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15 Commits

Author SHA1 Message Date
semantic-release-bot
55f834954f chore(release): 4.34.0 [skip ci]
# [4.34.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.33.1...v4.34.0) (2025-08-03)

### Features

* add KiloCode integration support to BMAD installer ([#390](https://github.com/bmadcode/BMAD-METHOD/issues/390)) ([dcebe91](dcebe91d5e))
2025-08-03 14:50:09 +00:00
Mbosinwa Awunor
dcebe91d5e feat: add KiloCode integration support to BMAD installer (#390) 2025-08-03 09:49:39 -05:00
caseyrubin
ce5b37b628 Update user-guide.md (#378)
Align pre-dev validation cycle with BMad method.
2025-07-30 22:07:19 -05:00
yaksh gandhi
c079c28dc4 Update README.md (#338) 2025-07-28 21:07:24 -05:00
semantic-release-bot
4fc8e752a6 chore(release): 4.33.1 [skip ci]
## [4.33.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.33.0...v4.33.1) (2025-07-29)

### Bug Fixes

* dev agent yaml syntax for develop-story command ([#362](https://github.com/bmadcode/BMAD-METHOD/issues/362)) ([bcb3728](bcb3728f88))
2025-07-29 02:05:28 +00:00
Duane Cilliers
bcb3728f88 fix: dev agent yaml syntax for develop-story command (#362) 2025-07-28 21:05:00 -05:00
semantic-release-bot
f7963cbaa9 chore(release): 4.33.0 [skip ci]
# [4.33.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.32.0...v4.33.0) (2025-07-28)

### Features

* version bump ([e9dd4e7](e9dd4e7beb))
2025-07-28 04:54:52 +00:00
Brian Madison
e9dd4e7beb feat: version bump 2025-07-27 23:54:23 -05:00
manjaroblack
a80ea150f2 eat: enhance flattener tool with improved CLI integration and custom directory support (#372)
* feat(cli): move flatten command to installer and update docs

Refactor the flatten command from tools/cli.js to tools/installer/bin/bmad.js for better integration. Add support for custom input directory and improve error handling. Update documentation in README.md and working-in-the-brownfield.md to reflect new command usage. Also clean up package-lock.json and add it to .gitignore.

* chore: update gitignore and add package-lock.json for installer tool

Remove package-lock.json from root gitignore since it's now needed for the installer tool
Add package-lock.json with dependencies for the bmad-method installer

---------

Co-authored-by: Devin Stagner <devin@blackstag.family>
2025-07-27 18:02:08 -05:00
semantic-release-bot
a2ddf926e5 chore(release): 4.32.0 [skip ci]
# [4.32.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.31.0...v4.32.0) (2025-07-27)

### Bug Fixes

* Add package-lock.json to fix GitHub Actions dependency resolution ([cce7a75](cce7a758a6))
* GHA fix ([62ccccd](62ccccdc9e))

### Features

* Overhaul and Enhance 2D Unity Game Dev Expansion Pack ([#350](https://github.com/bmadcode/BMAD-METHOD/issues/350)) ([a7038d4](a7038d43d1))
2025-07-27 03:35:50 +00:00
Brian Madison
62ccccdc9e fix: GHA fix 2025-07-26 22:35:23 -05:00
Brian Madison
cce7a758a6 fix: Add package-lock.json to fix GitHub Actions dependency resolution 2025-07-26 14:59:02 -05:00
manjaroblack
5efbff3227 Feat/flattener-tool (#337)
* This PR introduces a powerful new Codebase Flattener Tool that aggregates entire codebases into AI-optimized XML format, making it easy to share project context with AI assistants for analysis, debugging, and development assistance.

- AI-Optimized XML Output : Generates clean, structured XML specifically designed for AI model consumption
- Smart File Discovery : Recursive file scanning with intelligent filtering using glob patterns
- Binary File Detection : Automatically identifies and excludes binary files, focusing on source code
- Progress Tracking : Real-time progress indicators with comprehensive completion statistics
- Flexible Output : Customizable output file location and naming via CLI arguments
- Gitignore Integration : Automatically respects .gitignore patterns to exclude unnecessary files
- CDATA Handling : Proper XML CDATA sections with escape sequence handling for ]]> patterns
- Content Indentation : Beautiful XML formatting with properly indented file content (4-space indentation)
- Error Handling : Robust error handling with detailed logging for problematic files
- Hierarchical Formatting : Clean XML structure with proper indentation and formatting
- File Content Preservation : Maintains original file formatting within indented CDATA sections
- Exclusion Logic : Prevents self-inclusion of output files ( flattened-codebase.xml , repomix-output.xml )
- tools/flattener/main.js - Complete flattener implementation with CLI interface
- package.json - Added new dependencies (glob, minimatch, fs-extra, commander, ora, chalk)
- package-lock.json - Updated dependency tree
- .gitignore - Added exclusions for flattener outputs
- README.md - Comprehensive documentation with usage examples
- docs/bmad-workflow-guide.md - Integration guidance
- tools/cli.js - CLI integration
- .vscode/settings.json - SonarLint configuration
```
current directory
npm run flatten

npm run flatten -- --output my-project.xml
npm run flatten -- -o /path/to/output/codebase.xml
```
The tool provides comprehensive completion summaries including:

- File count and breakdown (text/binary/errors)
- Source code size and generated XML size
- Total lines of code and estimated token count
- Processing progress and performance metrics
- Bug Fix : Corrected typo in exclusion patterns ( repromix-output.xml → repomix-output.xml )
- Performance : Efficient file processing with streaming and progress indicators
- Reliability : Comprehensive error handling and validation
- Maintainability : Clean, well-documented code with modular functions
- AI Integration : Perfect for sharing codebase context with AI assistants
- Code Reviews : Streamlined code review process with complete project context
- Documentation : Enhanced project documentation and analysis capabilities
- Development Workflow : Improved development assistance and debugging support
This tool significantly enhances the BMad-Method framework's AI integration capabilities, providing developers with a seamless way to share complete project context for enhanced AI-assisted development workflows.

* docs(bmad-core): update documentation for enhanced workflow and user guide

- Fix typos and improve clarity in user guide
- Add new enhanced development workflow documentation
- Update brownfield workflow with flattened codebase instructions
- Improve consistency in documentation formatting

* chore: remove unused files and configurations

- Delete deprecated bmad workflow guide and roomodes file
- Remove sonarlint project configuration
- Downgrade ora dependency version
- Remove jest test script

* Update package.json

Removed jest as it is not needed.

