump`
**Files and Directories:**
- PascalCase for C# script files, matching the primary class name: `PlayerController.cs`
- PascalCase for Scene files: `MainMenu.unity`, `Level01.unity`
### Style and Formatting
- **Braces**: Use Allman style (braces on a new line).
- **Spacing**: Use 4 spaces for indentation (no tabs).
- **`using` directives**: Place all `using` directives at the top of the file, outside the namespace.
- **`this` keyword**: Only use `this` when necessary to distinguish between a field and a local variable/parameter.
## Unity Architecture Patterns
### Scene Lifecycle Management
**Loading and Transitioning Between Scenes:**
```csharp
// SceneLoader.cs - A singleton for managing scene transitions.
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class SceneLoader : MonoBehaviour
{
public static SceneLoader Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
public void LoadGameScene()
{
// Example of loading the main game scene, perhaps with a loading screen first.
StartCoroutine(LoadSceneAsync("Level01"));
}
private IEnumerator LoadSceneAsync(string sceneName)
{
// Load a loading screen first (optional)
SceneManager.LoadScene("LoadingScreen");
// Wait a frame for the loading screen to appear
yield return null;
// Begin loading the target scene in the background
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
// Don't activate the scene until it's fully loaded
asyncLoad.allowSceneActivation = false;
// Wait until the asynchronous scene fully loads
while (!asyncLoad.isDone)
{
// Here you could update a progress bar with asyncLoad.progress
if (asyncLoad.progress >= 0.9f)
{
// Scene is loaded, allow activation
asyncLoad.allowSceneActivation = true;
}
yield return null;
}
}
}
```
### MonoBehaviour Lifecycle
**Understanding Core MonoBehaviour Events:**
```csharp
// Example of a standard MonoBehaviour lifecycle
using UnityEngine;
public class PlayerController : MonoBehaviour
{
// AWAKE: Called when the script instance is being loaded.
// Use for initialization before the game starts. Good for caching component references.
private void Awake()
{
Debug.Log("PlayerController Awake!");
}
// ONENABLE: Called when the object becomes enabled and active.
// Good for subscribing to events.
private void OnEnable()
{
// Example: UIManager.OnGamePaused += HandleGamePaused;
}
// START: Called on the frame when a script is enabled just before any of the Update methods are called the first time.
// Good for logic that depends on other objects being initialized.
private void Start()
{
Debug.Log("PlayerController Start!");
}
// FIXEDUPDATE: Called every fixed framerate frame.
// Use for physics calculations (e.g., applying forces to a Rigidbody).
private void FixedUpdate()
{
// Handle Rigidbody movement here.
}
// UPDATE: Called every frame.
// Use for most game logic, like handling input and non-physics movement.
private void Update()
{
// Handle input and non-physics movement here.
}
// LATEUPDATE: Called every frame, after all Update functions have been called.
// Good for camera logic that needs to track a target that moves in Update.
private void LateUpdate()
{
// Camera follow logic here.
}
// ONDISABLE: Called when the behaviour becomes disabled or inactive.
// Good for unsubscribing from events to prevent memory leaks.
private void OnDisable()
{
// Example: UIManager.OnGamePaused -= HandleGamePaused;
}
// ONDESTROY: Called when the MonoBehaviour will be destroyed.
// Good for any final cleanup.
private void OnDestroy()
{
Debug.Log("PlayerController Destroyed!");
}
}
```
### Game Object Patterns
**Component-Based Architecture:**
```csharp
// Player.cs - The main GameObject class, acts as a container for components.
using UnityEngine;
[RequireComponent(typeof(PlayerMovement), typeof(PlayerHealth))]
public class Player : MonoBehaviour
{
public PlayerMovement Movement { get; private set; }
public PlayerHealth Health { get; private set; }
private void Awake()
{
Movement = GetComponent<PlayerMovement>();
Health = GetComponent<PlayerHealth>();
}
}
// PlayerHealth.cs - A component responsible only for health logic.
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private int _maxHealth = 100;
private int _currentHealth;
private void Awake()
{
_currentHealth = _maxHealth;
}
public void TakeDamage(int amount)
{
_currentHealth -= amount;
if (_currentHealth <= 0)
{
Die();
}
}
private void Die()
{
// Death logic
Debug.Log("Player has died.");
gameObject.SetActive(false);
}
}
```
### Data-Driven Design with ScriptableObjects
**Define Data Containers:**
```csharp
// EnemyData.cs - A ScriptableObject to hold data for an enemy type.
using UnityEngine;
[CreateAssetMenu(fileName = "NewEnemyData", menuName = "Game/Enemy Data")]
public class EnemyData : ScriptableObject
{
public string enemyName;
public int maxHealth;
public float moveSpeed;
public int damage;
public Sprite sprite;
}
// Enemy.cs - A MonoBehaviour that uses the EnemyData.
public class Enemy : MonoBehaviour
{
[SerializeField] private EnemyData _enemyData;
private int _currentHealth;
private void Start()
{
_currentHealth = _enemyData.maxHealth;
GetComponent<SpriteRenderer>().sprite = _enemyData.sprite;
}
// ... other enemy logic
}
```
### System Management
**Singleton Managers:**
```csharp
// GameManager.cs - A singleton to manage the overall game state.
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public int Score { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject); // Persist across scenes
}
public void AddScore(int amount)
{
Score += amount;
}
}
```
## Performance Optimization
### Object Pooling
**Required for High-Frequency Objects (e.g., bullets, effects):**
```csharp
// ObjectPool.cs - A generic object pooling system.
using UnityEngine;
using System.Collections.Generic;
public class ObjectPool : MonoBehaviour
{
[SerializeField] private GameObject _prefabToPool;
[SerializeField] private int _initialPoolSize = 20;
private Queue<GameObject> _pool = new Queue<GameObject>();
private void Start()
{
for (int i = 0; i < _initialPoolSize; i++)
{
GameObject obj = Instantiate(_prefabToPool);
obj.SetActive(false);
_pool.Enqueue(obj);
}
}
public GameObject GetObjectFromPool()
{
if (_pool.Count > 0)
{
GameObject obj = _pool.Dequeue();
obj.SetActive(true);
return obj;
}
// Optionally, expand the pool if it's empty.
return Instantiate(_prefabToPool);
}
public void ReturnObjectToPool(GameObject obj)
{
obj.SetActive(false);
_pool.Enqueue(obj);
}
}
```
### Frame Rate Optimization
**Update Loop Optimization:**
- Avoid expensive calls like `GetComponent`, `FindObjectOfType`, or `Instantiate` inside `Update()` or `FixedUpdate()`. Cache references in `Awake()` or `Start()`.
- Use Coroutines or simple timers for logic that doesn't need to run every single frame.
**Physics Optimization:**
- Adjust the "Physics 2D Settings" in Project Settings, especially the "Layer Collision Matrix", to prevent unnecessary collision checks.
- Use `Rigidbody2D.Sleep()` for objects that are not moving to save CPU cycles.
## Input Handling
### Cross-Platform Input (New Input System)
**Input Action Asset:** Create an Input Action Asset (`.inputactions`) to define controls.
**PlayerInput Component:**
- Add the `PlayerInput` component to the player GameObject.
- Set its "Actions" to the created Input Action Asset.
- Set "Behavior" to "Invoke Unity Events" to easily hook up methods in the Inspector, or "Send Messages" to use methods like `OnMove`, `OnFire`.
```csharp
// PlayerInputHandler.cs - Example of handling input via messages.
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerInputHandler : MonoBehaviour
{
private Vector2 _moveInput;
// This method is called by the PlayerInput component via "Send Messages".
// The action must be named "Move" in the Input Action Asset.
public void OnMove(InputValue value)
{
_moveInput = value.Get<Vector2>();
}
private void Update()
{
// Use _moveInput to control the player
transform.Translate(new Vector3(_moveInput.x, _moveInput.y, 0) * Time.deltaTime * 5f);
}
}
```
## Error Handling
### Graceful Degradation
**Asset Loading Error Handling:**
- When using Addressables or `Resources.Load`, always check if the loaded asset is null before using it.
```csharp
// Load a sprite and use a fallback if it fails
Sprite playerSprite = Resources.Load<Sprite>("Sprites/Player");
if (playerSprite == null)
{
Debug.LogError("Player sprite not found! Using default.");
playerSprite = Resources.Load<Sprite>("Sprites/Default");
}
```
### Runtime Error Recovery
**Assertions and Logging:**
- Use `Debug.Assert(condition, "Message")` to check for critical conditions that must be true.
- Use `Debug.LogError("Message")` for fatal errors and `Debug.LogWarning("Message")` for non-critical issues.
```csharp
// Example of using an assertion to ensure a component exists.
private Rigidbody2D _rb;
void Awake()
{
_rb = GetComponent<Rigidbody2D>();
Debug.Assert(_rb != null, "Rigidbody2D component not found on player!");
}
```
## Testing Standards
### Unit Testing (Edit Mode)
**Game Logic Testing:**
```csharp
// HealthSystemTests.cs - Example test for a simple health system.
using NUnit.Framework;
using UnityEngine;
public class HealthSystemTests
{
[Test]
public void TakeDamage_ReducesHealth()
{
// Arrange
var gameObject = new GameObject();
var healthSystem = gameObject.AddComponent<PlayerHealth>();
// Note: This is a simplified example. You might need to mock dependencies.
// Act
healthSystem.TakeDamage(20);
// Assert
// This requires making health accessible for testing, e.g., via a public property or method.
// Assert.AreEqual(80, healthSystem.CurrentHealth);
}
}
```
### Integration Testing (Play Mode)
**Scene Testing:**
- Play Mode tests run in a live scene, allowing you to test interactions between multiple components and systems.
- Use `yield return null;` to wait for the next frame.
```csharp
// PlayerJumpTest.cs
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class PlayerJumpTest
{
[UnityTest]
public IEnumerator PlayerJumps_WhenSpaceIsPressed()
{
// Arrange
var player = new GameObject().AddComponent<PlayerController>();
var initialY = player.transform.position.y;
// Act
// Simulate pressing the jump button (requires setting up the input system for tests)
// For simplicity, we'll call a public method here.
// player.Jump();
// Wait for a few physics frames
yield return new WaitForSeconds(0.5f);
// Assert
Assert.Greater(player.transform.position.y, initialY);
}
}
```
## File Organization
### Project Structure
```
Assets/
├── Scenes/
│ ├── MainMenu.unity
│ └── Level01.unity
├── Scripts/
│ ├── Core/
│ │ ├── GameManager.cs
│ │ └── AudioManager.cs
│ ├── Player/
│ │ ├── PlayerController.cs
│ │ └── PlayerHealth.cs
│ ├── Editor/
│ │ └── CustomInspectors.cs
│ └── Data/
│ └── EnemyData.cs
├── Prefabs/
│ ├── Player.prefab
│ └── Enemies/
│ └── Slime.prefab
├── Art/
│ ├── Sprites/
│ └── Animations/
├── Audio/
│ ├── Music/
│ └── SFX/
├── Data/
│ └── ScriptableObjects/
│ └── EnemyData/
└── Tests/
├── EditMode/
│ └── HealthSystemTests.cs
└── PlayMode/
└── PlayerJumpTest.cs
```
## Development Workflow
### Story Implementation Process
1. **Read Story Requirements:**
- Understand acceptance criteria
- Identify technical requirements
- Review performance constraints
2. **Plan Implementation:**
- Identify files to create/modify
- Consider Unity's component-based architecture
- Plan testing approach
3. **Implement Feature:**
- Write clean C# code following all guidelines
- Use established patterns
- Maintain stable FPS performance
4. **Test Implementation:**
- Write edit mode tests for game logic
- Write play mode tests for integration testing
- Test cross-platform functionality
- Validate performance targets
5. **Update Documentation:**
- Mark story checkboxes complete
- Document any deviations
- Update architecture if needed
### Code Review Checklist
- [ ] C# code compiles without errors or warnings.
- [ ] All automated tests pass.
- [ ] Code follows naming conventions and architectural patterns.
- [ ] No expensive operations in `Update()` loops.
- [ ] Public fields/methods are documented with comments.
- [ ] New assets are organized into the correct folders.
## Performance Targets
### Frame Rate Requirements
- **PC/Console**: Maintain a stable 60+ FPS.
- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end.
- **Optimization**: Use the Unity Profiler to identify and fix performance drops.
### Memory Management
- **Total Memory**: Keep builds under platform-specific limits (e.g., 200MB for a simple mobile game).
- **Garbage Collection**: Minimize GC spikes by avoiding string concatenation, `new` keyword usage in loops, and by pooling objects.
### Loading Performance
- **Initial Load**: Under 5 seconds for game start.
- **Scene Transitions**: Under 2 seconds between scenes. Use asynchronous scene loading.
These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.

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# Advanced Game Design Elicitation Task
## Purpose
- Provide optional reflective and brainstorming actions to enhance game design content quality
- Enable deeper exploration of game mechanics and player experience through structured elicitation techniques
- Support iterative refinement through multiple game development perspectives
- Apply game-specific critical thinking to design decisions
## Task Instructions
### 1. Game Design Context and Review
[[LLM: When invoked after outputting a game design section:
1. First, provide a brief 1-2 sentence summary of what the user should look for in the section just presented, with game-specific focus (e.g., "Please review the core mechanics for player engagement and implementation feasibility. Pay special attention to how these mechanics create the intended player experience and whether they're technically achievable with Unity.")
2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
- The entire section as a whole
- Individual game elements within the section (specify which element when selecting an action)
4. Then present the action list as specified below.]]
### 2. Ask for Review and Present Game Design Action List
[[LLM: Ask the user to review the drafted game design section. In the SAME message, inform them that they can suggest additions, removals, or modifications, OR they can select an action by number from the 'Advanced Game Design Elicitation & Brainstorming Actions'. If there are multiple game elements in the section, mention they can specify which element(s) to apply the action to. Then, present ONLY the numbered list (0-9) of these actions. Conclude by stating that selecting 9 will proceed to the next section. Await user selection. If an elicitation action (0-8) is chosen, execute it and then re-offer this combined review/elicitation choice. If option 9 is chosen, or if the user provides direct feedback, proceed accordingly.]]
**Present the numbered list (0-9) with this exact format:**
```text
**Advanced Game Design Elicitation & Brainstorming Actions**
Choose an action (0-9 - 9 to bypass - HELP for explanation of these options):
0. Expand or Contract for Target Audience
1. Explain Game Design Reasoning (Step-by-Step)
2. Critique and Refine from Player Perspective
3. Analyze Game Flow and Mechanic Dependencies
4. Assess Alignment with Player Experience Goals
5. Identify Potential Player Confusion and Design Risks
6. Challenge from Critical Game Design Perspective
7. Explore Alternative Game Design Approaches
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
9. Proceed / No Further Actions
```
### 2. Processing Guidelines
**Do NOT show:**
- The full protocol text with `[[LLM: ...]]` instructions
- Detailed explanations of each option unless executing or the user asks, when giving the definition you can modify to tie its game development relevance
- Any internal template markup
**After user selection from the list:**
- Execute the chosen action according to the game design protocol instructions below
- Ask if they want to select another action or proceed with option 9 once complete
- Continue until user selects option 9 or indicates completion
## Game Design Action Definitions
0. Expand or Contract for Target Audience
[[LLM: Ask the user whether they want to 'expand' on the game design content (add more detail, elaborate on mechanics, include more examples) or 'contract' it (simplify mechanics, focus on core features, reduce complexity). Also, ask if there's a specific player demographic or experience level they have in mind (casual players, hardcore gamers, children, etc.). Once clarified, perform the expansion or contraction from your current game design role's perspective, tailored to the specified player audience if provided.]]
1. Explain Game Design Reasoning (Step-by-Step)
[[LLM: Explain the step-by-step game design thinking process that you used to arrive at the current proposal for this game content. Focus on player psychology, engagement mechanics, technical feasibility, and how design decisions support the overall player experience goals.]]
2. Critique and Refine from Player Perspective
[[LLM: From your current game design role's perspective, review your last output or the current section for potential player confusion, engagement issues, balance problems, or areas for improvement. Consider how players will actually interact with and experience these systems, then suggest a refined version that better serves player enjoyment and understanding.]]
3. Analyze Game Flow and Mechanic Dependencies
[[LLM: From your game design role's standpoint, examine the content's structure for logical gameplay progression, mechanic interdependencies, and player learning curve. Confirm if game elements are introduced in an effective order that teaches players naturally and maintains engagement throughout the experience.]]
4. Assess Alignment with Player Experience Goals
[[LLM: Evaluate how well the current game design content contributes to the stated player experience goals and core game pillars. Consider whether the mechanics actually create the intended emotions and engagement patterns. Identify any misalignments between design intentions and likely player reactions.]]
5. Identify Potential Player Confusion and Design Risks
[[LLM: Based on your game design expertise, brainstorm potential sources of player confusion, overlooked edge cases in gameplay, balance issues, technical implementation risks, or unintended player behaviors that could emerge from the current design. Consider both new and experienced players' perspectives.]]
6. Challenge from Critical Game Design Perspective
[[LLM: Adopt a critical game design perspective on the current content. If the user specifies another viewpoint (e.g., 'as a casual player', 'as a speedrunner', 'as a mobile player', 'as a technical implementer'), critique the content from that specified perspective. If no other role is specified, play devil's advocate from your game design expertise, arguing against the current design proposal and highlighting potential weaknesses, player experience issues, or implementation challenges. This can include questioning scope creep, unnecessary complexity, or features that don't serve the core player experience.]]
7. Explore Alternative Game Design Approaches
[[LLM: From your game design role's perspective, first broadly brainstorm a range of diverse approaches to achieving the same player experience goals or solving the same design challenge. Consider different genres, mechanics, interaction models, or technical approaches. Then, from this wider exploration, select and present 2-3 distinct alternative design approaches, detailing the pros, cons, player experience implications, and technical feasibility you foresee for each.]]
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
[[LLM: In your current game design persona, imagine this is a postmortem for a shipped game based on the current design content. What's the one 'if only we had designed/considered/tested X...' that your role would highlight from a game design perspective? Include the imagined player reactions, review scores, or development consequences. This should be both insightful and somewhat humorous, focusing on common game design pitfalls.]]
9. Proceed / No Further Actions
[[LLM: Acknowledge the user's choice to finalize the current game design work, accept the AI's last output as is, or move on to the next step without selecting another action from this list. Prepare to proceed accordingly.]]
## Game Development Context Integration
This elicitation task is specifically designed for game development and should be used in contexts where:
- **Game Mechanics Design**: When defining core gameplay systems and player interactions
- **Player Experience Planning**: When designing for specific emotional responses and engagement patterns
- **Technical Game Architecture**: When balancing design ambitions with implementation realities
- **Game Balance and Progression**: When designing difficulty curves and player advancement systems
- **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 Unity and C#
- Performance implications for stable frame rate targets
- Cross-platform compatibility (PC, console, mobile)
- Game development best practices and common pitfalls