* Update working-in-the-brownfield.md

added documentation for sharding docs

* perf(flattener): improve memory efficiency by streaming xml output

- Replace in-memory XML generation with streaming approach
- Add comprehensive common ignore patterns list
- Update statistics calculation to use file size instead of content length

* fix/chore: Update console.log for user-guide.md install path. Cleaned up config files/folders and updated .gitignore (#347)

* fix: Update console.log for user-guide.md install path

Changed
IMPORTANT: Please read the user guide installed at docs/user-guilde.md
to
IMPORTANT: Please read the user guide installed at .bmad-core/user-guide.md

WHY: the actual install location of the user-guide.md is in the .bmad-core directory.

* chore: remove formatting configs and clean up gitignore

- Delete husky pre-commit hook and prettier config files
- Remove VS Code chat/copilot settings
- Reorganize and clean up gitignore entries

* feat: Overhaul and Enhance 2D Unity Game Dev Expansion Pack (#350)

* Updated game-sm agent to match the new core framework patterns

* feat:Created more comprehensive game story matching new format system as well

* feat:Added Game specific course correct task

* feat:Updated dod-checklist to match new DoD format

* feat:Added new Architect agent for appropriate architecture doc creation and design

* feat:Overhaul of game-architecture-tmpl template

* feat:Updated rest of templates besides level which doesnt really need it

* feat: Finished extended architecture documentation needed for new game story tasks

* feat: Updated game Developer to new format

* feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file

* feat: Finished updating designer agent to new format and cleaned up template linting errors

* Built dist for web bundle

* Increased expansion pack minor verison number

* Updated architecht and design for sharding built-in

* chore: bump bmad-2d-unity-game-dev version (minor)

* updated config.yaml for game-specific pieces to supplement core-config.yaml

* Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic

* chore: bump bmad-2d-unity-game-dev version (patch)

* feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch)

* Chore: Built web-bundle

* feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch)

* feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)

* This PR introduces a powerful new Codebase Flattener Tool that aggregates entire codebases into AI-optimized XML format, making it easy to share project context with AI assistants for analysis, debugging, and development assistance.

- AI-Optimized XML Output : Generates clean, structured XML specifically designed for AI model consumption
- Smart File Discovery : Recursive file scanning with intelligent filtering using glob patterns
- Binary File Detection : Automatically identifies and excludes binary files, focusing on source code
- Progress Tracking : Real-time progress indicators with comprehensive completion statistics
- Flexible Output : Customizable output file location and naming via CLI arguments
- Gitignore Integration : Automatically respects .gitignore patterns to exclude unnecessary files
- CDATA Handling : Proper XML CDATA sections with escape sequence handling for ]]> patterns
- Content Indentation : Beautiful XML formatting with properly indented file content (4-space indentation)
- Error Handling : Robust error handling with detailed logging for problematic files
- Hierarchical Formatting : Clean XML structure with proper indentation and formatting
- File Content Preservation : Maintains original file formatting within indented CDATA sections
- Exclusion Logic : Prevents self-inclusion of output files ( flattened-codebase.xml , repomix-output.xml )
- tools/flattener/main.js - Complete flattener implementation with CLI interface
- package.json - Added new dependencies (glob, minimatch, fs-extra, commander, ora, chalk)
- package-lock.json - Updated dependency tree
- .gitignore - Added exclusions for flattener outputs
- README.md - Comprehensive documentation with usage examples
- docs/bmad-workflow-guide.md - Integration guidance
- tools/cli.js - CLI integration
- .vscode/settings.json - SonarLint configuration
```
current directory
npm run flatten

npm run flatten -- --output my-project.xml
npm run flatten -- -o /path/to/output/codebase.xml
```
The tool provides comprehensive completion summaries including:

- File count and breakdown (text/binary/errors)
- Source code size and generated XML size
- Total lines of code and estimated token count
- Processing progress and performance metrics
- Bug Fix : Corrected typo in exclusion patterns ( repromix-output.xml → repomix-output.xml )
- Performance : Efficient file processing with streaming and progress indicators
- Reliability : Comprehensive error handling and validation
- Maintainability : Clean, well-documented code with modular functions
- AI Integration : Perfect for sharing codebase context with AI assistants
- Code Reviews : Streamlined code review process with complete project context
- Documentation : Enhanced project documentation and analysis capabilities
- Development Workflow : Improved development assistance and debugging support
This tool significantly enhances the BMad-Method framework's AI integration capabilities, providing developers with a seamless way to share complete project context for enhanced AI-assisted development workflows.

* chore: remove unused files and configurations

- Delete deprecated bmad workflow guide and roomodes file
- Remove sonarlint project configuration
- Downgrade ora dependency version
- Remove jest test script

* docs: update command names and agent references in documentation

- Change `*create` to `*draft` in workflow guide
- Update PM agent commands to use consistent naming
- Replace `analyst` references with `architect`
- Fix command examples to match new naming conventions

---------

Co-authored-by: PinkyD <paulbeanjr@gmail.com>
2025-07-26 14:56:00 -05:00
PinkyD
a7038d43d1 feat: Overhaul and Enhance 2D Unity Game Dev Expansion Pack (#350)
* Updated game-sm agent to match the new core framework patterns

* feat:Created more comprehensive game story matching new format system as well

* feat:Added Game specific course correct task

* feat:Updated dod-checklist to match new DoD format

* feat:Added new Architect agent for appropriate architecture doc creation and design

* feat:Overhaul of game-architecture-tmpl template

* feat:Updated rest of templates besides level which doesnt really need it

* feat: Finished extended architecture documentation needed for new game story tasks

* feat: Updated game Developer to new format

* feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file

* feat: Finished updating designer agent to new format and cleaned up template linting errors

* Built dist for web bundle

* Increased expansion pack minor verison number

* Updated architecht and design for sharding built-in

* chore: bump bmad-2d-unity-game-dev version (minor)

* updated config.yaml for game-specific pieces to supplement core-config.yaml

* Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic

* chore: bump bmad-2d-unity-game-dev version (patch)

* feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch)

* Chore: Built web-bundle

* feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch)

* feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)
2025-07-23 07:14:06 -05:00
manjaroblack
9afe4fbdaf fix/chore: Update console.log for user-guide.md install path. Cleaned up config files/folders and updated .gitignore (#347)
* fix: Update console.log for user-guide.md install path

Changed
IMPORTANT: Please read the user guide installed at docs/user-guilde.md
to
IMPORTANT: Please read the user guide installed at .bmad-core/user-guide.md

WHY: the actual install location of the user-guide.md is in the .bmad-core directory.

* chore: remove formatting configs and clean up gitignore

- Delete husky pre-commit hook and prettier config files
- Remove VS Code chat/copilot settings
- Reorganize and clean up gitignore entries
2025-07-22 21:22:48 -05:00
63 changed files with 30540 additions and 15813 deletions

37
.gitignore vendored
View File

@@ -1,30 +1,43 @@
# Node modules
# Dependencies
node_modules/
pnpm-lock.yaml
bun.lock
deno.lock
# Logs
logs
logs/
*.log
npm-debug.log*
# Build output
build/*.txt
web-bundles/
# Environment variables
.env
# System files
.DS_Store
Thumbs.db
# Environment variables
.env
# Development tools and configs
.prettierignore
.prettierrc
.husky/
CLAUDE.md
.ai/*
test-project-install/*
sample-project/*
.claude
# IDE and editor configs
.windsurf/
.trae/
.bmad*/.cursor/
# AI assistant files
CLAUDE.md
.ai/*
.claude
.gemini
# Project-specific
.bmad-core
.bmad-creator-tools
.gemini
.bmad*/.cursor/
web-bundles/
test-project-install/*
sample-project/*

View File

@@ -1,2 +0,0 @@
# Run lint-staged to format and lint YAML files
npx lint-staged

View File

@@ -1,21 +0,0 @@
# Dependencies
node_modules/
package-lock.json
# Build outputs
dist/
# Generated files
*.log
*.lock
# BMad core files (have their own formatting)
bmad-core/**/*.md
# Specific files that need custom formatting
.roomodes
CHANGELOG.md
# IDE files
.vscode/
.idea/

View File

@@ -1,23 +0,0 @@
{
"printWidth": 100,
"tabWidth": 2,
"useTabs": false,
"semi": true,
"singleQuote": false,
"quoteProps": "as-needed",
"trailingComma": "es5",
"bracketSpacing": true,
"bracketSameLine": false,
"arrowParens": "always",
"proseWrap": "preserve",
"endOfLine": "lf",
"overrides": [
{
"files": "*.md",
"options": {
"proseWrap": "preserve",
"printWidth": 120
}
}
]
}

View File

@@ -1,10 +1,4 @@
{
"chat.agent.enabled": true,
"chat.agent.maxRequests": 15,
"github.copilot.chat.agent.runTasks": true,
"chat.mcp.discovery.enabled": true,
"github.copilot.chat.agent.autoFix": true,
"chat.tools.autoApprove": false,
"cSpell.words": [
"Agentic",
"atlasing",
@@ -47,4 +41,4 @@
"Trae",
"VNET"
]
}
}