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# Create Game Development Story Task
## Purpose
Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
## When to Use
- Breaking down game epics into implementable stories
- Converting GDD features into development tasks
- Preparing work for game developers
- Ensuring clear handoffs from design to development
## Prerequisites
Before creating stories, ensure you have:
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
## Process
### 1. Story Identification
**Review Epic Context:**
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
**Feature Analysis:**
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
### 2. Story Scoping
**Single Responsibility:**
- Focus on one specific game feature
- Ensure story is completable in 1-3 days
- Break down complex features into multiple stories
- Maintain clear boundaries with other stories
**Implementation Clarity:**
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
### 3. Template Execution
**Load Template:**
Use `templates#game-story-tmpl` following all embedded LLM instructions
**Key Focus Areas:**
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
### 4. Story Validation
**Technical Review:**
- Verify all technical specifications are complete
- Ensure integration points are clearly defined
- Confirm file paths match architecture
- Validate C# interfaces and classes
- Check for proper use of prefabs and scenes
**Game Design Alignment:**
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
**Implementation Readiness:**
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
### 5. Quality Assurance
**Apply Checklist:**
Execute `checklists#game-story-dod-checklist` against completed story
**Story Criteria:**
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
### 6. Story Refinement
**Developer Perspective:**
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
**Iterative Improvement:**
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
## Story Elements Checklist
### Required Sections
- [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications
- [ ] File creation/modification list
- [ ] C# interfaces and classes
- [ ] Integration point specifications
- [ ] Ordered implementation tasks
- [ ] Comprehensive testing requirements
- [ ] Performance criteria
- [ ] Dependencies clearly identified
- [ ] Definition of Done checklist
### Game-Specific Requirements
- [ ] GDD section references
- [ ] Game mechanic implementation details
- [ ] Player experience goals
- [ ] Balance parameters
- [ ] Unity-specific requirements (components, prefabs, scenes)
- [ ] Performance targets (stable frame rate)
- [ ] Cross-platform considerations
### Technical Quality
- [ ] C# best practices compliance
- [ ] Architecture document alignment
- [ ] Code organization follows standards
- [ ] Error handling requirements
- [ ] Memory management considerations
- [ ] Testing strategy defined
## Common Pitfalls
**Scope Issues:**
- Story too large (break into multiple stories)
- Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope)
**Technical Issues:**
- Missing integration details
- Incomplete technical specifications
- Undefined interfaces or classes
- Missing performance requirements
**Game Design Issues:**
- Not referencing GDD properly
- Missing player experience context
- Unclear game mechanic implementation
- Missing balance parameters
## Success Criteria
**Story Readiness:**
- [ ] Developer can start implementation immediately
- [ ] No additional design decisions required
- [ ] All technical questions answered
- [ ] Testing strategy is complete
- [ ] Performance requirements are clear
- [ ] Story fits within epic scope
**Quality Validation:**
- [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed
- [ ] GDD requirements covered
- [ ] Implementation tasks are ordered and specific
- [ ] Dependencies are complete and accurate
## Handoff Protocol
**To Game Developer:**
1. Provide story document
2. Confirm GDD and architecture access
3. Verify all dependencies are met
4. Answer any clarification questions
5. Establish check-in schedule
**Story Status Updates:**
- Draft → Ready for Development
- In Development → Code Review
- Code Review → Testing
- Testing → Done
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.

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# Game Design Brainstorming Techniques Task
This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
## Process
### 1. Session Setup
[[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)
- Clarify scope (full game vs. specific feature)
2. **Select Technique Approach**
- Option A: User selects specific game design techniques
- Option B: Game Designer recommends techniques based on context
- Option C: Random technique selection for creative variety
- Option D: Progressive technique flow (broad concepts to specific mechanics)
### 2. Game Design Brainstorming Techniques
#### Game Concept Expansion Techniques
1. **"What If" Game Scenarios**
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
- What if players could rewind time in any genre?
- What if the game world reacted to the player's real-world location?
- What if failure was more rewarding than success?
- What if players controlled the antagonist instead?
- What if the game played itself when no one was watching?
2. **Cross-Genre Fusion**
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
- "How might [genre A] mechanics work in [genre B]?"
- Puzzle mechanics in action games
- Dating sim elements in strategy games
- Horror elements in racing games
- Educational content in roguelike structure
3. **Player Motivation Reversal**
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
- What if losing was the goal?
- What if cooperation was forced in competitive games?
- What if players had to help their enemies?
- What if progress meant giving up abilities?
4. **Core Loop Deconstruction**
[[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
- What are the essential 3 actions in this game type?
- How could we make each action more interesting?
- What if we changed the order of these actions?
- What if players could skip or automate certain actions?
#### Mechanic Innovation Frameworks
1. **SCAMPER for Game Mechanics**
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
- **C** = Combine: What systems can be merged? (inventory + character growth)
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
- **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
- **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
- **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
- **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
2. **Player Agency Spectrum**
[[LLM: Explore different levels of player control and agency across game systems.]]
- Full Control: Direct character movement, combat, building
- Indirect Control: Setting rules, giving commands, environmental changes
- Influence Only: Suggestions, preferences, emotional reactions
- No Control: Observation, interpretation, passive experience
3. **Temporal Game Design**
[[LLM: Explore how time affects gameplay and player experience.]]
- Real-time vs. turn-based mechanics
- Time travel and manipulation
- Persistent vs. session-based progress
- Asynchronous multiplayer timing
- Seasonal and event-based content
#### Player Experience Ideation
1. **Emotion-First Design**
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
- Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
2. **Player Archetype Brainstorming**
[[LLM: Design for different player types and motivations.]]
- Achievers: Progression, completion, mastery
- Explorers: Discovery, secrets, world-building
- Socializers: Interaction, cooperation, community
- Killers: Competition, dominance, conflict
- Creators: Building, customization, expression
3. **Accessibility-First Innovation**
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
- Visual impairment considerations leading to audio-focused mechanics
- Motor accessibility inspiring one-handed or simplified controls
- Cognitive accessibility driving clear feedback and pacing
- Economic accessibility creating free-to-play innovations
#### Narrative and World Building
1. **Environmental Storytelling**
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
- How does the environment show history?
- What do interactive objects reveal about characters?
- How can level design communicate mood?
- What stories do systems and mechanics tell?
2. **Player-Generated Narrative**
[[LLM: Explore ways players create their own stories through gameplay.]]
- Emergent storytelling through player choices
- Procedural narrative generation
- Player-to-player story sharing
- Community-driven world events
3. **Genre Expectation Subversion**
[[LLM: Identify and deliberately subvert player expectations within genres.]]
- Fantasy RPG where magic is mundane
- Horror game where monsters are friendly
- Racing game where going slow is optimal
- Puzzle game where there are multiple correct answers
#### Technical Innovation Inspiration
1. **Platform-Specific Design**
[[LLM: Generate ideas that leverage unique platform capabilities.]]
- Mobile: GPS, accelerometer, camera, always-connected
- Web: URLs, tabs, social sharing, real-time collaboration
- Console: Controllers, TV viewing, couch co-op
- VR/AR: Physical movement, spatial interaction, presence
2. **Constraint-Based Creativity**
[[LLM: Use technical or design constraints as creative catalysts.]]
- One-button games
- Games without graphics
- Games that play in notification bars
- Games using only system sounds
- Games with intentionally bad graphics
### 3. Game-Specific Technique Selection
[[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
### 4. Game Design Session Flow
[[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
4. **Feasibility and Synthesis** (15-20 min)
- Assess technical and design feasibility
- Combine complementary ideas
- Develop most promising concepts
### 5. Game Design Output Format
[[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
**Game Concept Categories:**
1. **Core Game Ideas** - Complete game concepts ready for prototyping
2. **Mechanic Innovations** - Specific gameplay mechanics to explore
3. **Player Experience Goals** - Emotional and engagement targets
4. **Technical Experiments** - Platform or technology-focused concepts
5. **Long-term Vision** - Ambitious ideas for future development
**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
- Documentation and GDD planning
## 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
- Plan for testing and debugging complexity
## Important Notes for Game Design Sessions
- Encourage "impossible" ideas - constraints can be added later
- Build on game mechanics that have proven engagement
- Consider how ideas scale from prototype to full game
- Document player experience goals alongside mechanics
- Think about community and social aspects of gameplay
- Consider accessibility and inclusivity from the start
- Balance innovation with market viability
- Plan for iteration based on player feedback

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template:
id: game-architecture-template-v2
name: Game Architecture Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-architecture.md"
title: "{{game_title}} Game Architecture Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Unity + C# projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
title: Introduction
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{Game Title}}, a 2D game built with Unity and C#. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining stable performance and cross-platform compatibility.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: technical-overview
title: Technical Overview
instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.
sections:
- id: architecture-summary
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements
- id: platform-targets
title: Platform Targets
instruction: Based on GDD requirements, confirm platform support
template: |
**Primary Platform:** {{primary_platform}}
**Secondary Platforms:** {{secondary_platforms}}
**Minimum Requirements:** {{min_specs}}
**Target Performance:** Stable frame rate on {{target_device}}
- id: technology-stack
title: Technology Stack
template: |
**Core Engine:** Unity 2022 LTS or newer
**Language:** C# 10+
**Build Tool:** Unity Build Pipeline
**Package Manager:** Unity Package Manager
**Testing:** Unity Test Framework (NUnit)
**Deployment:** {{deployment_platform}}
- id: project-structure
title: Project Structure
instruction: Define the complete project organization that developers will follow
sections:
- id: repository-organization
title: Repository Organization
instruction: Design a clear folder structure for game development
type: code
language: text
template: |
{{game_name}}/
├── Assets/
│ ├── Scenes/ # Game scenes
│ ├── Scripts/ # C# scripts
│ ├── Prefabs/ # Reusable game objects
│ ├── Art/ # Art assets
│ ├── Audio/ # Audio assets
│ ├── Data/ # ScriptableObjects and other data
│ └── Tests/ # Unity Test Framework tests
├── Packages/ # Package Manager manifest
└── ProjectSettings/ # Unity project settings
- id: module-organization
title: Module Organization
instruction: Define how TypeScript modules should be organized
sections:
- id: scene-structure
title: Scene Structure
type: bullet-list
template: |
- Each scene in separate file
- Scene-specific logic contained in scripts within the scene
- Use a loading scene for asynchronous loading
- id: game-object-pattern
title: Game Object Pattern
type: bullet-list
template: |
- Component-based architecture using MonoBehaviours
- Reusable game objects as prefabs
- Data-driven design with ScriptableObjects
- id: system-architecture
title: System Architecture
type: bullet-list
template: |
- Singleton managers for global systems (e.g., GameManager, AudioManager)
- Event-driven communication using UnityEvents or C# events
- Clear separation of concerns between components
- id: core-game-systems
title: Core Game Systems
instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.
sections:
- id: scene-management
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Asynchronous scene loading and unloading
- Data passing between scenes using a persistent manager or ScriptableObject
- Loading screens with progress bars
**Implementation Requirements:**
- A `SceneLoader` class to manage all scene transitions
- A loading scene to handle asynchronous loading
- A `GameManager` to persist between scenes and hold necessary data
**Files to Create:**
- `Assets/Scripts/Core/SceneLoader.cs`
- `Assets/Scenes/Loading.unity`
- id: game-state-management
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- A `SaveManager` class to handle saving and loading data to a file
- Use of `ScriptableObject`s to hold game state data
- State validation and error recovery
**Files to Create:**
- `Assets/Scripts/Core/SaveManager.cs`
- `Assets/Data/ScriptableObjects/GameState.cs`
- id: asset-management
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprites and textures
- Audio clips and music
- Prefabs and scene files
- ScriptableObjects
**Implementation Requirements:**
- Use of Addressables for dynamic asset loading
- Asset bundles for platform-specific assets
- Memory management for large assets
**Files to Create:**
- `Assets/Scripts/Core/AssetManager.cs` (if needed for complex scenarios)
- id: input-management
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support
**Implementation Requirements:**
- Use the new Unity Input System
- Create Action Maps for different input contexts
- Use the `PlayerInput` component for easy player input handling
**Files to Create:**
- `Assets/Settings/InputActions.inputactions`
- id: game-mechanics-systems
title: Game Mechanics Systems
instruction: For each major mechanic defined in the GDD, create a system specification
repeatable: true
sections:
- id: mechanic-system
title: "{{mechanic_name}} System"
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `Assets/Scripts/Mechanics/{{SystemName}}.cs`
- `Assets/Prefabs/{{RelatedObject}}.prefab`
- id: physics-collision
title: Physics & Collision System
template: |
**Physics Engine:** Unity 2D Physics
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Use the Layer Collision Matrix to optimize collision detection
- Use `Rigidbody2D` for physics-based movement
- Use `Collider2D` components for collision shapes
**Files to Create:**
- (No new files, but configure `ProjectSettings/DynamicsManager.asset`)
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- An `AudioManager` singleton to play sounds and music
- Use of `AudioMixer` to control volume levels
- Object pooling for frequently played sound effects
**Files to Create:**
- `Assets/Scripts/Core/AudioManager.cs`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Use UI Toolkit or UGUI for building user interfaces
- Create a `UIManager` to manage UI elements
- Use events to update UI from game logic
**Files to Create:**
- `Assets/Scripts/UI/UIManager.cs`
- `Assets/UI/` (folder for UI assets and prefabs)
- id: performance-architecture
title: Performance Architecture
instruction: Define performance requirements and optimization strategies
sections:
- id: performance-targets
title: Performance Targets
template: |
**Frame Rate:** Stable frame rate, 60+ FPS on target platforms
**Memory Usage:** <{{memory_limit}}MB total
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
**Battery Optimization:** Reduced updates when not visible
- id: optimization-strategies
title: Optimization Strategies
sections:
- id: object-pooling
title: Object Pooling
type: bullet-list
template: |
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
- id: asset-optimization
title: Asset Optimization
type: bullet-list
template: |
- Sprite atlases
- Audio compression
- Mipmaps for textures
- id: rendering-optimization
title: Rendering Optimization
type: bullet-list
template: |
- Use the 2D Renderer
- Batching for sprites
- Culling off-screen objects
- id: optimization-files
title: Files to Create
type: bullet-list
template: |
- `Assets/Scripts/Core/ObjectPool.cs`
- id: game-configuration
title: Game Configuration
instruction: Define all configurable aspects of the game
sections:
- id: game-balance-configuration
title: Game Balance Configuration
instruction: Based on GDD, define configurable game parameters using ScriptableObjects
type: code
language: c#
template: |
// Assets/Scripts/Data/GameBalance.cs
using UnityEngine;
[CreateAssetMenu(fileName = "GameBalance", menuName = "Game/Game Balance")]
public class GameBalance : ScriptableObject
{
public PlayerStats playerStats;
public EnemyStats enemyStats;
}
[System.Serializable]
public class PlayerStats
{
public float speed;
public int maxHealth;
}
[System.Serializable]
public class EnemyStats
{
public float speed;
public int maxHealth;
public int damage;
}
- id: development-guidelines
title: Development Guidelines
instruction: Provide coding standards specific to game development
sections:
- id: c#-standards
title: C# Standards
sections:
- id: code-style
title: Code Style
type: bullet-list
template: |
- Follow .NET coding conventions
- Use namespaces to organize code
- Write clean, readable, and maintainable code
- id: unity-best-practices
title: Unity Best Practices
sections:
- id: general-best-practices
title: General Best Practices
type: bullet-list
template: |
- Use the `[SerializeField]` attribute to expose private fields in the Inspector
- Avoid using `GameObject.Find()` in `Update()`
- Cache component references in `Awake()` or `Start()`
- id: component-design
title: Component Design
type: bullet-list
template: |
- Follow the Single Responsibility Principle
- Use events for communication between components
- Use ScriptableObjects for data
- id: scene-management-practices
title: Scene Management
type: bullet-list
template: |
- Use a loading scene for asynchronous loading
- Keep scenes small and focused
- id: testing-strategy
title: Testing Strategy
sections:
- id: unit-testing
title: Unit Testing
type: bullet-list
template: |
- Use the Unity Test Framework (Edit Mode tests)
- Test C# logic in isolation
- id: integration-testing
title: Integration Testing
type: bullet-list
template: |
- Use the Unity Test Framework (Play Mode tests)
- Test the interaction between components and systems
- id: test-files
title: Files to Create
type: bullet-list
template: |
- `Assets/Tests/EditMode/`
- `Assets/Tests/PlayMode/`
- id: deployment-architecture
title: Deployment Architecture
instruction: Define how the game will be built and deployed
sections:
- id: build-process
title: Build Process
sections:
- id: development-build
title: Development Build
type: bullet-list
template: |
- Enable "Development Build" in Build Settings
- Use the Profiler to analyze performance
- id: production-build
title: Production Build
type: bullet-list
template: |
- Disable "Development Build"
- Use IL2CPP for better performance
- Configure platform-specific settings
- id: deployment-strategy
title: Deployment Strategy
sections:
- id: platform-deployment
title: Platform Deployment
type: bullet-list
template: |
- Configure player settings for each target platform
- Use Unity Cloud Build for automated builds
- Follow platform-specific guidelines for submission
- id: implementation-roadmap
title: Implementation Roadmap
instruction: Break down the architecture implementation into phases that align with the GDD development phases
sections:
- id: phase-1-foundation
title: "Phase 1: Foundation ({{duration}})"
sections:
- id: phase-1-core
title: Core Systems
type: bullet-list
template: |
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
- id: phase-1-epics
title: Story Epics
type: bullet-list
template: |
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
- id: phase-2-game-systems
title: "Phase 2: Game Systems ({{duration}})"
sections:
- id: phase-2-gameplay
title: Gameplay Systems
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
- id: phase-2-epics
title: Story Epics
type: bullet-list
template: |
- "{{primary_mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
- id: phase-3-content-polish
title: "Phase 3: Content & Polish ({{duration}})"
sections:
- id: phase-3-content
title: Content Systems
type: bullet-list
template: |
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
- id: phase-3-epics
title: Story Epics
type: bullet-list
template: |
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential technical risks and mitigation strategies
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---------------------------- | ----------- | ---------- | ------------------- |
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable technical success criteria
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
- id: code-quality
title: Code Quality
type: bullet-list
template: |
- 90%+ test coverage on game logic
- Zero C# compiler errors or warnings
- Consistent adherence to coding standards
- Comprehensive documentation coverage