View File

@@ -1,546 +1,498 @@
# [4.31.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.4...v4.31.0) (2025-07-20)
### Bug Fixes
* enhanced user guide with better diagrams ([c445962](https://github.com/bmadcode/BMAD-METHOD/commit/c445962f259cd7d84c47a896e7fda99e83a30c8d))
# [4.34.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.33.1...v4.34.0) (2025-08-03)
### Features
* Installation includes a getting started user guide with detailed mermaid diagram ([df57d77](https://github.com/bmadcode/BMAD-METHOD/commit/df57d772cac9f9010811e7e86a6433a0fe636a45))
* add KiloCode integration support to BMAD installer ([#390](https://github.com/bmadcode/BMAD-METHOD/issues/390)) ([dcebe91](https://github.com/bmadcode/BMAD-METHOD/commit/dcebe91d5ea68e69aa27183411a81639d444efd7))
## [4.33.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.33.0...v4.33.1) (2025-07-29)
### Bug Fixes
- dev agent yaml syntax for develop-story command ([#362](https://github.com/bmadcode/BMAD-METHOD/issues/362)) ([bcb3728](https://github.com/bmadcode/BMAD-METHOD/commit/bcb3728f8868c0f83bca3d61fbd7e15c4e114526))
# [4.33.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.32.0...v4.33.0) (2025-07-28)
### Features
- version bump ([e9dd4e7](https://github.com/bmadcode/BMAD-METHOD/commit/e9dd4e7beb46d0c80df0cd65ae02d1867a56d7c1))
# [4.32.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.31.0...v4.32.0) (2025-07-27)
### Bug Fixes
- Add package-lock.json to fix GitHub Actions dependency resolution ([cce7a75](https://github.com/bmadcode/BMAD-METHOD/commit/cce7a758a632053e26d143b678eb7963599b432d))
- GHA fix ([62ccccd](https://github.com/bmadcode/BMAD-METHOD/commit/62ccccdc9e85f8621f63f99bd1ce0d14abe09783))
### Features
- Overhaul and Enhance 2D Unity Game Dev Expansion Pack ([#350](https://github.com/bmadcode/BMAD-METHOD/issues/350)) ([a7038d4](https://github.com/bmadcode/BMAD-METHOD/commit/a7038d43d18246f6aef175aa89ba059b7c94f61f))
# [4.31.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.4...v4.31.0) (2025-07-20)
### Bug Fixes
- enhanced user guide with better diagrams ([c445962](https://github.com/bmadcode/BMAD-METHOD/commit/c445962f259cd7d84c47a896e7fda99e83a30c8d))
### Features
- Installation includes a getting started user guide with detailed mermaid diagram ([df57d77](https://github.com/bmadcode/BMAD-METHOD/commit/df57d772cac9f9010811e7e86a6433a0fe636a45))
## [4.30.4](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.3...v4.30.4) (2025-07-19)
### Bug Fixes
* docs ([8619006](https://github.com/bmadcode/BMAD-METHOD/commit/8619006c16731b99fa36b434d209a0c2caf2d998))
* lint fix ([49e4897](https://github.com/bmadcode/BMAD-METHOD/commit/49e489701e55feac481806740ea54bebef042fba))
- docs ([8619006](https://github.com/bmadcode/BMAD-METHOD/commit/8619006c16731b99fa36b434d209a0c2caf2d998))
- lint fix ([49e4897](https://github.com/bmadcode/BMAD-METHOD/commit/49e489701e55feac481806740ea54bebef042fba))
## [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))
- 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)
### Bug Fixes
* remove z2 ([dcb36a9](https://github.com/bmadcode/BMAD-METHOD/commit/dcb36a9b44b6644f6b2723c9067abaa9b0bc1999))
- remove z2 ([dcb36a9](https://github.com/bmadcode/BMAD-METHOD/commit/dcb36a9b44b6644f6b2723c9067abaa9b0bc1999))
## [4.30.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.30.0...v4.30.1) (2025-07-15)
### Bug Fixes
* added logo to installer, because why not... ([2cea37a](https://github.com/bmadcode/BMAD-METHOD/commit/2cea37aa8c1924ddf5aa476f4c312837f2615a70))
- added logo to installer, because why not... ([2cea37a](https://github.com/bmadcode/BMAD-METHOD/commit/2cea37aa8c1924ddf5aa476f4c312837f2615a70))
# [4.30.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.7...v4.30.0) (2025-07-15)
### Features
* installer is now VERY clear about IDE selection being a multiselect ([e24b6f8](https://github.com/bmadcode/BMAD-METHOD/commit/e24b6f84fd9e4ff4b99263019b5021ca2b145b2f))
- installer is now VERY clear about IDE selection being a multiselect ([e24b6f8](https://github.com/bmadcode/BMAD-METHOD/commit/e24b6f84fd9e4ff4b99263019b5021ca2b145b2f))
## [4.29.7](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.6...v4.29.7) (2025-07-14)
### Bug Fixes
* bundle build ([0723eed](https://github.com/bmadcode/BMAD-METHOD/commit/0723eed88140e76146dfbfdddd49afe86e8522ee))
- bundle build ([0723eed](https://github.com/bmadcode/BMAD-METHOD/commit/0723eed88140e76146dfbfdddd49afe86e8522ee))
## [4.29.6](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.5...v4.29.6) (2025-07-14)
### Bug Fixes
* improve agent task folowing in agressing cost saving ide model combos ([3621c33](https://github.com/bmadcode/BMAD-METHOD/commit/3621c330e65f328e7326f93a5fe27e65b08907e7))
- improve agent task folowing in agressing cost saving ide model combos ([3621c33](https://github.com/bmadcode/BMAD-METHOD/commit/3621c330e65f328e7326f93a5fe27e65b08907e7))
## [4.29.5](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.4...v4.29.5) (2025-07-14)
### Bug Fixes
* windows regex issue ([9f48c1a](https://github.com/bmadcode/BMAD-METHOD/commit/9f48c1a869a9cc54fb5e7d899c2af7a5cef70e10))
- windows regex issue ([9f48c1a](https://github.com/bmadcode/BMAD-METHOD/commit/9f48c1a869a9cc54fb5e7d899c2af7a5cef70e10))
## [4.29.4](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.3...v4.29.4) (2025-07-14)
### Bug Fixes
* empty .roomodes, support Windows-style newlines in YAML block regex ([#311](https://github.com/bmadcode/BMAD-METHOD/issues/311)) ([551e30b](https://github.com/bmadcode/BMAD-METHOD/commit/551e30b65e1f04386f0bd0193f726828df684d5b))
- empty .roomodes, support Windows-style newlines in YAML block regex ([#311](https://github.com/bmadcode/BMAD-METHOD/issues/311)) ([551e30b](https://github.com/bmadcode/BMAD-METHOD/commit/551e30b65e1f04386f0bd0193f726828df684d5b))
## [4.29.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.2...v4.29.3) (2025-07-13)
### Bug Fixes
* annoying YAML lint error ([afea271](https://github.com/bmadcode/BMAD-METHOD/commit/afea271e5e3b14a0da497e241b6521ba5a80b85b))
- annoying YAML lint error ([afea271](https://github.com/bmadcode/BMAD-METHOD/commit/afea271e5e3b14a0da497e241b6521ba5a80b85b))
## [4.29.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.1...v4.29.2) (2025-07-13)
### Bug Fixes
* add readme note about discord joining issues ([4ceaced](https://github.com/bmadcode/BMAD-METHOD/commit/4ceacedd7370ea80181db0d66cf8da8dcbfdd109))
- add readme note about discord joining issues ([4ceaced](https://github.com/bmadcode/BMAD-METHOD/commit/4ceacedd7370ea80181db0d66cf8da8dcbfdd109))
## [4.29.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.29.0...v4.29.1) (2025-07-13)
### Bug Fixes
* brianstorming facilitation output ([f62c05a](https://github.com/bmadcode/BMAD-METHOD/commit/f62c05ab0f54e6c26c67cd9ac11200b172d11076))
- brianstorming facilitation output ([f62c05a](https://github.com/bmadcode/BMAD-METHOD/commit/f62c05ab0f54e6c26c67cd9ac11200b172d11076))
# [4.29.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.28.0...v4.29.0) (2025-07-13)
### Features
* Claude Code slash commands for Tasks and Agents! ([e9e541a](https://github.com/bmadcode/BMAD-METHOD/commit/e9e541a52e45f6632b2f8c91d10e39c077c1ecc9))
- Claude Code slash commands for Tasks and Agents! ([e9e541a](https://github.com/bmadcode/BMAD-METHOD/commit/e9e541a52e45f6632b2f8c91d10e39c077c1ecc9))
# [4.28.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.6...v4.28.0) (2025-07-12)
### Features
* bmad-master can load kb properly ([3c13c56](https://github.com/bmadcode/BMAD-METHOD/commit/3c13c564988f9750e043939dd770aea4196a7e7a))
- bmad-master can load kb properly ([3c13c56](https://github.com/bmadcode/BMAD-METHOD/commit/3c13c564988f9750e043939dd770aea4196a7e7a))
## [4.27.6](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.5...v4.27.6) (2025-07-08)
### Bug Fixes
* installer improvement ([db30230](https://github.com/bmadcode/BMAD-METHOD/commit/db302309f42da49daa309b5ba1a625c719e5bb14))
- installer improvement ([db30230](https://github.com/bmadcode/BMAD-METHOD/commit/db302309f42da49daa309b5ba1a625c719e5bb14))
## [4.27.5](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.4...v4.27.5) (2025-07-08)
### Bug Fixes
* installer for github copilot asks follow up questions right away now so it does not seem to hang, and some minor doc improvements ([cadf8b6](https://github.com/bmadcode/BMAD-METHOD/commit/cadf8b6750afd5daa32eb887608c614584156a69))
- installer for github copilot asks follow up questions right away now so it does not seem to hang, and some minor doc improvements ([cadf8b6](https://github.com/bmadcode/BMAD-METHOD/commit/cadf8b6750afd5daa32eb887608c614584156a69))
## [4.27.4](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.3...v4.27.4) (2025-07-07)
### Bug Fixes
* doc updates ([1b86cd4](https://github.com/bmadcode/BMAD-METHOD/commit/1b86cd4db3644ca2b2b4a94821cc8b5690d78e0a))
- doc updates ([1b86cd4](https://github.com/bmadcode/BMAD-METHOD/commit/1b86cd4db3644ca2b2b4a94821cc8b5690d78e0a))
## [4.27.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.2...v4.27.3) (2025-07-07)
### Bug Fixes
* remove test zoo folder ([908dcd7](https://github.com/bmadcode/BMAD-METHOD/commit/908dcd7e9afae3fd23cd894c0d09855fc9c42d0e))
- remove test zoo folder ([908dcd7](https://github.com/bmadcode/BMAD-METHOD/commit/908dcd7e9afae3fd23cd894c0d09855fc9c42d0e))
## [4.27.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.1...v4.27.2) (2025-07-07)
### Bug Fixes
* improve output ([a5ffe7b](https://github.com/bmadcode/BMAD-METHOD/commit/a5ffe7b9b209ae02a9d97adf60fe73c0bc9701e4))
- improve output ([a5ffe7b](https://github.com/bmadcode/BMAD-METHOD/commit/a5ffe7b9b209ae02a9d97adf60fe73c0bc9701e4))
## [4.27.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.27.0...v4.27.1) (2025-07-07)
### Bug Fixes
* build web bundles with new file extension includsion ([92201ae](https://github.com/bmadcode/BMAD-METHOD/commit/92201ae7ede620ec09b4764edaed97be42a3b78f))
- build web bundles with new file extension includsion ([92201ae](https://github.com/bmadcode/BMAD-METHOD/commit/92201ae7ede620ec09b4764edaed97be42a3b78f))
# [4.27.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.26.0...v4.27.0) (2025-07-06)
### Bug Fixes
* readme consolidation and version bumps ([0a61d3d](https://github.com/bmadcode/BMAD-METHOD/commit/0a61d3de4af880f6e3bf934a92b1827754ed8ce6))
- readme consolidation and version bumps ([0a61d3d](https://github.com/bmadcode/BMAD-METHOD/commit/0a61d3de4af880f6e3bf934a92b1827754ed8ce6))
### Features
* big improvement to advanced elicitation ([1bc9960](https://github.com/bmadcode/BMAD-METHOD/commit/1bc9960808098fba6b43850311799022319df841))
* experimental doc creator v2 and template system ([b785371](https://github.com/bmadcode/BMAD-METHOD/commit/b78537115da06b01e140833fd1d73950c7f2e41f))
* Massive improvement to the brainstorming task! ([9f53caf](https://github.com/bmadcode/BMAD-METHOD/commit/9f53caf4c6f9c67195b1aae14d54987f81d76e07))
* WIP create-docv2 ([c107af0](https://github.com/bmadcode/BMAD-METHOD/commit/c107af05984718c1af2cf80118353e8d2e6f906f))
- big improvement to advanced elicitation ([1bc9960](https://github.com/bmadcode/BMAD-METHOD/commit/1bc9960808098fba6b43850311799022319df841))
- experimental doc creator v2 and template system ([b785371](https://github.com/bmadcode/BMAD-METHOD/commit/b78537115da06b01e140833fd1d73950c7f2e41f))
- Massive improvement to the brainstorming task! ([9f53caf](https://github.com/bmadcode/BMAD-METHOD/commit/9f53caf4c6f9c67195b1aae14d54987f81d76e07))
- WIP create-docv2 ([c107af0](https://github.com/bmadcode/BMAD-METHOD/commit/c107af05984718c1af2cf80118353e8d2e6f906f))
# [4.26.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.25.1...v4.26.0) (2025-07-06)
### Features
* **trae:** add support for trae ide integration ([#298](https://github.com/bmadcode/BMAD-METHOD/issues/298)) ([fae0f5f](https://github.com/bmadcode/BMAD-METHOD/commit/fae0f5ff73a603dc1aacc29f184e2a4138446524))
- **trae:** add support for trae ide integration ([#298](https://github.com/bmadcode/BMAD-METHOD/issues/298)) ([fae0f5f](https://github.com/bmadcode/BMAD-METHOD/commit/fae0f5ff73a603dc1aacc29f184e2a4138446524))