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template:
id: game-brief-template-v2
name: Game Brief
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-brief.md"
title: "{{game_title}} Game Brief"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
title: Game Vision
instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
- id: elevator-pitch
title: Elevator Pitch
instruction: Single sentence that captures the essence of the game in a memorable way
template: |
**"{{game_description_in_one_sentence}}"**
- id: vision-statement
title: Vision Statement
instruction: Inspirational statement about what the game will achieve for players and why it matters
- id: target-market
title: Target Market
instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: primary-audience
title: Primary Audience
template: |
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
- id: secondary-audiences
title: Secondary Audiences
template: |
**Audience 2:** {{description}}
**Audience 3:** {{description}}
- id: market-context
title: Market Context
template: |
**Genre:** {{primary_genre}} / {{secondary_genre}}
**Platform Strategy:** {{platform_focus}}
**Competitive Positioning:** {{differentiation_statement}}
- id: game-fundamentals
title: Game Fundamentals
instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
sections:
- id: core-gameplay-pillars
title: Core Gameplay Pillars
instruction: 3-5 fundamental principles that guide all design decisions
type: numbered-list
template: |
**{{pillar_name}}** - {{description_and_rationale}}
- id: primary-mechanics
title: Primary Mechanics
instruction: List the 3-5 most important gameplay mechanics that define the player experience
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what emotions and experiences the game should create for players
template: |
**Primary Experience:** {{main_emotional_goal}}
**Secondary Experiences:** {{supporting_emotional_goals}}
**Engagement Pattern:** {{how_player_engagement_evolves}}
- id: scope-constraints
title: Scope and Constraints
instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
sections:
- id: project-scope
title: Project Scope
template: |
**Game Length:** {{estimated_content_hours}}
**Content Volume:** {{levels_areas_content_amount}}
**Feature Complexity:** {{simple|moderate|complex}}
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
- id: technical-constraints
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Unity & C#
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
- Load Time Goal: <{{load_time_seconds}}s
- id: resource-constraints
title: Resource Constraints
template: |
**Team Size:** {{team_composition}}
**Timeline:** {{development_duration}}
**Budget Considerations:** {{budget_constraints_or_targets}}
**Asset Requirements:** {{art_audio_content_needs}}
- id: business-constraints
title: Business Constraints
condition: has_business_goals
template: |
**Monetization Model:** {{free|premium|freemium|subscription}}
**Revenue Goals:** {{revenue_targets_if_applicable}}
**Platform Requirements:** {{store_certification_needs}}
**Launch Timeline:** {{target_launch_window}}
- id: reference-framework
title: Reference Framework
instruction: Provide context through references and competitive analysis
sections:
- id: inspiration-games
title: Inspiration Games
sections:
- id: primary-references
title: Primary References
type: numbered-list
repeatable: true
template: |
**{{reference_game}}** - {{what_we_learn_from_it}}
- id: competitive-analysis
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
title: Market Opportunity
template: |
**Market Gap:** {{underserved_need_or_opportunity}}
**Timing Factors:** {{why_now_is_the_right_time}}
**Success Metrics:** {{how_well_measure_success}}
- id: content-framework
title: Content Framework
instruction: Outline the content structure and progression without full design detail
sections:
- id: game-structure
title: Game Structure
template: |
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
**Progression Model:** {{how_players_advance}}
**Session Structure:** {{typical_play_session_flow}}
- id: content-categories
title: Content Categories
template: |
**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}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
template: |
**Difficulty Approach:** {{how_challenge_is_structured}}
**Accessibility Features:** {{planned_accessibility_support}}
**Skill Requirements:** {{what_skills_players_need}}
- id: art-audio-direction
title: Art and Audio Direction
instruction: Establish the aesthetic vision that will guide asset creation
sections:
- id: visual-style
title: Visual Style
template: |
**Art Direction:** {{style_description}}
**Reference Materials:** {{visual_inspiration_sources}}
**Technical Approach:** {{2d_style_pixel_vector_etc}}
**Color Strategy:** {{color_palette_mood}}
- id: audio-direction
title: Audio Direction
template: |
**Music Style:** {{genre_and_mood}}
**Sound Design:** {{audio_personality}}
**Implementation Needs:** {{technical_audio_requirements}}
- id: ui-ux-approach
title: UI/UX Approach
template: |
**Interface Style:** {{ui_aesthetic}}
**User Experience Goals:** {{ux_priorities}}
**Platform Adaptations:** {{cross_platform_considerations}}
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential challenges and mitigation strategies
sections:
- id: technical-risks
title: Technical Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: design-risks
title: Design Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: market-risks
title: Market Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable goals for the project
sections:
- id: player-experience-metrics
title: Player Experience Metrics
template: |
**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
- id: development-metrics
title: Development Metrics
template: |
**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
- id: business-metrics
title: Business Metrics
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
- id: next-steps
title: Next Steps
instruction: Define immediate actions following the brief completion
sections:
- id: immediate-actions
title: Immediate Actions
type: numbered-list
template: |
**{{action_item}}** - {{details_and_timeline}}
- id: development-roadmap
title: Development Roadmap
sections:
- id: phase-1-preproduction
title: "Phase 1: Pre-Production ({{duration}})"
type: bullet-list
template: |
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
- id: phase-2-prototype
title: "Phase 2: Prototype ({{duration}})"
type: bullet-list
template: |
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
- id: phase-3-production
title: "Phase 3: Production ({{duration}})"
type: bullet-list
template: |
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
- id: documentation-pipeline
title: Documentation Pipeline
sections:
- id: required-documents
title: Required Documents
type: numbered-list
template: |
Game Design Document (GDD) - {{target_completion}}
Technical Architecture Document - {{target_completion}}
Art Style Guide - {{target_completion}}
Production Plan - {{target_completion}}
- id: validation-plan
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
- id: appendices
title: Appendices
sections:
- id: research-materials
title: Research Materials
instruction: Include any supporting research, competitive analysis, or market data that informed the brief
- id: brainstorming-notes
title: Brainstorming Session Notes
instruction: Reference any brainstorming sessions that led to this brief
- id: stakeholder-input
title: Stakeholder Input
instruction: Include key input from stakeholders that shaped the vision
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |

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template:
id: game-design-doc-template-v2
name: Game Design Document (GDD)
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-design-document.md"
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
- id: executive-summary
title: Executive Summary
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
- id: target-audience
title: Target Audience
instruction: Define the primary and secondary audience with demographics and gaming preferences
template: |
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms
template: |
**Primary Platform:** {{platform}}
**Engine:** Unity & C#
**Performance Target:** Stable FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
- id: unique-selling-points
title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors
type: numbered-list
template: "{{usp}}"
- id: core-gameplay
title: Core Gameplay
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
sections:
- id: game-pillars
title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
type: numbered-list
template: |
**{{pillar_name}}** - {{description}}
- id: core-gameplay-loop
title: Core Gameplay Loop
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
4. {{reward_feedback}} ({{time_4}}s)
- id: win-loss-conditions
title: Win/Loss Conditions
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
- id: game-mechanics
title: Game Mechanics
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
sections:
- id: primary-mechanics
title: Primary Mechanics
repeatable: true
sections:
- id: mechanic
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
**Dependencies:** {{other_mechanics_needed}}
- id: controls
title: Controls
instruction: Define all input methods for different platforms
type: table
template: |
| Action | Desktop | Mobile | Gamepad |
| ------ | ------- | ------ | ------- |
| {{action}} | {{key}} | {{gesture}} | {{button}} |
- id: progression-balance
title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
sections:
- id: player-progression
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
- id: difficulty-curve
title: Difficulty Curve
instruction: Provide specific parameters for balancing
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
**Early Game:** {{duration}} - {{difficulty_description}}
**Mid Game:** {{duration}} - {{difficulty_description}}
**Late Game:** {{duration}} - {{difficulty_description}}
- id: economy-resources
title: Economy & Resources
condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles
type: table
template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------- | --------- | ---------- | ------- | --- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
- id: level-design-framework
title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
sections:
- id: level-types
title: Level Types
repeatable: true
sections:
- id: level-type
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
- id: level-progression
title: Level Progression
template: |
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
- id: technical-specifications
title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
sections:
- id: performance-requirements
title: Performance Requirements
template: |
**Frame Rate:** Stable FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
- id: platform-specific
title: Platform Specific
template: |
**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+
- id: asset-requirements
title: Asset Requirements
instruction: Define asset specifications for the art and audio teams
template: |
**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}}
- id: technical-architecture-requirements
title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support
sections:
- id: engine-configuration
title: Engine Configuration
template: |
**Unity Setup:**
- C#: Latest stable version
- Physics: 2D Physics
- Renderer: 2D Renderer (URP)
- Input System: New Input System
- id: code-architecture
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
- id: data-management
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
- id: development-phases
title: Development Phases
instruction: Break down the development into phases that can be converted to epics
sections:
- id: phase-1-core-systems
title: "Phase 1: Core Systems ({{duration}})"
sections:
- id: foundation-epic
title: "Epic: Foundation"
type: bullet-list
template: |
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
- id: core-mechanics-epic
title: "Epic: Core Mechanics"
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
- id: phase-2-gameplay-features
title: "Phase 2: Gameplay Features ({{duration}})"
sections:
- id: game-systems-epic
title: "Epic: Game Systems"
type: bullet-list
template: |
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
- id: content-creation-epic
title: "Epic: Content Creation"
type: bullet-list
template: |
- Level loading system
- First playable levels
- Basic UI implementation
- id: phase-3-polish-optimization
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-epic
title: "Epic: Performance"
type: bullet-list
template: |
- Optimization and profiling
- Mobile platform testing
- Memory management
- id: user-experience-epic
title: "Epic: User Experience"
type: bullet-list
template: |
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
- id: success-metrics
title: Success Metrics
instruction: Define measurable goals for the game
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
- id: gameplay-metrics
title: Gameplay Metrics
type: bullet-list
template: |
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
- Player retention: D1 {{d1}}%, D7 {{d7}}%
- id: appendices
title: Appendices
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: references
title: References
instruction: List any competitive analysis, inspiration, or research sources
type: bullet-list
template: "{{reference}}"

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template:
id: game-story-template-v2
name: Game Development Story
version: 2.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
title: "Story: {{story_title}}"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
content: |
**Epic:** {{epic_name}}
**Story ID:** {{story_id}}
**Priority:** {{High|Medium|Low}}
**Points:** {{story_points}}
**Status:** Draft
- id: description
title: Description
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
- id: acceptance-criteria
title: Acceptance Criteria
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
sections:
- id: functional-requirements
title: Functional Requirements
type: checklist
items:
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
items:
- "Code follows C# best practices"
- "Maintains stable frame rate on target devices"
- "No memory leaks or performance degradation"
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: technical-specifications
title: Technical Specifications
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
sections:
- id: files-to-modify
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
title: Class/Interface Definitions
instruction: Define specific C# interfaces and class structures needed
type: code
language: c#
template: |
// {{interface_name}}
public interface {{InterfaceName}}
{
{{type}} {{Property1}} { get; set; }
{{return_type}} {{Method1}}({{params}});
}
// {{class_name}}
public class {{ClassName}} : MonoBehaviour
{
private {{type}} _{{property}};
private void Awake()
{
// Implementation requirements
}
public {{return_type}} {{Method1}}({{params}})
{
// Method requirements
}
}
- id: integration-points
title: Integration Points
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**Component Dependencies:**
- {{component_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
- id: implementation-tasks
title: Implementation Tasks
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
sections:
- id: dev-agent-record
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
title: Game Design Context
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
- id: testing-requirements
title: Testing Requirements
instruction: Define specific testing criteria for this game feature
sections:
- id: unit-tests
title: Unit Tests
template: |
**Test Files:**
- `Assets/Tests/EditMode/{{component_name}}Tests.cs`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
- id: game-testing
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
- id: performance-tests
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains stable FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
- id: dependencies
title: Dependencies
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
- id: definition-of-done
title: Definition of Done
instruction: Checklist that must be completed before the story is considered finished
type: checklist
items:
- "All acceptance criteria met"
- "Code reviewed and approved"
- "Unit tests written and passing"
- "Integration tests passing"
- "Performance targets met"
- "No C# compiler errors or warnings"
- "Documentation updated"
- "{{game_specific_dod_item}}"
- id: notes
title: Notes
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}

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template:
id: level-design-doc-template-v2
name: Level Design Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-level-design-document.md"
title: "{{game_title}} Level Design Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
title: Introduction
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: level-design-philosophy
title: Level Design Philosophy
instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: design-principles
title: Design Principles
instruction: Define 3-5 core principles that guide all level design decisions
type: numbered-list
template: |
**{{principle_name}}** - {{description}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what players should feel and learn in each level category
template: |
**Tutorial Levels:** {{experience_description}}
**Standard Levels:** {{experience_description}}
**Challenge Levels:** {{experience_description}}
**Boss Levels:** {{experience_description}}
- id: level-flow-framework
title: Level Flow Framework
instruction: Define the standard structure for level progression
template: |
**Introduction Phase:** {{duration}} - {{purpose}}
**Development Phase:** {{duration}} - {{purpose}}
**Climax Phase:** {{duration}} - {{purpose}}
**Resolution Phase:** {{duration}} - {{purpose}}
- id: level-categories
title: Level Categories
instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
repeatable: true
sections:
- id: level-category
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**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
- Asset requirements: {{asset_needs}}
- id: level-progression-system
title: Level Progression System
instruction: Define how players move through levels and how difficulty scales
sections:
- id: world-structure
title: World Structure
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**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}}
- id: difficulty-progression
title: Difficulty Progression
instruction: Define how challenge increases across the game
sections:
- id: progression-curve
title: Progression Curve
type: code
language: text
template: |
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
- id: scaling-parameters
title: Scaling Parameters
type: bullet-list
template: |
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
- id: unlock-requirements
title: Unlock Requirements
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}
- id: level-design-components
title: Level Design Components
instruction: Define the building blocks used to create levels
sections:
- id: environmental-elements
title: Environmental Elements
instruction: Define all environmental components that can be used in levels
template: |
**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}}
- id: collectibles-rewards
title: Collectibles and Rewards
instruction: Define all collectible items and their placement rules
template: |
**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}}%
- id: enemy-placement-framework
title: Enemy Placement Framework
instruction: Define how enemies should be placed and balanced in levels
template: |
**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}}
- id: level-creation-guidelines
title: Level Creation Guidelines
instruction: Provide specific guidelines for creating individual levels
sections:
- id: level-layout-principles
title: Level Layout Principles
template: |
**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}}
- Multiple path options: {{branching_rules}}
- id: pacing-and-flow
title: Pacing and Flow
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**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}}
- id: challenge-design
title: Challenge Design
instruction: Define how to create appropriate challenges for each level type
template: |
**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}}
- id: technical-implementation
title: Technical Implementation
instruction: Define technical requirements for level implementation
sections:
- id: level-data-structure
title: Level Data Structure
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
sections:
- id: required-data-fields
title: Required Data Fields
type: code
language: json
template: |
{
"levelId": "{{unique_identifier}}",
"worldId": "{{world_identifier}}",
"difficulty": {{difficulty_value}},
"targetTime": {{completion_time_seconds}},
"objectives": {
"primary": "{{primary_objective}}",
"secondary": ["{{secondary_objectives}}"],
"hidden": ["{{secret_objectives}}"]
},
"layout": {
"width": {{grid_width}},
"height": {{grid_height}},
"tilemap": "{{tilemap_reference}}"
},
"entities": [
{
"type": "{{entity_type}}",
"position": {"x": {{x}}, "y": {{y}}},
"properties": {{entity_properties}}
}
]
}
- id: asset-integration
title: Asset Integration
instruction: Define how level assets are organized and loaded
template: |
**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}}
- id: performance-optimization
title: Performance Optimization
instruction: Define performance requirements for level systems
template: |
**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}}
- id: level-testing-framework
title: Level Testing Framework
instruction: Define how levels should be tested and validated
sections:
- id: automated-testing
title: Automated Testing
template: |
**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
- id: manual-testing-protocol
title: Manual Testing Protocol
sections:
- id: playtesting-checklist
title: Playtesting Checklist
type: checklist
items:
- "Level completes within target time range"
- "All mechanics function correctly"
- "Difficulty feels appropriate for level category"
- "Player guidance is clear and effective"
- "No exploits or sequence breaks (unless intended)"
- id: player-experience-testing
title: Player Experience Testing
type: checklist
items:
- "Tutorial levels teach effectively"
- "Challenge feels fair and rewarding"
- "Flow and pacing maintain engagement"
- "Audio and visual feedback support gameplay"
- id: balance-validation
title: Balance Validation
template: |
**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}}
- id: content-creation-pipeline
title: Content Creation Pipeline
instruction: Define the workflow for creating new levels
sections:
- id: design-phase
title: Design Phase
template: |
**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
- Asset requirement list
- id: implementation-phase
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
4. Bug fixing and polish
- id: integration-phase
title: Integration Phase
template: |
**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
4. Final approval and release
- id: success-metrics
title: Success Metrics
instruction: Define how to measure level design success
sections:
- id: player-engagement
title: Player Engagement
type: bullet-list
template: |
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
- id: technical-performance
title: Technical Performance
type: bullet-list
template: |
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
- id: design-quality
title: Design Quality
type: bullet-list
template: |
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%

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workflow:
id: unity-game-dev-greenfield
name: Game Development - Greenfield Project (Unity)
description: Specialized workflow for creating 2D games from concept to implementation using Unity and C#. Guides teams through game concept development, design documentation, technical architecture, and story-driven development for professional game development.
type: greenfield
project_types:
- indie-game
- mobile-game
- web-game
- educational-game
- prototype-game
- game-jam
full_game_sequence:
- agent: game-designer
creates: game-brief.md
optional_steps:
- brainstorming_session
- game_research_prompt
- player_research
notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: game-design-doc.md
requires: game-brief.md
optional_steps:
- competitive_analysis
- technical_research
notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: level-design-doc.md
requires: game-design-doc.md
optional_steps:
- level_prototyping
- difficulty_analysis
notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
- agent: solution-architect
creates: game-architecture.md
requires:
- game-design-doc.md
- level-design-doc.md
optional_steps:
- technical_research_prompt
- performance_analysis
- platform_research
notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Unity systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
- agent: game-designer
validates: design_consistency
requires: all_design_documents
uses: game-design-checklist
notes: Validate all design documents for consistency, completeness, and implementability. May require updates to any design document.
- agent: various
updates: flagged_design_documents
condition: design_validation_issues
notes: If design validation finds issues, return to relevant agent to fix and re-export updated documents to docs/ folder.
project_setup_guidance:
action: guide_game_project_structure
notes: Set up Unity project structure following game architecture document. Create Assets/ with subdirectories for Scenes, Scripts, Prefabs, etc.
workflow_end:
action: move_to_story_development
notes: All design artifacts complete. Begin story-driven development phase. Use Game Scrum Master to create implementation stories from design documents.
prototype_sequence:
- step: prototype_scope
action: assess_prototype_complexity
notes: First, assess if this needs full game design (use full_game_sequence) or can be a rapid prototype.
- agent: game-designer
creates: game-brief.md
optional_steps:
- quick_brainstorming
- concept_validation
notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
- agent: game-designer
creates: prototype-design.md
uses: create-doc prototype-design OR create-game-story
requires: game-brief.md
notes: Create minimal design document or jump directly to implementation stories for rapid prototyping. Choose based on prototype complexity.
prototype_workflow_end:
action: move_to_rapid_implementation
notes: Prototype defined. Begin immediate implementation with Game Developer. Focus on core mechanics first, then iterate based on playtesting.
flow_diagram: |
```mermaid
graph TD
A[Start: Game Development Project] --> B{Project Scope?}
B -->|Full Game/Production| C[game-designer: game-brief.md]
B -->|Prototype/Game Jam| D[game-designer: focused game-brief.md]
C --> E[game-designer: game-design-doc.md]
E --> F[game-designer: level-design-doc.md]
F --> G[solution-architect: game-architecture.md]
G --> H[game-designer: validate design consistency]
H --> I{Design validation issues?}
I -->|Yes| J[Return to relevant agent for fixes]
I -->|No| K[Set up game project structure]
J --> H
K --> L[Move to Story Development Phase]
D --> M[game-designer: prototype-design.md]
M --> N[Move to Rapid Implementation]
C -.-> C1[Optional: brainstorming]
C -.-> C2[Optional: game research]
E -.-> E1[Optional: competitive analysis]
F -.-> F1[Optional: level prototyping]
G -.-> G1[Optional: technical research]
D -.-> D1[Optional: quick brainstorming]
style L fill:#90EE90
style N fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style D fill:#FFB6C1
style M fill:#FFB6C1
```
decision_guidance:
use_full_sequence_when:
- Building commercial or production games
- Multiple team members involved
- Complex gameplay systems (3+ core mechanics)
- Long-term development timeline (2+ months)
- Need comprehensive documentation for team coordination
- Targeting multiple platforms
- Educational or enterprise game projects
use_prototype_sequence_when:
- Game jams or time-constrained development
- Solo developer or very small team
- Experimental or proof-of-concept games
- Simple mechanics (1-2 core systems)
- Quick validation of game concepts
- Learning projects or technical demos
handoff_prompts:
designer_to_gdd: Game brief is complete. Save it as docs/design/game-brief.md in your project, then create the comprehensive Game Design Document.
gdd_to_level: Game Design Document ready. Save it as docs/design/game-design-doc.md, then create the level design framework.
level_to_architect: Level design complete. Save it as docs/design/level-design-doc.md, then create the technical architecture.
architect_review: Architecture complete. Save it as docs/architecture/game-architecture.md. Please validate all design documents for consistency.
validation_issues: Design validation found issues with [document]. Please return to [agent] to fix and re-save the updated document.
full_complete: All design artifacts validated and saved. Set up game project structure and move to story development phase.
prototype_designer_to_dev: Prototype brief complete. Save it as docs/game-brief.md, then create minimal design or jump directly to implementation stories.
prototype_complete: Prototype defined. Begin rapid implementation focusing on core mechanics and immediate playability.
story_development_guidance:
epic_breakdown:
- Core Game Systems" - Fundamental gameplay mechanics and player controls
- Level Content" - Individual levels, progression, and content implementation
- User Interface" - Menus, HUD, settings, and player feedback systems
- Audio Integration" - Music, sound effects, and audio systems
- Performance Optimization" - Platform optimization and technical polish
- Game Polish" - Visual effects, animations, and final user experience
story_creation_process:
- Use Game Scrum Master to create detailed implementation stories
- Each story should reference specific GDD sections
- Include performance requirements (stable frame rate)
- Specify Unity implementation details (components, prefabs, scenes)
- Apply game-story-dod-checklist for quality validation
- Ensure stories are immediately actionable by Game Developer
game_development_best_practices:
performance_targets:
- Maintain stable frame rate on target devices throughout development
- Memory usage under specified limits per game system
- Loading times under 3 seconds for levels
- Smooth animation and responsive player controls
technical_standards:
- C# best practices compliance
- Component-based game architecture
- Object pooling for performance-critical objects
- Cross-platform input handling with the new Input System
- Comprehensive error handling and graceful degradation
playtesting_integration:
- Test core mechanics early and frequently
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
- Document design changes and rationale
success_criteria:
design_phase_complete:
- All design documents created and validated
- Technical architecture aligns with game design requirements
- Performance targets defined and achievable
- Story breakdown ready for implementation
- Project structure established
implementation_readiness:
- Development environment configured for Unity + C#
- Asset pipeline and build system established
- Testing framework in place
- Team roles and responsibilities defined
- First implementation stories created and ready

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workflow:
id: unity-game-prototype
name: Game Prototype Development (Unity)
description: Fast-track workflow for rapid game prototyping and concept validation. Optimized for game jams, proof-of-concept development, and quick iteration on game mechanics using Unity and C#.
type: prototype
project_types:
- game-jam
- proof-of-concept
- mechanic-test
- technical-demo
- learning-project
- rapid-iteration
prototype_sequence:
- step: concept_definition
agent: game-designer
duration: 15-30 minutes
creates: concept-summary.md
notes: Quickly define core game concept, primary mechanic, and target experience. Focus on what makes this game unique and fun.
- step: rapid_design
agent: game-designer
duration: 30-60 minutes
creates: prototype-spec.md
requires: concept-summary.md
optional_steps:
- quick_brainstorming
- reference_research
notes: Create minimal but complete design specification. Focus on core mechanics, basic controls, and success/failure conditions.
- step: technical_planning
agent: game-developer
duration: 15-30 minutes
creates: prototype-architecture.md
requires: prototype-spec.md
notes: Define minimal technical implementation plan. Identify core Unity systems needed and performance constraints.
- step: implementation_stories
agent: game-sm
duration: 30-45 minutes
creates: prototype-stories/
requires: prototype-spec.md, prototype-architecture.md
notes: Create 3-5 focused implementation stories for core prototype features. Each story should be completable in 2-4 hours.
- step: iterative_development
agent: game-developer
duration: varies
implements: prototype-stories/
notes: Implement stories in priority order. Test frequently in the Unity Editor and adjust design based on what feels fun. Document discoveries.
workflow_end:
action: prototype_evaluation
notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
game_jam_sequence:
- step: jam_concept
agent: game-designer
duration: 10-15 minutes
creates: jam-concept.md
notes: Define game concept based on jam theme. One sentence core mechanic, basic controls, win condition.
- step: jam_implementation
agent: game-developer
duration: varies (jam timeline)
creates: working-prototype
requires: jam-concept.md
notes: Directly implement core mechanic in Unity. No formal stories - iterate rapidly on what's fun. Document major decisions.
jam_workflow_end:
action: jam_submission
notes: Submit to game jam. Capture lessons learned and consider post-jam development if concept shows promise.
flow_diagram: |
```mermaid
graph TD
A[Start: Prototype Project] --> B{Development Context?}
B -->|Standard Prototype| C[game-designer: concept-summary.md]
B -->|Game Jam| D[game-designer: jam-concept.md]
C --> E[game-designer: prototype-spec.md]
E --> F[game-developer: prototype-architecture.md]
F --> G[game-sm: create prototype stories]
G --> H[game-developer: iterative implementation]
H --> I[Prototype Evaluation]
D --> J[game-developer: direct implementation]
J --> K[Game Jam Submission]
E -.-> E1[Optional: quick brainstorming]
E -.-> E2[Optional: reference research]
style I fill:#90EE90
style K fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style H fill:#FFE4B5
style D fill:#FFB6C1
style J fill:#FFB6C1
```
decision_guidance:
use_prototype_sequence_when:
- Learning new game development concepts
- Testing specific game mechanics
- Building portfolio pieces
- Have 1-7 days for development
- Need structured but fast development
- Want to validate game concepts before full development
use_game_jam_sequence_when:
- Participating in time-constrained game jams
- Have 24-72 hours total development time
- Want to experiment with wild or unusual concepts
- Learning through rapid iteration
- Building networking/portfolio presence
prototype_best_practices:
scope_management:
- Start with absolute minimum viable gameplay
- One core mechanic implemented well beats many mechanics poorly
- Focus on "game feel" over features
- Cut features ruthlessly to meet timeline
rapid_iteration:
- Test the game every 1-2 hours of development in the Unity Editor
- Ask "Is this fun?" frequently during development
- Be willing to pivot mechanics if they don't feel good
- Document what works and what doesn't
technical_efficiency:
- Use simple graphics (geometric shapes, basic sprites)
- Leverage Unity's built-in components heavily
- Avoid complex custom systems in prototypes
- Prioritize functional over polished
prototype_evaluation_criteria:
core_mechanic_validation:
- Is the primary mechanic engaging for 30+ seconds?
- Do players understand the mechanic without explanation?
- Does the mechanic have depth for extended play?
- Are there natural difficulty progression opportunities?
technical_feasibility:
- Does the prototype run at acceptable frame rates?
- Are there obvious technical blockers for expansion?
- Is the codebase clean enough for further development?
- Are performance targets realistic for full game?
player_experience:
- Do testers engage with the game voluntarily?
- What emotions does the game create in players?
- Are players asking for "just one more try"?
- What do players want to see added or changed?
post_prototype_options:
iterate_and_improve:
action: continue_prototyping
when: Core mechanic shows promise but needs refinement
next_steps: Create new prototype iteration focusing on identified improvements
expand_to_full_game:
action: transition_to_full_development
when: Prototype validates strong game concept
next_steps: Use game-dev-greenfield workflow to create full game design and architecture
pivot_concept:
action: new_prototype_direction
when: Current mechanic doesn't work but insights suggest new direction
next_steps: Apply learnings to new prototype concept
archive_and_learn:
action: document_learnings
when: Prototype doesn't work but provides valuable insights
next_steps: Document lessons learned and move to next prototype concept
time_boxing_guidance:
concept_phase: Maximum 30 minutes - if you can't explain the game simply, simplify it
design_phase: Maximum 1 hour - focus on core mechanics only
planning_phase: Maximum 30 minutes - identify critical path to playable prototype
implementation_phase: Time-boxed iterations - test every 2-4 hours of work
success_metrics:
development_velocity:
- Playable prototype in first day of development
- Core mechanic demonstrable within 4-6 hours of coding
- Major iteration cycles completed in 2-4 hour blocks
learning_objectives:
- Clear understanding of what makes the mechanic fun (or not)
- Technical feasibility assessment for full development
- Player reaction and engagement validation
- Design insights for future development
handoff_prompts:
concept_to_design: Game concept defined. Create minimal design specification focusing on core mechanics and player experience.
design_to_technical: Design specification ready. Create technical implementation plan for rapid prototyping.
technical_to_stories: Technical plan complete. Create focused implementation stories for prototype development.
stories_to_implementation: Stories ready. Begin iterative implementation with frequent playtesting and design validation.
prototype_to_evaluation: Prototype playable. Evaluate core mechanics, gather feedback, and determine next development steps.

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# BMad Creator Tools
Tools for creating and extending BMad framework components.
## Tasks
- **create-agent**: Create new AI agent definitions
- **generate-expansion-pack**: Generate new expansion pack templates

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@@ -1,6 +0,0 @@
name: bmad-creator-tools
version: 1.9.0
short-title: Tools for creating BMad framework components
description: Tools for creating and extending BMad framework components.
author: Brian (BMad)
slashPrefix: bmadCreator

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@@ -1,200 +0,0 @@
# Create Agent Task
This task guides you through creating a new BMad agent following the standard template.
## Prerequisites
- Agent template: `../templates/agent-tmpl.md`
- Target directory: `.bmad-core/agents/`
## Steps
### 1. Gather Agent Information
Collect the following information from the user:
- **Agent ID**: Unique identifier (lowercase, hyphens allowed, e.g., `data-analyst`)
- **Agent Name**: Display name (e.g., `Data Analyst`)
- **Agent Title**: Professional title (e.g., `Data Analysis Specialist`)
- **Role Description**: Brief description of the agent's primary role
- **Communication Style**: How the agent communicates (e.g., `analytical, data-driven, clear`)
- **Identity**: Detailed description of who this agent is
- **Focus Areas**: Primary areas of expertise and focus
- **Core Principles**: 3-5 guiding principles for the agent
- **Customization**: Optional specific behaviors or overrides
### 2. Define Agent Capabilities
**IMPORTANT**:
- If your agent will perform any actions → You MUST create corresponding tasks in `.bmad-core/tasks/`
- If your agent will create any documents → You MUST create templates in `.bmad-core/templates/` AND include the `create-doc` task
Determine:
- **Custom Commands**: Agent-specific commands beyond the defaults
- **Required Tasks**: Tasks from `.bmad-core/tasks/` the agent needs
- For any action the agent performs, a corresponding task file must exist
- Always include `create-doc` if the agent creates any documents
- **Required Templates**: Templates from `.bmad-core/templates/` the agent uses
- For any document the agent can create, a template must exist
- **Required Checklists**: Checklists the agent references
- **Required Data**: Data files the agent needs access to
- **Required Utils**: Utility files the agent uses
### 3. Handle Missing Dependencies
**Protocol for Missing Tasks/Templates:**
1. Check if each required task/template exists
2. For any missing items:
- Create a basic version following the appropriate template
- Track what was created in a list
3. Continue with agent creation
4. At the end, present a summary of all created items
**Track Created Items:**
```text
Created during agent setup:
- Tasks:
- [ ] task-name-1.md
- [ ] task-name-2.md
- Templates:
- [ ] template-name-1.md
- [ ] template-name-2.md
```
### 4. Create Agent File
1. Copy the template from `.bmad-core/templates/agent-tmpl.md`
2. Replace all placeholders with gathered information:
- `[AGENT_ID]` → agent id
- `[AGENT_NAME]` → agent name
- `[AGENT_TITLE]` → agent title
- `[AGENT_ROLE_DESCRIPTION]` → role description
- `[COMMUNICATION_STYLE]` → communication style
- `[AGENT_IDENTITY_DESCRIPTION]` → identity description
- `[PRIMARY_FOCUS_AREAS]` → focus areas
- `[PRINCIPLE_X]` → core principles
- `[OPTIONAL_CUSTOMIZATION]` → customization (or remove if none)
- `[DEFAULT_MODE_DESCRIPTION]` → description of default chat mode
- `[STARTUP_INSTRUCTIONS]` → what the agent should do on activation
- Add custom commands, tasks, templates, etc.
3. Save as `.bmad-core/agents/[agent-id].md`
### 4. Validate Agent
Ensure:
- All placeholders are replaced
- Dependencies (tasks, templates, etc.) actually exist
- Commands are properly formatted
- YAML structure is valid
### 5. Build and Test
1. Run `npm run build:agents` to include in builds
2. Test agent activation and commands
3. Verify all dependencies load correctly
### 6. Final Summary
Present to the user:
```text
✅ Agent Created: [agent-name]
Location: .bmad-core/agents/[agent-id].md
📝 Dependencies Created:
Tasks:
- ✅ task-1.md - [brief description]
- ✅ task-2.md - [brief description]
Templates:
- ✅ template-1.md - [brief description]
- ✅ template-2.md - [brief description]
⚠️ Next Steps:
1. Review and customize the created tasks/templates
2. Run npm run build:agents
3. Test the agent thoroughly
```
## Template Reference
The agent template structure:
- **activation-instructions**: How the AI should interpret the file
- **agent**: Basic agent metadata
- **persona**: Character and behavior definition
- **startup**: Initial actions on activation
- **commands**: Available commands (always include defaults)
- **dependencies**: Required resources organized by type
## Example Usage
```yaml
agent:
name: Data Analyst
id: data-analyst
title: Data Analysis Specialist
persona:
role: Expert in data analysis, visualization, and insights extraction
style: analytical, data-driven, clear, methodical
identity: I am a seasoned data analyst who transforms raw data into actionable insights
focus: data exploration, statistical analysis, visualization, reporting
core_principles:
- Data integrity and accuracy above all
- Clear communication of complex findings
- Actionable insights over raw numbers
```
## Creating Missing Dependencies
When a required task or template doesn't exist:
1. **For Missing Tasks**: Create using `.bmad-core/templates/task-template.md`
- Name it descriptively (e.g., `analyze-metrics.md`)
- Define clear steps for the action
- Include any required inputs/outputs
2. **For Missing Templates**: Create a basic structure
- Name it descriptively (e.g., `metrics-report-template.md`)
- Include placeholders for expected content
- Add sections relevant to the document type
3. **Always Track**: Keep a list of everything created to report at the end
## Important Reminders
### Tasks and Templates Requirement
- **Every agent action needs a task**: If an agent can "analyze data", there must be an `analyze-data.md` task
- **Every document type needs a template**: If an agent can create reports, there must be a `report-template.md`
- **Document creation requires**: Both the template AND the `create-doc` task in dependencies
### Example Dependencies
```yaml
dependencies:
tasks:
- create-doc
- analyze-requirements
- generate-report
templates:
- requirements-doc
- analysis-report
```
## Notes
- Keep agent definitions focused and specific
- Ensure dependencies are minimal and necessary
- Test thoroughly before distribution
- Follow existing agent patterns for consistency
- Remember: No task = agent can't do it, No template = agent can't create it

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@@ -1,178 +0,0 @@
template:
id: agent-teams-template-v2
name: Agent Team Configuration
version: 2.0
output:
format: yaml
filename: "agent-teams/{{team_name}}.yaml"
title: "{{team_name}}"
workflow:
mode: interactive
sections:
- id: header
title: Agent Team Configuration Template
instruction: |
This template is for creating agent team configurations in YAML format. Follow the structure carefully and replace all placeholders with appropriate values. The team name should reflect the team's purpose and domain focus.
- id: yaml-configuration
type: code
language: yaml
template: |
bundle:
name: {{team_display_name}}
icon: {{team_emoji}}
description: {{team_description}}
agents:
{{agent_list}}
workflows:
{{workflow_list}}
instruction: |
Use format "Team [Descriptor]" for generic teams or "[Domain] Team" for specialized teams. Examples: "Team Fullstack", "Healthcare Team", "Legal Team"
Choose a single emoji that best represents the team's function or name
Write a concise description (1 sentence) that explains:
1. The team's primary purpose
2. What types of projects they handle
3. Any special capabilities or focus areas
4. Keep it short as its displayed in menus
Example: "Full Stack Ideation Web App Team." or "Startup Business Coaching team"
List the agents that make up this team. Guidelines:
- Use shortened agent names (e.g., 'analyst' not 'business-analyst')
- Include 'bmad-orchestrator' for bmad-core teams as the coordinator
- Only use '*' for an all-inclusive team (rare)
- Order agents logically by workflow (analysis → design → development → testing)
- For expansion packs, include both core agents and custom agents
Define the workflows this team can execute that will guide the user through a multi-step multi agent process. Guidelines:
- Use null if the team doesn't have predefined workflows
- Workflow names should be descriptive
- use domain-specific workflow names
sections:
- id: standard-team
condition: Standard team configuration
template: |
# Core workflow agents
- bmad-orchestrator # Team coordinator
- analyst # Requirements and analysis
- pm # Product management
- architect # System design
- dev # Development
- qa # Quality assurance
- id: minimal-team
condition: Minimal team configuration
template: |
# Minimal team for quick iterations
- bmad-orchestrator # Team coordinator
- architect # Design and planning
- dev # Implementation
- id: specialized-team
condition: Domain-specific team
template: |
# Domain-specific team composition
- {{domain}}-orchestrator # Domain coordinator
- {{agent_short_name}} # {{agent_role_description}}
- id: all-agents
condition: Include all available agents
template: |
- '*' # Include all available agents
- id: no-workflows
condition: No predefined workflows
template: |
null # No predefined workflows
- id: standard-workflows
condition: Standard project workflows
template: |
# New project workflows
- greenfield-fullstack # New full-stack application
- greenfield-service # New backend service
- greenfield-ui # New frontend application
# Existing project workflows
- brownfield-fullstack # Enhance existing full-stack app
- brownfield-service # Enhance existing service
- brownfield-ui # Enhance existing UI
- id: domain-workflows
condition: Domain-specific workflows
template: |
# Domain-specific workflows
- {{workflow_name}} # {{workflow_description}}
- id: examples
title: Examples
sections:
- id: example-1
title: "Example 1: Standard fullstack team"
type: code
language: yaml
template: |
bundle:
name: Team Fullstack
icon: 🚀
description: Complete agile team for full-stack web applications. Handles everything from requirements to deployment.
agents:
- bmad-orchestrator
- analyst
- pm
- architect
- dev
- qa
- ux-expert
workflows:
- greenfield-fullstack
- greenfield-service
- greenfield-ui
- brownfield-fullstack
- brownfield-service
- brownfield-ui
- id: example-2
title: "Example 2: Healthcare expansion pack team"
type: code
language: yaml
template: |
bundle:
name: Healthcare Compliance Team
icon: ⚕️
description: Specialized team for healthcare applications with HIPAA compliance focus. Manages clinical workflows and regulatory requirements.
agents:
- healthcare-orchestrator
- clinical-analyst
- compliance-officer
- architect
- dev
- qa
workflows:
- healthcare-patient-portal
- healthcare-compliance-audit
- clinical-trial-management
- id: example-3
title: "Example 3: Minimal IDE team"
type: code
language: yaml
template: |
bundle:
name: Team IDE Minimal
icon: ⚡
description: Minimal team for IDE usage. Just the essentials for quick development.
agents:
- bmad-orchestrator
- architect
- dev
workflows: null
- id: creation-instructions
instruction: |
When creating a new team configuration:
1. Choose the most appropriate condition block based on team type
2. Remove all unused condition blocks
3. Replace all placeholders with actual values
4. Ensure agent names match available agents in the system
5. Verify workflow names match available workflows
6. Save as team-[descriptor].yaml or [domain]-team.yaml
7. Place in the agent-teams directory of the appropriate location