## [4.25.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.25.0...v4.25.1) (2025-07-06)
### Bug Fixes
* spelling errors in documentation. ([#297](https://github.com/bmadcode/BMAD-METHOD/issues/297)) ([47b9d9f](https://github.com/bmadcode/BMAD-METHOD/commit/47b9d9f3e87be62c8520ed6cb0048df727a9534f))
- spelling errors in documentation. ([#297](https://github.com/bmadcode/BMAD-METHOD/issues/297)) ([47b9d9f](https://github.com/bmadcode/BMAD-METHOD/commit/47b9d9f3e87be62c8520ed6cb0048df727a9534f))
# [4.25.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.6...v4.25.0) (2025-07-05)
### Bug Fixes
* update web bundles ([42684e6](https://github.com/bmadcode/BMAD-METHOD/commit/42684e68af4396797962f3f851147523a6741608))
- update web bundles ([42684e6](https://github.com/bmadcode/BMAD-METHOD/commit/42684e68af4396797962f3f851147523a6741608))
### Features
* improvements to agent task usage, sm story drafting, dev implementation, qa review process, and addition of a new sm independant review of a draft story ([2874a54](https://github.com/bmadcode/BMAD-METHOD/commit/2874a54a9b25b48c199b2e9dc63a9555e716c636))
- improvements to agent task usage, sm story drafting, dev implementation, qa review process, and addition of a new sm independant review of a draft story ([2874a54](https://github.com/bmadcode/BMAD-METHOD/commit/2874a54a9b25b48c199b2e9dc63a9555e716c636))
## [4.24.6](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.5...v4.24.6) (2025-07-04)
### Bug Fixes
* version bump and web build fix ([1c845e5](https://github.com/bmadcode/BMAD-METHOD/commit/1c845e5b2c77a77d887d8216152ba09110c72e40))
- version bump and web build fix ([1c845e5](https://github.com/bmadcode/BMAD-METHOD/commit/1c845e5b2c77a77d887d8216152ba09110c72e40))
## [4.24.5](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.4...v4.24.5) (2025-07-04)
### Bug Fixes
* yaml standardization in files and installer actions ([094f9f3](https://github.com/bmadcode/BMAD-METHOD/commit/094f9f3eabf563c9a89ecaf360fed63386b46ed4))
- yaml standardization in files and installer actions ([094f9f3](https://github.com/bmadcode/BMAD-METHOD/commit/094f9f3eabf563c9a89ecaf360fed63386b46ed4))
## [4.24.4](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.3...v4.24.4) (2025-07-04)
### Bug Fixes
* documentation updates ([2018ad0](https://github.com/bmadcode/BMAD-METHOD/commit/2018ad07c7d4c68efb3c24d85ac7612942c6df9c))
- documentation updates ([2018ad0](https://github.com/bmadcode/BMAD-METHOD/commit/2018ad07c7d4c68efb3c24d85ac7612942c6df9c))
## [4.24.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.2...v4.24.3) (2025-07-04)
### Bug Fixes
* update YAML library from 'yaml' to 'js-yaml' in resolveExpansionPackCoreAgents for consistency ([#295](https://github.com/bmadcode/BMAD-METHOD/issues/295)) ([03f30ad](https://github.com/bmadcode/BMAD-METHOD/commit/03f30ad28b282fbb4fa5a6ed6b57d0327218cce0))
- update YAML library from 'yaml' to 'js-yaml' in resolveExpansionPackCoreAgents for consistency ([#295](https://github.com/bmadcode/BMAD-METHOD/issues/295)) ([03f30ad](https://github.com/bmadcode/BMAD-METHOD/commit/03f30ad28b282fbb4fa5a6ed6b57d0327218cce0))
## [4.24.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.1...v4.24.2) (2025-07-03)
### Bug Fixes
* version bump and restore dist folder ([87c451a](https://github.com/bmadcode/BMAD-METHOD/commit/87c451a5c3161fbc86f88619a2bfcfc322eb247e))
- version bump and restore dist folder ([87c451a](https://github.com/bmadcode/BMAD-METHOD/commit/87c451a5c3161fbc86f88619a2bfcfc322eb247e))
## [4.24.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.24.0...v4.24.1) (2025-07-03)
### Bug Fixes
* centralized yamlExtraction function and all now fix character issues for windows ([e2985d6](https://github.com/bmadcode/BMAD-METHOD/commit/e2985d6093136575e8d8c91ce53c82abc4097de6))
* filtering extension stripping logic update ([405954a](https://github.com/bmadcode/BMAD-METHOD/commit/405954ad924d8bd66f94c918643f6e9c091d4d09))
* standardize on file extension .yaml instead of a mix of yml and yaml ([a4c0b18](https://github.com/bmadcode/BMAD-METHOD/commit/a4c0b1839d12d2ad21b7949aa30f4f7d82ec6c9c))
- centralized yamlExtraction function and all now fix character issues for windows ([e2985d6](https://github.com/bmadcode/BMAD-METHOD/commit/e2985d6093136575e8d8c91ce53c82abc4097de6))
- filtering extension stripping logic update ([405954a](https://github.com/bmadcode/BMAD-METHOD/commit/405954ad924d8bd66f94c918643f6e9c091d4d09))
- standardize on file extension .yaml instead of a mix of yml and yaml ([a4c0b18](https://github.com/bmadcode/BMAD-METHOD/commit/a4c0b1839d12d2ad21b7949aa30f4f7d82ec6c9c))
# [4.24.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.23.0...v4.24.0) (2025-07-02)
### Bug Fixes
* corrected cursor agent update instructions ([84e394a](https://github.com/bmadcode/BMAD-METHOD/commit/84e394ac11136d9cf8164cefc9ca8e298e8ef0ec))
- corrected cursor agent update instructions ([84e394a](https://github.com/bmadcode/BMAD-METHOD/commit/84e394ac11136d9cf8164cefc9ca8e298e8ef0ec))
### Features
* workflow plans introduced, preliminary feature under review ([731589a](https://github.com/bmadcode/BMAD-METHOD/commit/731589aa287c31ea120e232b4dcc07e9790500ff))
- workflow plans introduced, preliminary feature under review ([731589a](https://github.com/bmadcode/BMAD-METHOD/commit/731589aa287c31ea120e232b4dcc07e9790500ff))
# [4.23.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.22.1...v4.23.0) (2025-07-01)
### Features
* Github Copilot integration ([#284](https://github.com/bmadcode/BMAD-METHOD/issues/284)) ([1a4ca4f](https://github.com/bmadcode/BMAD-METHOD/commit/1a4ca4ffa630c2d4156bdd7a040d4c2274801757))
- Github Copilot integration ([#284](https://github.com/bmadcode/BMAD-METHOD/issues/284)) ([1a4ca4f](https://github.com/bmadcode/BMAD-METHOD/commit/1a4ca4ffa630c2d4156bdd7a040d4c2274801757))
## [4.22.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.22.0...v4.22.1) (2025-06-30)
### Bug Fixes
* update expansion versions ([6905fe7](https://github.com/bmadcode/BMAD-METHOD/commit/6905fe72f6c2abefbfd65729d1be85752130a1d2))
- update expansion versions ([6905fe7](https://github.com/bmadcode/BMAD-METHOD/commit/6905fe72f6c2abefbfd65729d1be85752130a1d2))