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@@ -1,154 +0,0 @@
template:
id: agent-template-v2
name: Agent Definition
version: 2.0
output:
format: markdown
filename: "agents/{{agent_id}}.md"
title: "{{agent_id}}"
workflow:
mode: interactive
sections:
- id: header
title: "{{agent_id}}"
instruction: |
This is an agent definition template. When creating a new agent:
1. ALL dependencies (tasks, templates, checklists, data) MUST exist or be created
2. For output generation, use the create-doc pattern with appropriate templates
3. Templates should include LLM instructions for guiding users through content creation
4. Character personas should be consistent and domain-appropriate
5. Follow the numbered options protocol for all user interactions
- id: agent-definition
content: |
CRITICAL: Read the full YAML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
sections:
- id: yaml-definition
type: code
language: yaml
template: |
activation-instructions:
- Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER!
- Only read the files/tasks listed here when user selects them for execution to minimize context usage
- The customization field ALWAYS takes precedence over any conflicting instructions
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- Command
agent:
name: {{agent_name}}
id: {{agent_id}}
title: {{agent_title}}
customization: {{optional_customization}}
persona:
role: {{agent_role_description}}
style: {{communication_style}}
identity: {{agent_identity_description}}
focus: {{primary_focus_areas}}
core_principles:
- {{principle_1}}
- {{principle_2}}
- {{principle_3}}
# Add more principles as needed
startup:
- Greet the user with your name and role, and inform of the *help command.
- {{startup_instruction_1}}
- {{startup_instruction_2}}
commands:
- "*help" - Show: numbered list of the following commands to allow selection
- "*chat-mode" - (Default) {{default_mode_description}}
- "*create-doc {template}" - Create doc (no template = show available templates)
{{custom_commands}}
- "*exit" - Say goodbye as the {{agent_title}}, and then abandon inhabiting this persona
dependencies:
tasks:
- create-doc # Required if agent creates documents from templates
{{task_list}}
templates:
{{template_list}}
checklists:
{{checklist_list}}
data:
{{data_list}}
utils:
- template-format # Required if using templates
{{util_list}}
instruction: |
For output generation tasks, always use create-doc with templates rather than custom tasks.
Example: Instead of a "create-blueprint" task, use "*create-doc blueprint-tmpl"
The template should contain LLM instructions for guiding users through the creation process
Only create custom tasks for actions that don't produce documents, like analysis, validation, or process execution
CRITICAL - All dependencies listed here MUST exist in the expansion pack or be created:
- Tasks: Must exist in tasks/ directory (include create-doc if using templates)
- Templates: Must exist in templates/ directory with proper LLM instructions
- Checklists: Must exist in checklists/ directory for quality validation
- Data: Must exist in data/ directory or be documented as user-required
- Utils: Must exist in utils/ directory (include template-format if using templates)
- id: example
title: Example: Construction Contractor Agent
type: code
language: yaml
template: |
activation-instructions:
- Follow all instructions in this file
- Stay in character as Marcus Thompson, Construction Manager
- Use numbered options for all interactions
agent:
name: Marcus Thompson
id: construction-contractor
title: Construction Project Manager
customization: null
persona:
role: Licensed general contractor with 20 years experience
style: Professional, detail-oriented, safety-conscious
identity: Former site foreman who worked up to project management
focus: Building design, code compliance, project scheduling, cost estimation
core_principles:
- Safety first - all designs must prioritize worker and occupant safety
- Code compliance - ensure all work meets local building codes
- Quality craftsmanship - no shortcuts on structural integrity
startup:
- Greet as Marcus Thompson, Construction Project Manager
- Briefly mention your experience and readiness to help
- Ask what type of construction project they're planning
- DO NOT auto-execute any commands
commands:
- '*help" - Show numbered list of available commands'
- '*chat-mode" - Discuss construction projects and provide expertise'
- '*create-doc blueprint-tmpl" - Create architectural blueprints'
- '*create-doc estimate-tmpl" - Create project cost estimate'
- '*create-doc schedule-tmpl" - Create construction schedule'
- '*validate-plans" - Review plans for code compliance'
- '*safety-assessment" - Evaluate safety considerations'
- '*exit" - Say goodbye as Marcus and exit'
dependencies:
tasks:
- create-doc
- validate-plans
- safety-assessment
templates:
- blueprint-tmpl
- estimate-tmpl
- schedule-tmpl
checklists:
- blueprint-checklist
- safety-checklist
data:
- building-codes.md
- materials-guide.md
utils:
- template-format

View File

@@ -1,120 +0,0 @@
template:
id: expansion-pack-plan-template-v2
name: Expansion Pack Plan
version: 2.0
output:
format: markdown
filename: "{{pack_name}}-expansion-pack-plan.md"
title: "{{pack_display_name}} Expansion Pack Plan"
workflow:
mode: interactive
sections:
- id: overview
title: Overview
template: |
- **Pack Name**: {{pack_identifier}}
- **Display Name**: {{full_expansion_pack_name}}
- **Description**: {{brief_description}}
- **Target Domain**: {{industry_domain}}
- **Author**: {{author_name_organization}}
- id: problem-statement
title: Problem Statement
instruction: What specific challenges does this expansion pack solve?
template: "{{problem_description}}"
- id: target-users
title: Target Users
instruction: Who will benefit from this expansion pack?
template: "{{target_user_description}}"
- id: components
title: Components to Create
sections:
- id: agents
title: Agents
type: checklist
instruction: List all agents to be created with their roles and dependencies
items:
- id: orchestrator
template: |
`{{pack_name}}-orchestrator` - **REQUIRED**: Master orchestrator for {{domain}} workflows
- Key commands: {{command_list}}
- Manages: {{orchestration_scope}}
- id: agent-list
repeatable: true
template: |
`{{agent_name}}` - {{role_description}}
- Tasks used: {{task_list}}
- Templates used: {{template_list}}
- Data required: {{data_requirements}}
- id: tasks
title: Tasks
type: checklist
instruction: List all tasks to be created
repeatable: true
template: "`{{task_name}}.md` - {{purpose}} (used by: {{using_agents}})"
- id: templates
title: Templates
type: checklist
instruction: List all templates to be created
repeatable: true
template: "`{{template_name}}-tmpl.md` - {{document_type}} (used by: {{using_components}})"
- id: checklists
title: Checklists
type: checklist
instruction: List all checklists to be created
repeatable: true
template: "`{{checklist_name}}-checklist.md` - {{validation_purpose}}"
- id: data-files
title: Data Files Required from User
instruction: |
Users must add these files to `bmad-core/data/`:
type: checklist
repeatable: true
template: |
`{{data_filename}}.{{extension}}` - {{content_description}}
- Format: {{file_format}}
- Purpose: {{why_needed}}
- Example: {{brief_example}}
- id: workflow-overview
title: Workflow Overview
type: numbered-list
instruction: Describe the typical workflow steps
template: "{{workflow_step}}"
- id: integration-points
title: Integration Points
template: |
- Depends on core agents: {{core_agent_dependencies}}
- Extends teams: {{team_updates}}
- id: success-criteria
title: Success Criteria
type: checklist
items:
- "All components created and cross-referenced"
- "No orphaned task/template references"
- "Data requirements clearly documented"
- "Orchestrator provides clear workflow"
- "README includes setup instructions"
- id: user-approval
title: User Approval
type: checklist
items:
- "Plan reviewed by user"
- "Approval to proceed with implementation"
- id: next-steps
content: |
---
**Next Steps**: Once approved, proceed with Phase 3 implementation starting with the orchestrator agent.

View File

@@ -1,6 +1,6 @@
name: bmad-infrastructure-devops
version: 1.9.0
short-title: Infrastructure and DevOps capabilities
version: 1.10.0
short-title: Infrastructure DevOps Pack
description: >-
This expansion pack extends BMad Method with comprehensive infrastructure and
DevOps capabilities. It's designed for teams that need to define, implement,

816
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
{
"name": "bmad-method",
"version": "4.30.2",
"version": "4.30.3",
"description": "Breakthrough Method of Agile AI-driven Development",
"main": "tools/cli.js",
"bin": {
@@ -18,10 +18,6 @@
"version:patch": "node tools/version-bump.js patch",
"version:minor": "node tools/version-bump.js minor",
"version:major": "node tools/version-bump.js major",
"version:core": "node tools/bump-core-version.js",
"version:core:major": "node tools/bump-core-version.js major",
"version:core:minor": "node tools/bump-core-version.js minor",
"version:core:patch": "node tools/bump-core-version.js patch",
"version:expansion": "node tools/bump-expansion-version.js",
"version:expansion:set": "node tools/update-expansion-version.js",
"version:all": "node tools/bump-all-versions.js",
@@ -38,13 +34,13 @@
},
"dependencies": {
"@kayvan/markdown-tree-parser": "^1.5.0",
"chalk": "^5.4.1",
"chalk": "^4.1.2",
"commander": "^14.0.0",
"fs-extra": "^11.3.0",
"glob": "^11.0.3",
"inquirer": "^12.6.3",
"inquirer": "^8.2.6",
"js-yaml": "^4.1.0",
"ora": "^8.2.0"
"ora": "^5.4.1"
},
"keywords": [
"agile",

View File

@@ -31,21 +31,20 @@ function bumpVersion(currentVersion, type) {
async function bumpAllVersions() {
const updatedItems = [];
// First, bump the core version
const coreConfigPath = path.join(__dirname, '..', 'bmad-core', 'core-config.yaml');
// First, bump the core version (package.json)
const packagePath = path.join(__dirname, '..', 'package.json');
try {
const coreConfigContent = fs.readFileSync(coreConfigPath, 'utf8');
const coreConfig = yaml.load(coreConfigContent);
const oldCoreVersion = coreConfig.version || '1.0.0';
const packageContent = fs.readFileSync(packagePath, 'utf8');
const packageJson = JSON.parse(packageContent);
const oldCoreVersion = packageJson.version || '1.0.0';
const newCoreVersion = bumpVersion(oldCoreVersion, bumpType);
coreConfig.version = newCoreVersion;
packageJson.version = newCoreVersion;
const updatedCoreYaml = yaml.dump(coreConfig, { indent: 2 });
fs.writeFileSync(coreConfigPath, updatedCoreYaml);
fs.writeFileSync(packagePath, JSON.stringify(packageJson, null, 2) + '\n');
updatedItems.push({ type: 'core', name: 'BMad Core', oldVersion: oldCoreVersion, newVersion: newCoreVersion });
console.log(`✓ BMad Core: ${oldCoreVersion}${newCoreVersion}`);
console.log(`✓ BMad Core (package.json): ${oldCoreVersion}${newCoreVersion}`);
} catch (error) {
console.error(`✗ Failed to update BMad Core: ${error.message}`);
}

View File

@@ -1,57 +0,0 @@
#!/usr/bin/env node
const fs = require('fs');
const path = require('path');
const yaml = require('js-yaml');
const args = process.argv.slice(2);
const bumpType = args[0] || 'minor'; // default to minor
if (!['major', 'minor', 'patch'].includes(bumpType)) {
console.log('Usage: node bump-core-version.js [major|minor|patch]');
console.log('Default: minor');
process.exit(1);
}
function bumpVersion(currentVersion, type) {
const [major, minor, patch] = currentVersion.split('.').map(Number);
switch (type) {
case 'major':
return `${major + 1}.0.0`;
case 'minor':
return `${major}.${minor + 1}.0`;
case 'patch':
return `${major}.${minor}.${patch + 1}`;
default:
return currentVersion;
}
}
async function bumpCoreVersion() {
try {
const coreConfigPath = path.join(__dirname, '..', 'bmad-core', 'core-config.yaml');
const coreConfigContent = fs.readFileSync(coreConfigPath, 'utf8');
const coreConfig = yaml.load(coreConfigContent);
const oldVersion = coreConfig.version || '1.0.0';
const newVersion = bumpVersion(oldVersion, bumpType);
coreConfig.version = newVersion;
const updatedYaml = yaml.dump(coreConfig, { indent: 2 });
fs.writeFileSync(coreConfigPath, updatedYaml);
console.log(`✓ BMad Core: ${oldVersion}${newVersion}`);
console.log(`\n✓ Successfully bumped BMad Core with ${bumpType} version bump`);
console.log('\nNext steps:');
console.log('1. Test the changes');
console.log('2. Commit: git add -A && git commit -m "chore: bump core version (' + bumpType + ')"');
} catch (error) {
console.error('Error updating core version:', error.message);
process.exit(1);
}
}
bumpCoreVersion();

View File

@@ -1,78 +1,83 @@
#!/usr/bin/env node
// Load required modules
const fs = require('fs');
const path = require('path');
const yaml = require('js-yaml');
// Parse CLI arguments
const args = process.argv.slice(2);
const packId = args[0];
const bumpType = args[1] || 'minor';
if (args.length < 1 || args.length > 2) {
// Validate arguments
if (!packId || args.length > 2) {
console.log('Usage: node bump-expansion-version.js <expansion-pack-id> [major|minor|patch]');
console.log('Default: minor');
console.log('Example: node bump-expansion-version.js bmad-creator-tools patch');
process.exit(1);
}
const packId = args[0];
const bumpType = args[1] || 'minor'; // default to minor
if (!['major', 'minor', 'patch'].includes(bumpType)) {
console.error('Error: Bump type must be major, minor, or patch');
process.exit(1);
}
// Version bump logic
function bumpVersion(currentVersion, type) {
const [major, minor, patch] = currentVersion.split('.').map(Number);
switch (type) {
case 'major':
return `${major + 1}.0.0`;
case 'minor':
return `${major}.${minor + 1}.0`;
case 'patch':
return `${major}.${minor}.${patch + 1}`;
default:
return currentVersion;
case 'major': return `${major + 1}.0.0`;
case 'minor': return `${major}.${minor + 1}.0`;
case 'patch': return `${major}.${minor}.${patch + 1}`;
default: return currentVersion;
}
}
// Main function to bump version
async function updateVersion() {
const configPath = path.join(__dirname, '..', 'expansion-packs', packId, 'config.yaml');
// Check if config exists
if (!fs.existsSync(configPath)) {
console.error(`Error: Expansion pack '${packId}' not found`);
console.log('\nAvailable expansion packs:');
const packsDir = path.join(__dirname, '..', 'expansion-packs');
const entries = fs.readdirSync(packsDir, { withFileTypes: true });
entries.forEach(entry => {
if (entry.isDirectory() && !entry.name.startsWith('.')) {
console.log(` - ${entry.name}`);
}
});
process.exit(1);
}
try {
const configPath = path.join(__dirname, '..', 'expansion-packs', packId, 'config.yaml');
if (!fs.existsSync(configPath)) {
console.error(`Error: Expansion pack '${packId}' not found`);
console.log('\nAvailable expansion packs:');
const expansionPacksDir = path.join(__dirname, '..', 'expansion-packs');
const entries = fs.readdirSync(expansionPacksDir, { withFileTypes: true });
entries.forEach(entry => {
if (entry.isDirectory() && !entry.name.startsWith('.')) {
console.log(` - ${entry.name}`);
}
});
process.exit(1);
}
const configContent = fs.readFileSync(configPath, 'utf8');
const config = yaml.load(configContent);
const oldVersion = config.version || '1.0.0';
const newVersion = bumpVersion(oldVersion, bumpType);
config.version = newVersion;
const updatedYaml = yaml.dump(config, { indent: 2 });
fs.writeFileSync(configPath, updatedYaml);
console.log(`${packId}: ${oldVersion}${newVersion}`);
console.log(`\n✓ Successfully bumped ${packId} with ${bumpType} version bump`);
console.log('\nNext steps:');
console.log('1. Test the changes');
console.log('2. Commit: git add -A && git commit -m "chore: bump ' + packId + ' version (' + bumpType + ')"');
console.log(`1. Test the changes`);
console.log(`2. Commit: git add -A && git commit -m "chore: bump ${packId} version (${bumpType})"`);
} catch (error) {
console.error('Error updating version:', error.message);
process.exit(1);
}
}
updateVersion();
updateVersion();

View File

@@ -4,17 +4,8 @@ const { program } = require('commander');
const path = require('path');
const fs = require('fs').promises;
const yaml = require('js-yaml');
// Dynamic imports for ES modules
let chalk, inquirer;
// Initialize ES modules
async function initializeModules() {
if (!chalk) {
chalk = (await import('chalk')).default;
inquirer = (await import('inquirer')).default;
}
}
const chalk = require('chalk');
const inquirer = require('inquirer');
// Handle both execution contexts (from root via npx or from installer directory)
let version;
@@ -54,12 +45,12 @@ program
.option('-e, --expansion-packs <packs...>', 'Install specific expansion packs (can specify multiple)')
.action(async (options) => {
try {
await initializeModules();
if (!options.full && !options.expansionOnly) {
// Interactive mode
const answers = await promptInstallation();
if (!answers._alreadyInstalled) {
await installer.install(answers);
process.exit(0);
}
} else {
// Direct mode
@@ -73,9 +64,9 @@ program
expansionPacks: options.expansionPacks || []
};
await installer.install(config);
process.exit(0);
}
} catch (error) {
if (!chalk) await initializeModules();
console.error(chalk.red('Installation failed:'), error.message);
process.exit(1);
}
@@ -90,7 +81,6 @@ program
try {
await installer.update();
} catch (error) {
if (!chalk) await initializeModules();
console.error(chalk.red('Update failed:'), error.message);
process.exit(1);
}
@@ -103,7 +93,6 @@ program
try {
await installer.listExpansionPacks();
} catch (error) {
if (!chalk) await initializeModules();
console.error(chalk.red('Error:'), error.message);
process.exit(1);
}
@@ -116,14 +105,12 @@ program
try {
await installer.showStatus();
} catch (error) {
if (!chalk) await initializeModules();
console.error(chalk.red('Error:'), error.message);
process.exit(1);
}
});
async function promptInstallation() {
await initializeModules();
// Display ASCII logo
console.log(chalk.bold.cyan(`
@@ -178,13 +165,13 @@ async function promptInstallation() {
let bmadOptionText;
if (state.type === 'v4_existing') {
const currentVersion = state.manifest?.version || 'unknown';
const newVersion = coreConfig.version || 'unknown'; // Use version from core-config.yaml
const newVersion = version; // Always use package.json version
const versionInfo = currentVersion === newVersion
? `(v${currentVersion} - reinstall)`
: `(v${currentVersion} → v${newVersion})`;
bmadOptionText = `Update ${coreShortTitle} ${versionInfo} .bmad-core`;
} else {
bmadOptionText = `Install ${coreShortTitle} (v${coreConfig.version || version}) .bmad-core`;
bmadOptionText = `${coreShortTitle} (v${version}) .bmad-core`;
}
choices.push({
@@ -204,9 +191,9 @@ async function promptInstallation() {
const versionInfo = currentVersion === newVersion
? `(v${currentVersion} - reinstall)`
: `(v${currentVersion} → v${newVersion})`;
packOptionText = `Update ${pack.description} ${versionInfo} .${pack.id}`;
packOptionText = `Update ${pack.shortTitle} ${versionInfo} .${pack.id}`;
} else {
packOptionText = `Install ${pack.description} (v${pack.version}) .${pack.id}`;
packOptionText = `${pack.shortTitle} (v${pack.version}) .${pack.id}`;
}
choices.push({

View File

@@ -1,18 +1,11 @@
const fs = require("fs-extra");
const path = require("path");
const crypto = require("crypto");
const glob = require("glob");
const yaml = require("js-yaml");
// Dynamic import for ES module
let chalk;
// Initialize ES modules
async function initializeModules() {
if (!chalk) {
chalk = (await import("chalk")).default;
}
}
const chalk = require("chalk");
const { createReadStream, createWriteStream, promises: fsPromises } = require('fs');
const { pipeline } = require('stream/promises');
const resourceLocator = require('./resource-locator');
class FileManager {
constructor() {
@@ -23,10 +16,19 @@ class FileManager {
async copyFile(source, destination) {
try {
await fs.ensureDir(path.dirname(destination));
await fs.copy(source, destination);
// Use streaming for large files (> 10MB)
const stats = await fs.stat(source);
if (stats.size > 10 * 1024 * 1024) {
await pipeline(
createReadStream(source),
createWriteStream(destination)
);
} else {
await fs.copy(source, destination);
}
return true;
} catch (error) {
await initializeModules();
console.error(chalk.red(`Failed to copy ${source}:`), error.message);
return false;
}
@@ -35,10 +37,28 @@ class FileManager {
async copyDirectory(source, destination) {
try {
await fs.ensureDir(destination);
await fs.copy(source, destination);
// Use streaming copy for large directories
const files = await resourceLocator.findFiles('**/*', {
cwd: source,
nodir: true
});
// Process files in batches to avoid memory issues
const batchSize = 50;
for (let i = 0; i < files.length; i += batchSize) {
const batch = files.slice(i, i + batchSize);
await Promise.all(
batch.map(file =>
this.copyFile(
path.join(source, file),
path.join(destination, file)
)
)
);
}
return true;
} catch (error) {
await initializeModules();
console.error(
chalk.red(`Failed to copy directory ${source}:`),
error.message
@@ -48,7 +68,7 @@ class FileManager {
}
async copyGlobPattern(pattern, sourceDir, destDir, rootValue = null) {
const files = glob.sync(pattern, { cwd: sourceDir });
const files = await resourceLocator.findFiles(pattern, { cwd: sourceDir });
const copied = [];
for (const file of files) {
@@ -75,12 +95,15 @@ class FileManager {
async calculateFileHash(filePath) {
try {
const content = await fs.readFile(filePath);
return crypto
.createHash("sha256")
.update(content)
.digest("hex")
.slice(0, 16);
// Use streaming for hash calculation to reduce memory usage
const stream = createReadStream(filePath);
const hash = crypto.createHash("sha256");
for await (const chunk of stream) {
hash.update(chunk);
}
return hash.digest("hex").slice(0, 16);
} catch (error) {
return null;
}
@@ -93,15 +116,14 @@ class FileManager {
this.manifestFile
);
// Read version from core-config.yaml
const coreConfigPath = path.join(__dirname, "../../../bmad-core/core-config.yaml");
// Read version from package.json
let coreVersion = "unknown";
try {
const coreConfigContent = await fs.readFile(coreConfigPath, "utf8");
const coreConfig = yaml.load(coreConfigContent);
coreVersion = coreConfig.version || "unknown";
const packagePath = path.join(__dirname, '..', '..', '..', 'package.json');
const packageJson = require(packagePath);
coreVersion = packageJson.version;
} catch (error) {
console.warn("Could not read version from core-config.yaml, using 'unknown'");
console.warn("Could not read version from package.json, using 'unknown'");
}
const manifest = {
@@ -304,7 +326,6 @@ class FileManager {
return true;
} catch (error) {
await initializeModules();
console.error(chalk.red(`Failed to modify core-config.yaml:`), error.message);
return false;
}
@@ -312,22 +333,35 @@ class FileManager {
async copyFileWithRootReplacement(source, destination, rootValue) {
try {
// Read the source file content
const fs = require('fs').promises;
const content = await fs.readFile(source, 'utf8');
// Check file size to determine if we should stream
const stats = await fs.stat(source);
// Replace {root} with the specified root value
const updatedContent = content.replace(/\{root\}/g, rootValue);
// Ensure directory exists
await this.ensureDirectory(path.dirname(destination));
// Write the updated content
await fs.writeFile(destination, updatedContent, 'utf8');
if (stats.size > 5 * 1024 * 1024) { // 5MB threshold
// Use streaming for large files
const { Transform } = require('stream');
const replaceStream = new Transform({
transform(chunk, encoding, callback) {
const modified = chunk.toString().replace(/\{root\}/g, rootValue);
callback(null, modified);
}
});
await this.ensureDirectory(path.dirname(destination));
await pipeline(
createReadStream(source, { encoding: 'utf8' }),
replaceStream,
createWriteStream(destination, { encoding: 'utf8' })
);
} else {
// Regular approach for smaller files
const content = await fsPromises.readFile(source, 'utf8');
const updatedContent = content.replace(/\{root\}/g, rootValue);
await this.ensureDirectory(path.dirname(destination));
await fsPromises.writeFile(destination, updatedContent, 'utf8');
}
return true;
} catch (error) {
await initializeModules();
console.error(chalk.red(`Failed to copy ${source} with root replacement:`), error.message);
return false;
}
@@ -335,11 +369,10 @@ class FileManager {
async copyDirectoryWithRootReplacement(source, destination, rootValue, fileExtensions = ['.md', '.yaml', '.yml']) {
try {
await initializeModules(); // Ensure chalk is initialized
await this.ensureDirectory(destination);
// Get all files in source directory
const files = glob.sync('**/*', {
const files = await resourceLocator.findFiles('**/*', {
cwd: source,
nodir: true
});
@@ -369,7 +402,6 @@ class FileManager {
return true;
} catch (error) {
await initializeModules();
console.error(chalk.red(`Failed to copy directory ${source} with root replacement:`), error.message);
return false;
}

View File

@@ -0,0 +1,227 @@
/**
* Base IDE Setup - Common functionality for all IDE setups
* Reduces duplication and provides shared methods
*/
const path = require("path");
const fs = require("fs-extra");
const yaml = require("js-yaml");
const chalk = require("chalk");
const fileManager = require("./file-manager");
const resourceLocator = require("./resource-locator");
const { extractYamlFromAgent } = require("../../lib/yaml-utils");
class BaseIdeSetup {
constructor() {
this._agentCache = new Map();
this._pathCache = new Map();
}
/**
* Get all agent IDs with caching
*/
async getAllAgentIds(installDir) {
const cacheKey = `all-agents:${installDir}`;
if (this._agentCache.has(cacheKey)) {
return this._agentCache.get(cacheKey);
}
const allAgents = new Set();
// Get core agents
const coreAgents = await this.getCoreAgentIds(installDir);
coreAgents.forEach(id => allAgents.add(id));
// Get expansion pack agents
const expansionPacks = await this.getInstalledExpansionPacks(installDir);
for (const pack of expansionPacks) {
const packAgents = await this.getExpansionPackAgents(pack.path);
packAgents.forEach(id => allAgents.add(id));
}
const result = Array.from(allAgents);
this._agentCache.set(cacheKey, result);
return result;
}
/**
* Get core agent IDs
*/
async getCoreAgentIds(installDir) {
const coreAgents = [];
const corePaths = [
path.join(installDir, ".bmad-core", "agents"),
path.join(installDir, "bmad-core", "agents")
];
for (const agentsDir of corePaths) {
if (await fileManager.pathExists(agentsDir)) {
const files = await resourceLocator.findFiles("*.md", { cwd: agentsDir });
coreAgents.push(...files.map(file => path.basename(file, ".md")));
break; // Use first found
}
}
return coreAgents;
}
/**
* Find agent path with caching
*/
async findAgentPath(agentId, installDir) {
const cacheKey = `agent-path:${agentId}:${installDir}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
// Use resource locator for efficient path finding
let agentPath = await resourceLocator.getAgentPath(agentId);
if (!agentPath) {
// Check installation-specific paths
const possiblePaths = [
path.join(installDir, ".bmad-core", "agents", `${agentId}.md`),
path.join(installDir, "bmad-core", "agents", `${agentId}.md`),
path.join(installDir, "common", "agents", `${agentId}.md`)
];
for (const testPath of possiblePaths) {
if (await fileManager.pathExists(testPath)) {
agentPath = testPath;
break;
}
}
}
if (agentPath) {
this._pathCache.set(cacheKey, agentPath);
}
return agentPath;
}
/**
* Get agent title from metadata
*/
async getAgentTitle(agentId, installDir) {
const agentPath = await this.findAgentPath(agentId, installDir);
if (!agentPath) return agentId;
try {
const content = await fileManager.readFile(agentPath);
const yamlContent = extractYamlFromAgent(content);
if (yamlContent) {
const metadata = yaml.load(yamlContent);
return metadata.agent_name || agentId;
}
} catch (error) {
// Fallback to agent ID
}
return agentId;
}
/**
* Get installed expansion packs
*/
async getInstalledExpansionPacks(installDir) {
const cacheKey = `expansion-packs:${installDir}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const expansionPacks = [];
// Check for dot-prefixed expansion packs
const dotExpansions = await resourceLocator.findFiles(".bmad-*", { cwd: installDir });
for (const dotExpansion of dotExpansions) {
if (dotExpansion !== ".bmad-core") {
const packPath = path.join(installDir, dotExpansion);
const packName = dotExpansion.substring(1); // remove the dot
expansionPacks.push({
name: packName,
path: packPath
});
}
}
// Check other dot folders that have config.yaml
const allDotFolders = await resourceLocator.findFiles(".*", { cwd: installDir });
for (const folder of allDotFolders) {
if (!folder.startsWith(".bmad-") && folder !== ".bmad-core") {
const packPath = path.join(installDir, folder);
const configPath = path.join(packPath, "config.yaml");
if (await fileManager.pathExists(configPath)) {
expansionPacks.push({
name: folder.substring(1), // remove the dot
path: packPath
});
}
}
}
this._pathCache.set(cacheKey, expansionPacks);
return expansionPacks;
}
/**
* Get expansion pack agents
*/
async getExpansionPackAgents(packPath) {
const agentsDir = path.join(packPath, "agents");
if (!(await fileManager.pathExists(agentsDir))) {
return [];
}
const agentFiles = await resourceLocator.findFiles("*.md", { cwd: agentsDir });
return agentFiles.map(file => path.basename(file, ".md"));
}
/**
* Create agent rule content (shared logic)
*/
async createAgentRuleContent(agentId, agentPath, installDir, format = 'mdc') {
const agentContent = await fileManager.readFile(agentPath);
const agentTitle = await this.getAgentTitle(agentId, installDir);
const yamlContent = extractYamlFromAgent(agentContent);
let content = "";
if (format === 'mdc') {
// MDC format for Cursor
content = "---\n";
content += "description: \n";
content += "globs: []\n";
content += "alwaysApply: false\n";
content += "---\n\n";
content += `# ${agentId.toUpperCase()} Agent Rule\n\n`;
content += `This rule is triggered when the user types \`@${agentId}\` and activates the ${agentTitle} agent persona.\n\n`;
content += "## Agent Activation\n\n";
content += "CRITICAL: Read the full YAML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:\n\n";
content += "```yaml\n";
content += yamlContent || agentContent.replace(/^#.*$/m, "").trim();
content += "\n```\n\n";
content += "## File Reference\n\n";
const relativePath = path.relative(installDir, agentPath).replace(/\\/g, '/');
content += `The complete agent definition is available in [${relativePath}](mdc:${relativePath}).\n\n`;
content += "## Usage\n\n";
content += `When the user types \`@${agentId}\`, activate this ${agentTitle} persona and follow all instructions defined in the YAML configuration above.\n`;
} else if (format === 'claude') {
// Claude Code format
content = `# /${agentId} Command\n\n`;
content += `When this command is used, adopt the following agent persona:\n\n`;
content += agentContent;
}
return content;
}
/**
* Clear all caches
*/
clearCache() {
this._agentCache.clear();
this._pathCache.clear();
}
}
module.exports = BaseIdeSetup;

View File

@@ -1,26 +1,17 @@
const path = require("path");
const fs = require("fs-extra");
const yaml = require("js-yaml");
const chalk = require("chalk");
const inquirer = require("inquirer");
const fileManager = require("./file-manager");
const configLoader = require("./config-loader");
const { extractYamlFromAgent } = require("../../lib/yaml-utils");
const BaseIdeSetup = require("./ide-base-setup");
const resourceLocator = require("./resource-locator");
// Dynamic import for ES module
let chalk;
let inquirer;
// Initialize ES modules
async function initializeModules() {
if (!chalk) {
chalk = (await import("chalk")).default;
}
if (!inquirer) {
inquirer = (await import("inquirer")).default;
}
}
class IdeSetup {
class IdeSetup extends BaseIdeSetup {
constructor() {
super();
this.ideAgentConfig = null;
}
@@ -42,7 +33,6 @@ class IdeSetup {
}
async setup(ide, installDir, selectedAgent = null, spinner = null, preConfiguredSettings = null) {
await initializeModules();
const ideConfig = await configLoader.getIdeConfiguration(ide);
if (!ideConfig) {
@@ -80,53 +70,17 @@ class IdeSetup {
await fileManager.ensureDirectory(cursorRulesDir);
for (const agentId of agents) {
// Find the agent file
const agentPath = await this.findAgentPath(agentId, installDir);
if (agentPath) {
const agentContent = await fileManager.readFile(agentPath);
const mdcContent = await this.createAgentRuleContent(agentId, agentPath, installDir, 'mdc');
const mdcPath = path.join(cursorRulesDir, `${agentId}.mdc`);
// Create MDC content with proper format
let mdcContent = "---\n";
mdcContent += "description: \n";
mdcContent += "globs: []\n";
mdcContent += "alwaysApply: false\n";
mdcContent += "---\n\n";
mdcContent += `# ${agentId.toUpperCase()} Agent Rule\n\n`;
mdcContent += `This rule is triggered when the user types \`@${agentId}\` and activates the ${await this.getAgentTitle(
agentId,
installDir
)} agent persona.\n\n`;
mdcContent += "## Agent Activation\n\n";
mdcContent +=
"CRITICAL: Read the full YAML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:\n\n";
mdcContent += "```yaml\n";
// Extract just the YAML content from the agent file
const yamlContent = extractYamlFromAgent(agentContent);
if (yamlContent) {
mdcContent += yamlContent;
} else {
// If no YAML found, include the whole content minus the header
mdcContent += agentContent.replace(/^#.*$/m, "").trim();
}
mdcContent += "\n```\n\n";
mdcContent += "## File Reference\n\n";
const relativePath = path.relative(installDir, agentPath).replace(/\\/g, '/');
mdcContent += `The complete agent definition is available in [${relativePath}](mdc:${relativePath}).\n\n`;
mdcContent += "## Usage\n\n";
mdcContent += `When the user types \`@${agentId}\`, activate this ${await this.getAgentTitle(
agentId,
installDir
)} persona and follow all instructions defined in the YAML configuration above.\n`;
await fileManager.writeFile(mdcPath, mdcContent);
console.log(chalk.green(`✓ Created rule: ${agentId}.mdc`));
}
}
console.log(chalk.green(`\n✓ Created Cursor rules in ${cursorRulesDir}`));
return true;
}
@@ -827,7 +781,6 @@ class IdeSetup {
}
async setupGeminiCli(installDir) {
await initializeModules();
const geminiDir = path.join(installDir, ".gemini");
const bmadMethodDir = path.join(geminiDir, "bmad-method");
await fileManager.ensureDirectory(bmadMethodDir);
@@ -928,8 +881,6 @@ class IdeSetup {
}
async setupGitHubCopilot(installDir, selectedAgent, spinner = null, preConfiguredSettings = null) {
await initializeModules();
// Configure VS Code workspace settings first to avoid UI conflicts with loading spinners
await this.configureVsCodeSettings(installDir, spinner, preConfiguredSettings);
@@ -960,7 +911,7 @@ class IdeSetup {
let chatmodeContent = `---
description: "${description.replace(/"/g, '\\"')}"
tools: ['changes', 'codebase', 'fetch', 'findTestFiles', 'githubRepo', 'problems', 'usages']
tools: ['changes', 'codebase', 'fetch', 'findTestFiles', 'githubRepo', 'problems', 'usages', 'editFiles', 'runCommands', 'runTasks', 'runTests', 'search', 'searchResults', 'terminalLastCommand', 'terminalSelection', 'testFailure']
---
`;
@@ -978,7 +929,6 @@ tools: ['changes', 'codebase', 'fetch', 'findTestFiles', 'githubRepo', 'problems
}
async configureVsCodeSettings(installDir, spinner, preConfiguredSettings = null) {
await initializeModules(); // Ensure inquirer is loaded
const vscodeDir = path.join(installDir, ".vscode");
const settingsPath = path.join(vscodeDir, "settings.json");