# [4.22.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.21.2...v4.22.0) (2025-06-30)
### Features
* create doc more explicit and readme improvement ([a1b30d9](https://github.com/bmadcode/BMAD-METHOD/commit/a1b30d9341d2ceff79db2c7e178860c5ef0d99e5))
- create doc more explicit and readme improvement ([a1b30d9](https://github.com/bmadcode/BMAD-METHOD/commit/a1b30d9341d2ceff79db2c7e178860c5ef0d99e5))
## [4.21.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.21.1...v4.21.2) (2025-06-30)
### Bug Fixes
* improve create-doc task clarity for template execution ([86d5139](https://github.com/bmadcode/BMAD-METHOD/commit/86d5139aea7097cc5d4ee9da0f7d3e395ce0835e))
- improve create-doc task clarity for template execution ([86d5139](https://github.com/bmadcode/BMAD-METHOD/commit/86d5139aea7097cc5d4ee9da0f7d3e395ce0835e))
## [4.21.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.21.0...v4.21.1) (2025-06-30)
### Bug Fixes
* readme clarifies that the installer handles installs upgrades and expansion installation ([9371a57](https://github.com/bmadcode/BMAD-METHOD/commit/9371a5784f6a6f2ad358a72ea0cde9c980357167))
- readme clarifies that the installer handles installs upgrades and expansion installation ([9371a57](https://github.com/bmadcode/BMAD-METHOD/commit/9371a5784f6a6f2ad358a72ea0cde9c980357167))
# [4.21.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.20.0...v4.21.0) (2025-06-30)
### Bug Fixes
* remove unneeded files ([c48f200](https://github.com/bmadcode/BMAD-METHOD/commit/c48f200727384f37a42f4c6b1a946cb90f2445fe))
- remove unneeded files ([c48f200](https://github.com/bmadcode/BMAD-METHOD/commit/c48f200727384f37a42f4c6b1a946cb90f2445fe))
### Features
* massive installer improvement update ([c151bda](https://github.com/bmadcode/BMAD-METHOD/commit/c151bda93833aa310ccc7c0eabcf483376f9e82a))
- massive installer improvement update ([c151bda](https://github.com/bmadcode/BMAD-METHOD/commit/c151bda93833aa310ccc7c0eabcf483376f9e82a))
# [4.20.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.19.2...v4.20.0) (2025-06-29)
### Features
* Massive documentation refactor, added explanation of the new expanded role of the QA agent that will make your code quality MUCH better. 2 new diagram clearly explain the role of the pre dev ideation cycle (prd and architecture) and the details of how the dev cycle works. ([c881dcc](https://github.com/bmadcode/BMAD-METHOD/commit/c881dcc48ff827ddfe8653aa364a021a66ce66eb))
- Massive documentation refactor, added explanation of the new expanded role of the QA agent that will make your code quality MUCH better. 2 new diagram clearly explain the role of the pre dev ideation cycle (prd and architecture) and the details of how the dev cycle works. ([c881dcc](https://github.com/bmadcode/BMAD-METHOD/commit/c881dcc48ff827ddfe8653aa364a021a66ce66eb))
## [4.19.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.19.1...v4.19.2) (2025-06-28)
### Bug Fixes
* docs update and correction ([2408068](https://github.com/bmadcode/BMAD-METHOD/commit/240806888448bb3a42acfd2f209976d489157e21))
- docs update and correction ([2408068](https://github.com/bmadcode/BMAD-METHOD/commit/240806888448bb3a42acfd2f209976d489157e21))
## [4.19.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.19.0...v4.19.1) (2025-06-28)
### Bug Fixes
* discord link ([2ea806b](https://github.com/bmadcode/BMAD-METHOD/commit/2ea806b3af58ad37fcb695146883a9cd3003363d))
- discord link ([2ea806b](https://github.com/bmadcode/BMAD-METHOD/commit/2ea806b3af58ad37fcb695146883a9cd3003363d))
# [4.19.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.18.0...v4.19.0) (2025-06-28)
### Bug Fixes
* expansion install config ([50d17ed](https://github.com/bmadcode/BMAD-METHOD/commit/50d17ed65d40f6688f3b6e62732fb2280b6b116e))
- expansion install config ([50d17ed](https://github.com/bmadcode/BMAD-METHOD/commit/50d17ed65d40f6688f3b6e62732fb2280b6b116e))
### Features
* install for ide now sets up rules also for expansion agents! ([b82978f](https://github.com/bmadcode/BMAD-METHOD/commit/b82978fd38ea789a799ccc1373cfb61a2001c1e0))
- install for ide now sets up rules also for expansion agents! ([b82978f](https://github.com/bmadcode/BMAD-METHOD/commit/b82978fd38ea789a799ccc1373cfb61a2001c1e0))
# [4.18.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.17.0...v4.18.0) (2025-06-28)
### Features
* expansion teams can now include core agents and include their assets automatically ([c70f1a0](https://github.com/bmadcode/BMAD-METHOD/commit/c70f1a056b0f6e3c805096ee5d27f0a3640fb00c))
* remove hardcoding from installer for agents, improve expansion pack installation to its own locations, common files moved to common folder ([95e833b](https://github.com/bmadcode/BMAD-METHOD/commit/95e833beebc3a60f73a7a1c67d534c8eb6bf48fd))
- expansion teams can now include core agents and include their assets automatically ([c70f1a0](https://github.com/bmadcode/BMAD-METHOD/commit/c70f1a056b0f6e3c805096ee5d27f0a3640fb00c))
- remove hardcoding from installer for agents, improve expansion pack installation to its own locations, common files moved to common folder ([95e833b](https://github.com/bmadcode/BMAD-METHOD/commit/95e833beebc3a60f73a7a1c67d534c8eb6bf48fd))
# [4.17.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.16.1...v4.17.0) (2025-06-27)
### Features
* add GEMINI.md to agent context files ([#272](https://github.com/bmadcode/BMAD-METHOD/issues/272)) ([b557570](https://github.com/bmadcode/BMAD-METHOD/commit/b557570081149352e4efbef8046935650f6ecea1))
- add GEMINI.md to agent context files ([#272](https://github.com/bmadcode/BMAD-METHOD/issues/272)) ([b557570](https://github.com/bmadcode/BMAD-METHOD/commit/b557570081149352e4efbef8046935650f6ecea1))
## [4.16.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.16.0...v4.16.1) (2025-06-26)
### Bug Fixes
* remove accidental folder add ([b1c2de1](https://github.com/bmadcode/BMAD-METHOD/commit/b1c2de1fb58029f68e021faa90cd5d5faf345198))
- remove accidental folder add ([b1c2de1](https://github.com/bmadcode/BMAD-METHOD/commit/b1c2de1fb58029f68e021faa90cd5d5faf345198))