View File

@@ -1,42 +1,30 @@
const path = require("node:path");
const fs = require("fs-extra");
const chalk = require("chalk");
const ora = require("ora");
const inquirer = require("inquirer");
const fileManager = require("./file-manager");
const configLoader = require("./config-loader");
const ideSetup = require("./ide-setup");
const { extractYamlFromAgent } = require("../../lib/yaml-utils");
// Dynamic imports for ES modules
let chalk, ora, inquirer;
// Initialize ES modules
async function initializeModules() {
if (!chalk) {
chalk = (await import("chalk")).default;
ora = (await import("ora")).default;
inquirer = (await import("inquirer")).default;
}
}
const resourceLocator = require("./resource-locator");
class Installer {
async getCoreVersion() {
const yaml = require("js-yaml");
const fs = require("fs-extra");
const coreConfigPath = path.join(__dirname, "../../../bmad-core/core-config.yaml");
try {
const coreConfigContent = await fs.readFile(coreConfigPath, "utf8");
const coreConfig = yaml.load(coreConfigContent);
return coreConfig.version || "unknown";
// Always use package.json version
const packagePath = path.join(__dirname, '..', '..', '..', 'package.json');
const packageJson = require(packagePath);
return packageJson.version;
} catch (error) {
console.warn("Could not read version from core-config.yaml, using 'unknown'");
console.warn("Could not read version from package.json, using 'unknown'");
return "unknown";
}
}
async install(config) {
// Initialize ES modules
await initializeModules();
const spinner = ora("Analyzing installation directory...").start();
try {
// Store the original CWD where npx was executed
const originalCwd = process.env.INIT_CWD || process.env.PWD || process.cwd();
@@ -59,7 +47,7 @@ class Installer {
// Check if directory exists and handle non-existent directories
if (!(await fileManager.pathExists(installDir))) {
spinner.stop();
console.log(chalk.yellow(`\nThe directory ${chalk.bold(installDir)} does not exist.`));
console.log(`\nThe directory ${installDir} does not exist.`);
const { action } = await inquirer.prompt([
{
@@ -84,7 +72,7 @@ class Installer {
]);
if (action === 'cancel') {
console.log(chalk.red('Installation cancelled.'));
console.log('Installation cancelled.');
process.exit(0);
} else if (action === 'change') {
const { newDirectory } = await inquirer.prompt([
@@ -106,10 +94,10 @@ class Installer {
} else if (action === 'create') {
try {
await fileManager.ensureDirectory(installDir);
console.log(chalk.green(`✓ Created directory: ${installDir}`));
console.log(`✓ Created directory: ${installDir}`);
} catch (error) {
console.error(chalk.red(`Failed to create directory: ${error.message}`));
console.error(chalk.yellow('You may need to check permissions or use a different path.'));
console.error(`Failed to create directory: ${error.message}`);
console.error('You may need to check permissions or use a different path.');
process.exit(1);
}
}
@@ -161,14 +149,17 @@ class Installer {
);
}
} catch (error) {
spinner.fail("Installation failed");
// Check if modules were initialized
if (spinner) {
spinner.fail("Installation failed");
} else {
console.error("Installation failed:", error.message);
}
throw error;
}
}
async detectInstallationState(installDir) {
// Ensure modules are initialized
await initializeModules();
const state = {
type: "clean",
hasV4Manifest: false,
@@ -212,8 +203,7 @@ class Installer {
}
// Check if directory has other files
const glob = require("glob");
const files = glob.sync("**/*", {
const files = await resourceLocator.findFiles("**/*", {
cwd: installDir,
nodir: true,
ignore: ["**/.git/**", "**/node_modules/**"],
@@ -233,8 +223,6 @@ class Installer {
}
async performFreshInstall(config, installDir, spinner, options = {}) {
// Ensure modules are initialized
await initializeModules();
spinner.text = "Installing BMad Method...";
let files = [];
@@ -242,7 +230,7 @@ class Installer {
if (config.installType === "full") {
// Full installation - copy entire .bmad-core folder as a subdirectory
spinner.text = "Copying complete .bmad-core folder...";
const sourceDir = configLoader.getBmadCorePath();
const sourceDir = resourceLocator.getBmadCorePath();
const bmadCoreDestDir = path.join(installDir, ".bmad-core");
await fileManager.copyDirectoryWithRootReplacement(sourceDir, bmadCoreDestDir, ".bmad-core");
@@ -251,14 +239,12 @@ class Installer {
await this.copyCommonItems(installDir, ".bmad-core", spinner);
// Get list of all files for manifest
const glob = require("glob");
files = glob
.sync("**/*", {
cwd: bmadCoreDestDir,
nodir: true,
ignore: ["**/.git/**", "**/node_modules/**"],
})
.map((file) => path.join(".bmad-core", file));
const foundFiles = await resourceLocator.findFiles("**/*", {
cwd: bmadCoreDestDir,
nodir: true,
ignore: ["**/.git/**", "**/node_modules/**"],
});
files = foundFiles.map((file) => path.join(".bmad-core", file));
} else if (config.installType === "single-agent") {
// Single agent installation
spinner.text = `Installing ${config.agent} agent...`;
@@ -275,10 +261,10 @@ class Installer {
files.push(`.bmad-core/agents/${config.agent}.md`);
// Copy dependencies
const dependencies = await configLoader.getAgentDependencies(
const { all: dependencies } = await resourceLocator.getAgentDependencies(
config.agent
);
const sourceBase = configLoader.getBmadCorePath();
const sourceBase = resourceLocator.getBmadCorePath();
for (const dep of dependencies) {
spinner.text = `Copying dependency: ${dep}`;
@@ -328,7 +314,7 @@ class Installer {
// Get team dependencies
const teamDependencies = await configLoader.getTeamDependencies(config.team);
const sourceBase = configLoader.getBmadCorePath();
const sourceBase = resourceLocator.getBmadCorePath();
// Install all team dependencies
for (const dep of teamDependencies) {
@@ -415,8 +401,6 @@ class Installer {
}
async handleExistingV4Installation(config, installDir, state, spinner) {
// Ensure modules are initialized
await initializeModules();
spinner.stop();
const currentVersion = state.manifest.version;
@@ -443,7 +427,7 @@ class Installer {
const hasIntegrityIssues = hasMissingFiles || hasModifiedFiles;
if (hasIntegrityIssues) {
console.log(chalk.red("\n⚠ Installation issues detected:"));
console.log(chalk.red("\n⚠ Installation issues detected:"));
if (hasMissingFiles) {
console.log(chalk.red(` Missing files: ${integrity.missing.length}`));
if (integrity.missing.length <= 5) {
@@ -473,7 +457,7 @@ class Installer {
let choices = [];
if (versionCompare < 0) {
console.log(chalk.cyan("\n⬆ Upgrade available for BMad core"));
console.log(chalk.cyan("\n⬆ Upgrade available for BMad core"));
choices.push({ name: `Upgrade BMad core (v${currentVersion} → v${newVersion})`, value: "upgrade" });
} else if (versionCompare === 0) {
if (hasIntegrityIssues) {
@@ -483,10 +467,10 @@ class Installer {
value: "repair"
});
}
console.log(chalk.yellow("\n⚠ Same version already installed"));
console.log(chalk.yellow("\n⚠ Same version already installed"));
choices.push({ name: `Force reinstall BMad core (v${currentVersion} - reinstall)`, value: "reinstall" });
} else {
console.log(chalk.yellow("\n⬇ Installed version is newer than available"));
console.log(chalk.yellow("\n⬇ Installed version is newer than available"));
choices.push({ name: `Downgrade BMad core (v${currentVersion} → v${newVersion})`, value: "reinstall" });
}
@@ -515,7 +499,7 @@ class Installer {
return await this.performReinstall(config, installDir, spinner);
case "expansions":
// Ask which expansion packs to install
const availableExpansionPacks = await this.getAvailableExpansionPacks();
const availableExpansionPacks = await resourceLocator.getExpansionPacks();
if (availableExpansionPacks.length === 0) {
console.log(chalk.yellow("No expansion packs available."));
@@ -528,7 +512,7 @@ class Installer {
name: 'selectedPacks',
message: 'Select expansion packs to install/update:',
choices: availableExpansionPacks.map(pack => ({
name: `${pack.name} v${pack.version} - ${pack.description}`,
name: `${pack.name} (v${pack.version}) .${pack.id}`,
value: pack.id,
checked: state.expansionPacks[pack.id] !== undefined
}))
@@ -557,8 +541,6 @@ class Installer {
}
async handleV3Installation(config, installDir, state, spinner) {
// Ensure modules are initialized
await initializeModules();
spinner.stop();
console.log(
@@ -598,8 +580,6 @@ class Installer {
}
async handleUnknownInstallation(config, installDir, state, spinner) {
// Ensure modules are initialized
await initializeModules();
spinner.stop();
console.log(chalk.yellow("\n⚠ Directory contains existing files"));
@@ -740,7 +720,7 @@ class Installer {
// Restore missing and modified files
spinner.text = "Restoring files...";
const sourceBase = configLoader.getBmadCorePath();
const sourceBase = resourceLocator.getBmadCorePath();
const filesToRestore = [...integrity.missing, ...integrity.modified];
for (const file of filesToRestore) {
@@ -915,8 +895,6 @@ class Installer {
// Legacy method for backward compatibility
async update() {
// Initialize ES modules
await initializeModules();
console.log(chalk.yellow('The "update" command is deprecated.'));
console.log(
'Please use "install" instead - it will detect and offer to update existing installations.'
@@ -935,9 +913,7 @@ class Installer {
}
async listAgents() {
// Initialize ES modules
await initializeModules();
const agents = await configLoader.getAvailableAgents();
const agents = await resourceLocator.getAvailableAgents();
console.log(chalk.bold("\nAvailable BMad Agents:\n"));
@@ -951,9 +927,7 @@ class Installer {
}
async listExpansionPacks() {
// Initialize ES modules
await initializeModules();
const expansionPacks = await this.getAvailableExpansionPacks();
const expansionPacks = await resourceLocator.getExpansionPacks();
console.log(chalk.bold("\nAvailable BMad Expansion Packs:\n"));
@@ -978,8 +952,6 @@ class Installer {
}
async showStatus() {
// Initialize ES modules
await initializeModules();
const installDir = await this.findInstallation();
if (!installDir) {
@@ -1029,11 +1001,11 @@ class Installer {
}
async getAvailableAgents() {
return configLoader.getAvailableAgents();
return resourceLocator.getAvailableAgents();
}
async getAvailableExpansionPacks() {
return configLoader.getAvailableExpansionPacks();
return resourceLocator.getExpansionPacks();
}
async getAvailableTeams() {
@@ -1046,13 +1018,12 @@ class Installer {
}
const installedFiles = [];
const glob = require('glob');
for (const packId of selectedPacks) {
spinner.text = `Installing expansion pack: ${packId}...`;
try {
const expansionPacks = await this.getAvailableExpansionPacks();
const expansionPacks = await resourceLocator.getExpansionPacks();
const pack = expansionPacks.find(p => p.id === packId);
if (!pack) {
@@ -1112,7 +1083,7 @@ class Installer {
spinner.start();
continue;
} else if (action === 'cancel') {
console.log(chalk.red('Installation cancelled.'));
console.log('Installation cancelled.');
process.exit(0);
} else if (action === 'repair') {
// Repair the expansion pack
@@ -1151,7 +1122,7 @@ class Installer {
spinner.start();
continue;
} else if (action === 'cancel') {
console.log(chalk.red('Installation cancelled.'));
console.log('Installation cancelled.');
process.exit(0);
}
}
@@ -1161,7 +1132,7 @@ class Installer {
await fileManager.removeDirectory(expansionDotFolder);
}
const expansionPackDir = pack.packPath;
const expansionPackDir = pack.path;
// Ensure dedicated dot folder exists for this expansion pack
expansionDotFolder = path.join(installDir, `.${packId}`);
@@ -1187,7 +1158,7 @@ class Installer {
// Check if folder exists in expansion pack
if (await fileManager.pathExists(sourceFolder)) {
// Get all files in this folder
const files = glob.sync('**/*', {
const files = await resourceLocator.findFiles('**/*', {
cwd: sourceFolder,
nodir: true
});
@@ -1236,7 +1207,7 @@ class Installer {
await this.copyCommonItems(installDir, `.${packId}`, spinner);
// Check and resolve core dependencies
await this.resolveExpansionPackCoreDependencies(installDir, expansionDotFolder, packId, spinner);
await this.resolveExpansionPackCoreDependencies(installDir, expansionDotFolder, packId, pack, spinner);
// Check and resolve core agents referenced by teams
await this.resolveExpansionPackCoreAgents(installDir, expansionDotFolder, packId, spinner);
@@ -1252,30 +1223,30 @@ class Installer {
};
// Get all files installed in this expansion pack
const expansionPackFiles = glob.sync('**/*', {
const foundFiles = await resourceLocator.findFiles('**/*', {
cwd: expansionDotFolder,
nodir: true
}).map(f => path.join(`.${packId}`, f));
});
const expansionPackFiles = foundFiles.map(f => path.join(`.${packId}`, f));
await fileManager.createExpansionPackManifest(installDir, packId, expansionConfig, expansionPackFiles);
console.log(chalk.green(`✓ Installed expansion pack: ${pack.name} to ${`.${packId}`}`));
} catch (error) {
console.error(chalk.red(`Failed to install expansion pack ${packId}: ${error.message}`));
console.error(chalk.red(`Stack trace: ${error.stack}`));
console.error(`Failed to install expansion pack ${packId}: ${error.message}`);
console.error(`Stack trace: ${error.stack}`);
}
}
return installedFiles;
}
async resolveExpansionPackCoreDependencies(installDir, expansionDotFolder, packId, spinner) {
const glob = require('glob');
async resolveExpansionPackCoreDependencies(installDir, expansionDotFolder, packId, pack, spinner) {
const yaml = require('js-yaml');
const fs = require('fs').promises;
// Find all agent files in the expansion pack
const agentFiles = glob.sync('agents/*.md', {
const agentFiles = await resourceLocator.findFiles('agents/*.md', {
cwd: expansionDotFolder
});
@@ -1295,48 +1266,59 @@ class Installer {
const deps = dependencies[depType] || [];
for (const dep of deps) {
const depFileName = dep.endsWith('.md') ? dep : `${dep}.md`;
const depFileName = dep.endsWith('.md') || dep.endsWith('.yaml') ? dep :
(depType === 'templates' ? `${dep}.yaml` : `${dep}.md`);
const expansionDepPath = path.join(expansionDotFolder, depType, depFileName);
// Check if dependency exists in expansion pack
// Check if dependency exists in expansion pack dot folder
if (!(await fileManager.pathExists(expansionDepPath))) {
// Try to find it in core
const coreDepPath = path.join(configLoader.getBmadCorePath(), depType, depFileName);
// Try to find it in expansion pack source
const sourceDepPath = path.join(pack.path, depType, depFileName);
if (await fileManager.pathExists(coreDepPath)) {
spinner.text = `Copying core dependency ${dep} for ${packId}...`;
// Copy from core to expansion pack dot folder with {root} replacement
if (await fileManager.pathExists(sourceDepPath)) {
// Copy from expansion pack source
spinner.text = `Copying ${packId} dependency ${dep}...`;
const destPath = path.join(expansionDotFolder, depType, depFileName);
await fileManager.copyFileWithRootReplacement(coreDepPath, destPath, `.${packId}`);
console.log(chalk.dim(` Added core dependency: ${depType}/${depFileName}`));
await fileManager.copyFileWithRootReplacement(sourceDepPath, destPath, `.${packId}`);
console.log(chalk.dim(` Added ${packId} dependency: ${depType}/${depFileName}`));
} else {
console.warn(chalk.yellow(` Warning: Dependency ${depType}/${dep} not found in core or expansion pack`));
// Try to find it in core
const coreDepPath = path.join(resourceLocator.getBmadCorePath(), depType, depFileName);
if (await fileManager.pathExists(coreDepPath)) {
spinner.text = `Copying core dependency ${dep} for ${packId}...`;
// Copy from core to expansion pack dot folder with {root} replacement
const destPath = path.join(expansionDotFolder, depType, depFileName);
await fileManager.copyFileWithRootReplacement(coreDepPath, destPath, `.${packId}`);
console.log(chalk.dim(` Added core dependency: ${depType}/${depFileName}`));
} else {
console.warn(chalk.yellow(` Warning: Dependency ${depType}/${dep} not found in core or expansion pack`));
}
}
}
}
}
}
} catch (error) {
console.warn(chalk.yellow(` Warning: Could not parse agent dependencies: ${error.message}`));
console.warn(` Warning: Could not parse agent dependencies: ${error.message}`);
}
}
}
}
async resolveExpansionPackCoreAgents(installDir, expansionDotFolder, packId, spinner) {
const glob = require('glob');
const yaml = require('js-yaml');
const fs = require('fs').promises;
// Find all team files in the expansion pack
const teamFiles = glob.sync('agent-teams/*.yaml', {
const teamFiles = await resourceLocator.findFiles('agent-teams/*.yaml', {
cwd: expansionDotFolder
});
// Also get existing agents in the expansion pack
const existingAgents = new Set();
const agentFiles = glob.sync('agents/*.md', {
const agentFiles = await resourceLocator.findFiles('agents/*.md', {
cwd: expansionDotFolder
});
for (const agentFile of agentFiles) {
@@ -1362,7 +1344,7 @@ class Installer {
for (const agentId of agents) {
if (!existingAgents.has(agentId)) {
// Agent not in expansion pack, try to get from core
const coreAgentPath = path.join(configLoader.getBmadCorePath(), 'agents', `${agentId}.md`);
const coreAgentPath = path.join(resourceLocator.getBmadCorePath(), 'agents', `${agentId}.md`);
if (await fileManager.pathExists(coreAgentPath)) {
spinner.text = `Copying core agent ${agentId} for ${packId}...`;
@@ -1389,13 +1371,14 @@ class Installer {
const deps = dependencies[depType] || [];
for (const dep of deps) {
const depFileName = dep.endsWith('.md') || dep.endsWith('.yaml') ? dep : `${dep}.md`;
const depFileName = dep.endsWith('.md') || dep.endsWith('.yaml') ? dep :
(depType === 'templates' ? `${dep}.yaml` : `${dep}.md`);
const expansionDepPath = path.join(expansionDotFolder, depType, depFileName);
// Check if dependency exists in expansion pack
if (!(await fileManager.pathExists(expansionDepPath))) {
// Try to find it in core
const coreDepPath = path.join(configLoader.getBmadCorePath(), depType, depFileName);
const coreDepPath = path.join(resourceLocator.getBmadCorePath(), depType, depFileName);
if (await fileManager.pathExists(coreDepPath)) {
const destDepPath = path.join(expansionDotFolder, depType, depFileName);
@@ -1415,7 +1398,7 @@ class Installer {
}
}
} catch (error) {
console.warn(chalk.yellow(` Warning: Could not parse agent ${agentId} dependencies: ${error.message}`));
console.warn(` Warning: Could not parse agent ${agentId} dependencies: ${error.message}`);
}
}
} else {
@@ -1424,7 +1407,7 @@ class Installer {
}
}
} catch (error) {
console.warn(chalk.yellow(` Warning: Could not parse team file ${teamFile}: ${error.message}`));
console.warn(` Warning: Could not parse team file ${teamFile}: ${error.message}`);
}
}
}
@@ -1456,15 +1439,13 @@ class Installer {
}
async installWebBundles(webBundlesDirectory, config, spinner) {
// Ensure modules are initialized
await initializeModules();
try {
// Find the dist directory in the BMad installation
const distDir = configLoader.getDistPath();
if (!(await fileManager.pathExists(distDir))) {
console.warn(chalk.yellow('Web bundles not found. Run "npm run build" to generate them.'));
console.warn('Web bundles not found. Run "npm run build" to generate them.');
return;
}
@@ -1522,15 +1503,12 @@ class Installer {
console.log(chalk.green(`✓ Installed ${copiedCount} selected web bundles to: ${webBundlesDirectory}`));
}
} catch (error) {
console.error(chalk.red(`Failed to install web bundles: ${error.message}`));
console.error(`Failed to install web bundles: ${error.message}`);
}
}
async copyCommonItems(installDir, targetSubdir, spinner) {
// Ensure modules are initialized
await initializeModules();
const glob = require('glob');
const fs = require('fs').promises;
const sourceBase = path.dirname(path.dirname(path.dirname(path.dirname(__filename)))); // Go up to project root
const commonPath = path.join(sourceBase, 'common');
@@ -1539,12 +1517,12 @@ class Installer {
// Check if common/ exists
if (!(await fileManager.pathExists(commonPath))) {
console.warn(chalk.yellow('Warning: common/ folder not found'));
console.warn('Warning: common/ folder not found');
return copiedFiles;
}
// Copy all items from common/ to target
const commonItems = glob.sync('**/*', {
const commonItems = await resourceLocator.findFiles('**/*', {
cwd: commonPath,
nodir: true
});
@@ -1641,7 +1619,7 @@ class Installer {
if (file.endsWith('install-manifest.yaml')) continue;
const relativePath = file.replace(`.${packId}/`, '');
const sourcePath = path.join(pack.packPath, relativePath);
const sourcePath = path.join(pack.path, relativePath);
const destPath = path.join(installDir, file);
// Check if this is a common/ file that needs special processing
@@ -1677,8 +1655,8 @@ class Installer {
}
} catch (error) {
spinner.fail(`Failed to repair ${pack.name}`);
console.error(chalk.red(`Error: ${error.message}`));
if (spinner) spinner.fail(`Failed to repair ${pack.name}`);
console.error(`Error: ${error.message}`);
}
}
@@ -1730,7 +1708,7 @@ class Installer {
}
} catch (error) {
console.warn(chalk.yellow(`Warning: Could not cleanup legacy .yml files: ${error.message}`));
console.warn(`Warning: Could not cleanup legacy .yml files: ${error.message}`);
}
}

View File

@@ -0,0 +1,224 @@
/**
* Memory Profiler - Track memory usage during installation
* Helps identify memory leaks and optimize resource usage
*/
const v8 = require('v8');
class MemoryProfiler {
constructor() {
this.checkpoints = [];
this.startTime = Date.now();
this.peakMemory = 0;
}
/**
* Create a memory checkpoint
* @param {string} label - Label for this checkpoint
*/
checkpoint(label) {
const memUsage = process.memoryUsage();
const heapStats = v8.getHeapStatistics();
const checkpoint = {
label,
timestamp: Date.now() - this.startTime,
memory: {
rss: this.formatBytes(memUsage.rss),
heapTotal: this.formatBytes(memUsage.heapTotal),
heapUsed: this.formatBytes(memUsage.heapUsed),
external: this.formatBytes(memUsage.external),
arrayBuffers: this.formatBytes(memUsage.arrayBuffers || 0)
},
heap: {
totalHeapSize: this.formatBytes(heapStats.total_heap_size),
usedHeapSize: this.formatBytes(heapStats.used_heap_size),
heapSizeLimit: this.formatBytes(heapStats.heap_size_limit),
mallocedMemory: this.formatBytes(heapStats.malloced_memory),
externalMemory: this.formatBytes(heapStats.external_memory)
},
raw: {
heapUsed: memUsage.heapUsed
}
};
// Track peak memory
if (memUsage.heapUsed > this.peakMemory) {
this.peakMemory = memUsage.heapUsed;
}
this.checkpoints.push(checkpoint);
return checkpoint;
}
/**
* Force garbage collection (requires --expose-gc flag)
*/
forceGC() {
if (global.gc) {
global.gc();
return true;
}
return false;
}
/**
* Get memory usage summary
*/
getSummary() {
const currentMemory = process.memoryUsage();
return {
currentUsage: {
rss: this.formatBytes(currentMemory.rss),
heapTotal: this.formatBytes(currentMemory.heapTotal),
heapUsed: this.formatBytes(currentMemory.heapUsed)
},
peakMemory: this.formatBytes(this.peakMemory),
totalCheckpoints: this.checkpoints.length,
runTime: `${((Date.now() - this.startTime) / 1000).toFixed(2)}s`
};
}
/**
* Get detailed report of memory usage
*/
getDetailedReport() {
const summary = this.getSummary();
const memoryGrowth = this.calculateMemoryGrowth();
return {
summary,
memoryGrowth,
checkpoints: this.checkpoints,
recommendations: this.getRecommendations(memoryGrowth)
};
}
/**
* Calculate memory growth between checkpoints
*/
calculateMemoryGrowth() {
if (this.checkpoints.length < 2) return [];
const growth = [];
for (let i = 1; i < this.checkpoints.length; i++) {
const prev = this.checkpoints[i - 1];
const curr = this.checkpoints[i];
const heapDiff = curr.raw.heapUsed - prev.raw.heapUsed;
growth.push({
from: prev.label,
to: curr.label,
heapGrowth: this.formatBytes(Math.abs(heapDiff)),
isIncrease: heapDiff > 0,
timeDiff: `${((curr.timestamp - prev.timestamp) / 1000).toFixed(2)}s`
});
}
return growth;
}
/**
* Get recommendations based on memory usage
*/
getRecommendations(memoryGrowth) {
const recommendations = [];
// Check for large memory growth
const largeGrowths = memoryGrowth.filter(g => {
const bytes = this.parseBytes(g.heapGrowth);
return bytes > 50 * 1024 * 1024; // 50MB
});
if (largeGrowths.length > 0) {
recommendations.push({
type: 'warning',
message: `Large memory growth detected in ${largeGrowths.length} operations`,
details: largeGrowths.map(g => `${g.from}${g.to}: ${g.heapGrowth}`)
});
}
// Check peak memory
if (this.peakMemory > 500 * 1024 * 1024) { // 500MB
recommendations.push({
type: 'warning',
message: `High peak memory usage: ${this.formatBytes(this.peakMemory)}`,
suggestion: 'Consider processing files in smaller batches'
});
}
// Check for potential memory leaks
const continuousGrowth = this.checkContinuousGrowth();
if (continuousGrowth) {
recommendations.push({
type: 'error',
message: 'Potential memory leak detected',
details: 'Memory usage continuously increases without significant decreases'
});
}
return recommendations;
}
/**
* Check for continuous memory growth (potential leak)
*/
checkContinuousGrowth() {
if (this.checkpoints.length < 5) return false;
let increasingCount = 0;
for (let i = 1; i < this.checkpoints.length; i++) {
if (this.checkpoints[i].raw.heapUsed > this.checkpoints[i - 1].raw.heapUsed) {
increasingCount++;
}
}
// If memory increases in more than 80% of checkpoints, might be a leak
return increasingCount / (this.checkpoints.length - 1) > 0.8;
}
/**
* Format bytes to human-readable string
*/
formatBytes(bytes) {
if (bytes === 0) return '0 B';
const k = 1024;
const sizes = ['B', 'KB', 'MB', 'GB'];
const i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(2)) + ' ' + sizes[i];
}
/**
* Parse human-readable bytes back to number
*/
parseBytes(str) {
const match = str.match(/^([\d.]+)\s*([KMGT]?B?)$/i);
if (!match) return 0;
const value = parseFloat(match[1]);
const unit = match[2].toUpperCase();
const multipliers = {
'B': 1,
'KB': 1024,
'MB': 1024 * 1024,
'GB': 1024 * 1024 * 1024
};
return value * (multipliers[unit] || 1);
}
/**
* Clear checkpoints to free memory
*/
clear() {
this.checkpoints = [];
}
}
// Export singleton instance
module.exports = new MemoryProfiler();

View File

@@ -0,0 +1,110 @@
/**
* Module Manager - Centralized dynamic import management
* Handles loading and caching of ES modules to reduce memory overhead
*/
class ModuleManager {
constructor() {
this._cache = new Map();
this._loadingPromises = new Map();
}
/**
* Initialize all commonly used ES modules at once
* @returns {Promise<Object>} Object containing all loaded modules
*/
async initializeCommonModules() {
const modules = await Promise.all([
this.getModule('chalk'),
this.getModule('ora'),
this.getModule('inquirer')
]);
return {
chalk: modules[0],
ora: modules[1],
inquirer: modules[2]
};
}
/**
* Get a module by name, with caching
* @param {string} moduleName - Name of the module to load
* @returns {Promise<any>} The loaded module
*/
async getModule(moduleName) {
// Return from cache if available
if (this._cache.has(moduleName)) {
return this._cache.get(moduleName);
}
// If already loading, return the existing promise
if (this._loadingPromises.has(moduleName)) {
return this._loadingPromises.get(moduleName);
}
// Start loading the module
const loadPromise = this._loadModule(moduleName);
this._loadingPromises.set(moduleName, loadPromise);
try {
const module = await loadPromise;
this._cache.set(moduleName, module);
this._loadingPromises.delete(moduleName);
return module;
} catch (error) {
this._loadingPromises.delete(moduleName);
throw error;
}
}
/**
* Internal method to load a specific module
* @private
*/
async _loadModule(moduleName) {
switch (moduleName) {
case 'chalk':
return (await import('chalk')).default;
case 'ora':
return (await import('ora')).default;
case 'inquirer':
return (await import('inquirer')).default;
case 'glob':
return (await import('glob')).glob;
case 'globSync':
return (await import('glob')).globSync;
default:
throw new Error(`Unknown module: ${moduleName}`);
}
}
/**
* Clear the module cache to free memory
*/
clearCache() {
this._cache.clear();
this._loadingPromises.clear();
}
/**
* Get multiple modules at once
* @param {string[]} moduleNames - Array of module names
* @returns {Promise<Object>} Object with module names as keys
*/
async getModules(moduleNames) {
const modules = await Promise.all(
moduleNames.map(name => this.getModule(name))
);
return moduleNames.reduce((acc, name, index) => {
acc[name] = modules[index];
return acc;
}, {});
}
}
// Singleton instance
const moduleManager = new ModuleManager();
module.exports = moduleManager;

View File

@@ -0,0 +1,310 @@
/**
* Resource Locator - Centralized file path resolution and caching
* Reduces duplicate file system operations and memory usage
*/
const path = require('node:path');
const fs = require('fs-extra');
const moduleManager = require('./module-manager');
class ResourceLocator {
constructor() {
this._pathCache = new Map();
this._globCache = new Map();
this._bmadCorePath = null;
this._expansionPacksPath = null;
}
/**
* Get the base path for bmad-core
*/
getBmadCorePath() {
if (!this._bmadCorePath) {
this._bmadCorePath = path.join(__dirname, '../../../bmad-core');
}
return this._bmadCorePath;
}
/**
* Get the base path for expansion packs
*/
getExpansionPacksPath() {
if (!this._expansionPacksPath) {
this._expansionPacksPath = path.join(__dirname, '../../../expansion-packs');
}
return this._expansionPacksPath;
}
/**
* Find all files matching a pattern, with caching
* @param {string} pattern - Glob pattern
* @param {Object} options - Glob options
* @returns {Promise<string[]>} Array of matched file paths
*/
async findFiles(pattern, options = {}) {
const cacheKey = `${pattern}:${JSON.stringify(options)}`;
if (this._globCache.has(cacheKey)) {
return this._globCache.get(cacheKey);
}
const { glob } = await moduleManager.getModules(['glob']);
const files = await glob(pattern, options);
// Cache for 5 minutes
this._globCache.set(cacheKey, files);
setTimeout(() => this._globCache.delete(cacheKey), 5 * 60 * 1000);
return files;
}
/**
* Get agent path with caching
* @param {string} agentId - Agent identifier
* @returns {Promise<string|null>} Path to agent file or null if not found
*/
async getAgentPath(agentId) {
const cacheKey = `agent:${agentId}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
// Check in bmad-core
let agentPath = path.join(this.getBmadCorePath(), 'agents', `${agentId}.md`);
if (await fs.pathExists(agentPath)) {
this._pathCache.set(cacheKey, agentPath);
return agentPath;
}
// Check in expansion packs
const expansionPacks = await this.getExpansionPacks();
for (const pack of expansionPacks) {
agentPath = path.join(pack.path, 'agents', `${agentId}.md`);
if (await fs.pathExists(agentPath)) {
this._pathCache.set(cacheKey, agentPath);
return agentPath;
}
}
return null;
}
/**
* Get available agents with metadata
* @returns {Promise<Array>} Array of agent objects
*/
async getAvailableAgents() {
const cacheKey = 'all-agents';
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const agents = [];
const yaml = require('js-yaml');
const { extractYamlFromAgent } = require('../../lib/yaml-utils');
// Get agents from bmad-core
const coreAgents = await this.findFiles('agents/*.md', {
cwd: this.getBmadCorePath()
});
for (const agentFile of coreAgents) {
const content = await fs.readFile(
path.join(this.getBmadCorePath(), agentFile),
'utf8'
);
const yamlContent = extractYamlFromAgent(content);
if (yamlContent) {
try {
const metadata = yaml.load(yamlContent);
agents.push({
id: path.basename(agentFile, '.md'),
name: metadata.agent_name || path.basename(agentFile, '.md'),
description: metadata.description || 'No description available',
source: 'core'
});
} catch (e) {
// Skip invalid agents
}
}
}
// Cache for 10 minutes
this._pathCache.set(cacheKey, agents);
setTimeout(() => this._pathCache.delete(cacheKey), 10 * 60 * 1000);
return agents;
}
/**
* Get available expansion packs
* @returns {Promise<Array>} Array of expansion pack objects
*/
async getExpansionPacks() {
const cacheKey = 'expansion-packs';
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const packs = [];
const expansionPacksPath = this.getExpansionPacksPath();
if (await fs.pathExists(expansionPacksPath)) {
const entries = await fs.readdir(expansionPacksPath, { withFileTypes: true });
for (const entry of entries) {
if (entry.isDirectory()) {
const configPath = path.join(expansionPacksPath, entry.name, 'config.yaml');
if (await fs.pathExists(configPath)) {
try {
const yaml = require('js-yaml');
const config = yaml.load(await fs.readFile(configPath, 'utf8'));
packs.push({
id: entry.name,
name: config.name || entry.name,
version: config.version || '1.0.0',
description: config.description || 'No description available',
shortTitle: config['short-title'] || config.description || 'No description available',
author: config.author || 'Unknown',
path: path.join(expansionPacksPath, entry.name)
});
} catch (e) {
// Skip invalid packs
}
}
}
}
}
// Cache for 10 minutes
this._pathCache.set(cacheKey, packs);
setTimeout(() => this._pathCache.delete(cacheKey), 10 * 60 * 1000);
return packs;
}
/**
* Get team configuration
* @param {string} teamId - Team identifier
* @returns {Promise<Object|null>} Team configuration or null
*/
async getTeamConfig(teamId) {
const cacheKey = `team:${teamId}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const teamPath = path.join(this.getBmadCorePath(), 'agent-teams', `${teamId}.yaml`);
if (await fs.pathExists(teamPath)) {
try {
const yaml = require('js-yaml');
const content = await fs.readFile(teamPath, 'utf8');
const config = yaml.load(content);
this._pathCache.set(cacheKey, config);
return config;
} catch (e) {
return null;
}
}
return null;
}
/**
* Get resource dependencies for an agent
* @param {string} agentId - Agent identifier
* @returns {Promise<Object>} Dependencies object
*/
async getAgentDependencies(agentId) {
const cacheKey = `deps:${agentId}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const agentPath = await this.getAgentPath(agentId);
if (!agentPath) {
return { all: [], byType: {} };
}
const content = await fs.readFile(agentPath, 'utf8');
const { extractYamlFromAgent } = require('../../lib/yaml-utils');
const yamlContent = extractYamlFromAgent(content);
if (!yamlContent) {
return { all: [], byType: {} };
}
try {
const yaml = require('js-yaml');
const metadata = yaml.load(yamlContent);
const dependencies = metadata.dependencies || {};
// Flatten dependencies
const allDeps = [];
const byType = {};
for (const [type, deps] of Object.entries(dependencies)) {
if (Array.isArray(deps)) {
byType[type] = deps;
for (const dep of deps) {
allDeps.push(`.bmad-core/${type}/${dep}`);
}
}
}
const result = { all: allDeps, byType };
this._pathCache.set(cacheKey, result);
return result;
} catch (e) {
return { all: [], byType: {} };
}
}
/**
* Clear all caches to free memory
*/
clearCache() {
this._pathCache.clear();
this._globCache.clear();
}
/**
* Get IDE configuration
* @param {string} ideId - IDE identifier
* @returns {Promise<Object|null>} IDE configuration or null
*/
async getIdeConfig(ideId) {
const cacheKey = `ide:${ideId}`;
if (this._pathCache.has(cacheKey)) {
return this._pathCache.get(cacheKey);
}
const idePath = path.join(this.getBmadCorePath(), 'ide-rules', `${ideId}.yaml`);
if (await fs.pathExists(idePath)) {
try {
const yaml = require('js-yaml');
const content = await fs.readFile(idePath, 'utf8');
const config = yaml.load(content);
this._pathCache.set(cacheKey, config);
return config;
} catch (e) {
return null;
}
}
return null;
}
}
// Singleton instance
const resourceLocator = new ResourceLocator();
module.exports = resourceLocator;

View File

@@ -1,6 +1,6 @@
{
"name": "bmad-method",
"version": "4.30.2",
"version": "4.30.3",
"description": "BMad Method installer - AI-powered Agile development framework",
"main": "lib/installer.js",
"bin": {

View File

@@ -5,27 +5,26 @@
const fs = require('fs');
const path = require('path');
function prepare(pluginConfig, context) {
const { nextRelease, logger } = context;
// Path to installer package.json
const installerPackagePath = path.join(process.cwd(), 'tools', 'installer', 'package.json');
if (!fs.existsSync(installerPackagePath)) {
logger.log('Installer package.json not found, skipping sync');
return;
}
// Read installer package.json
const installerPackage = JSON.parse(fs.readFileSync(installerPackagePath, 'utf8'));
// Update version
installerPackage.version = nextRelease.version;
// Write back
fs.writeFileSync(installerPackagePath, JSON.stringify(installerPackage, null, 2) + '\n');
// This function runs during the "prepare" step of semantic-release
function prepare(_, { nextRelease, logger }) {
// Define the path to the installer package.json file
const file = path.join(process.cwd(), 'tools/installer/package.json');
// If the file does not exist, skip syncing and log a message
if (!fs.existsSync(file)) return logger.log('Installer package.json not found, skipping');
// Read and parse the package.json file
const pkg = JSON.parse(fs.readFileSync(file, 'utf8'));
// Update the version field with the next release version
pkg.version = nextRelease.version;
// Write the updated JSON back to the file
fs.writeFileSync(file, JSON.stringify(pkg, null, 2) + '\n');
// Log success message
logger.log(`Synced installer package.json to version ${nextRelease.version}`);
}
module.exports = { prepare };
// Export the prepare function so semantic-release can use it
module.exports = { prepare };