# [4.16.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.15.0...v4.16.0) (2025-06-26)
### Features
* repo builds all rules sets for supported ides for easy copy if desired ([ea945bb](https://github.com/bmadcode/BMAD-METHOD/commit/ea945bb43f6ea50594910b954c72e79f96a8504c))
- repo builds all rules sets for supported ides for easy copy if desired ([ea945bb](https://github.com/bmadcode/BMAD-METHOD/commit/ea945bb43f6ea50594910b954c72e79f96a8504c))
# [4.15.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.14.1...v4.15.0) (2025-06-26)
### Features
* Add Gemini CLI Integration ([#271](https://github.com/bmadcode/BMAD-METHOD/issues/271)) ([44b9d7b](https://github.com/bmadcode/BMAD-METHOD/commit/44b9d7bcb5cbb6de5a15d8f2ec7918d186ac9576))
- Add Gemini CLI Integration ([#271](https://github.com/bmadcode/BMAD-METHOD/issues/271)) ([44b9d7b](https://github.com/bmadcode/BMAD-METHOD/commit/44b9d7bcb5cbb6de5a15d8f2ec7918d186ac9576))
## [4.14.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.14.0...v4.14.1) (2025-06-26)
### Bug Fixes
* add updated web builds ([6dabbcb](https://github.com/bmadcode/BMAD-METHOD/commit/6dabbcb670ef22708db6c01dac82069547ca79d6))
- add updated web builds ([6dabbcb](https://github.com/bmadcode/BMAD-METHOD/commit/6dabbcb670ef22708db6c01dac82069547ca79d6))
# [4.14.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.13.0...v4.14.0) (2025-06-25)
### Features
* enhance QA agent as senior developer with code review capabilities and major brownfield improvements ([3af3d33](https://github.com/bmadcode/BMAD-METHOD/commit/3af3d33d4a40586479a382620687fa99a9f6a5f7))
- enhance QA agent as senior developer with code review capabilities and major brownfield improvements ([3af3d33](https://github.com/bmadcode/BMAD-METHOD/commit/3af3d33d4a40586479a382620687fa99a9f6a5f7))
# [4.13.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.12.0...v4.13.0) (2025-06-24)
### Features
* **ide-setup:** add support for Cline IDE and configuration rules ([#262](https://github.com/bmadcode/BMAD-METHOD/issues/262)) ([913dbec](https://github.com/bmadcode/BMAD-METHOD/commit/913dbeced60ad65086df6233086d83a51ead81a9))
- **ide-setup:** add support for Cline IDE and configuration rules ([#262](https://github.com/bmadcode/BMAD-METHOD/issues/262)) ([913dbec](https://github.com/bmadcode/BMAD-METHOD/commit/913dbeced60ad65086df6233086d83a51ead81a9))
# [4.12.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.11.0...v4.12.0) (2025-06-23)
### Features
* **dev-agent:** add quality gates to prevent task completion with failing validations ([#261](https://github.com/bmadcode/BMAD-METHOD/issues/261)) ([45110ff](https://github.com/bmadcode/BMAD-METHOD/commit/45110ffffe6d29cc08e227e22a901892185dfbd2))
- **dev-agent:** add quality gates to prevent task completion with failing validations ([#261](https://github.com/bmadcode/BMAD-METHOD/issues/261)) ([45110ff](https://github.com/bmadcode/BMAD-METHOD/commit/45110ffffe6d29cc08e227e22a901892185dfbd2))
# [4.11.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.10.3...v4.11.0) (2025-06-21)
### Bug Fixes
* resolve web bundles directory path when using relative paths in NPX installer ([5c8485d](https://github.com/bmadcode/BMAD-METHOD/commit/5c8485d09ffec60ad4965ced62f4595890cb7535))
- resolve web bundles directory path when using relative paths in NPX installer ([5c8485d](https://github.com/bmadcode/BMAD-METHOD/commit/5c8485d09ffec60ad4965ced62f4595890cb7535))
### Features
* add markdown-tree integration for document sharding ([540578b](https://github.com/bmadcode/BMAD-METHOD/commit/540578b39d1815e41e11f0e87545de3f09ee54e1))
- add markdown-tree integration for document sharding ([540578b](https://github.com/bmadcode/BMAD-METHOD/commit/540578b39d1815e41e11f0e87545de3f09ee54e1))
## [4.10.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.10.2...v4.10.3) (2025-06-20)
### Bug Fixes
* bundle update ([2cf3ba1](https://github.com/bmadcode/BMAD-METHOD/commit/2cf3ba1ab8dd7e52584bef16a96e65e7d2513c4f))
- bundle update ([2cf3ba1](https://github.com/bmadcode/BMAD-METHOD/commit/2cf3ba1ab8dd7e52584bef16a96e65e7d2513c4f))
## [4.10.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.10.1...v4.10.2) (2025-06-20)
### Bug Fixes
* file formatting ([c78a35f](https://github.com/bmadcode/BMAD-METHOD/commit/c78a35f547459b07a15d94c827ec05921cd21571))
- file formatting ([c78a35f](https://github.com/bmadcode/BMAD-METHOD/commit/c78a35f547459b07a15d94c827ec05921cd21571))
## [4.10.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.10.0...v4.10.1) (2025-06-20)
### Bug Fixes
* SM sometimes would skip the rest of the epic stories, fixed ([1148b32](https://github.com/bmadcode/BMAD-METHOD/commit/1148b32fa97586d2f86d07a70ffbf9bb8c327261))
- SM sometimes would skip the rest of the epic stories, fixed ([1148b32](https://github.com/bmadcode/BMAD-METHOD/commit/1148b32fa97586d2f86d07a70ffbf9bb8c327261))
# [4.10.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.9.2...v4.10.0) (2025-06-19)
### Features
* Core Config and doc sharding is now optional in v4 ([ff6112d](https://github.com/bmadcode/BMAD-METHOD/commit/ff6112d6c2f822ed22c75046f5a14f05e36041c2))
- Core Config and doc sharding is now optional in v4 ([ff6112d](https://github.com/bmadcode/BMAD-METHOD/commit/ff6112d6c2f822ed22c75046f5a14f05e36041c2))
## [4.9.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.9.1...v4.9.2) (2025-06-19)
### Bug Fixes
* bad brownfield yml ([09d2ad6](https://github.com/bmadcode/BMAD-METHOD/commit/09d2ad6aea187996d0a2e1dff27d9bf7e3e6dc06))
- bad brownfield yml ([09d2ad6](https://github.com/bmadcode/BMAD-METHOD/commit/09d2ad6aea187996d0a2e1dff27d9bf7e3e6dc06))
## [4.9.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.9.0...v4.9.1) (2025-06-19)
### Bug Fixes
* dist bundles updated ([d9a989d](https://github.com/bmadcode/BMAD-METHOD/commit/d9a989dbe50da62cf598afa07a8588229c56b69c))
- dist bundles updated ([d9a989d](https://github.com/bmadcode/BMAD-METHOD/commit/d9a989dbe50da62cf598afa07a8588229c56b69c))
# [4.9.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.8.0...v4.9.0) (2025-06-19)
### Features
* dev can use debug log configured in core-config.yaml ([0e5aaf0](https://github.com/bmadcode/BMAD-METHOD/commit/0e5aaf07bbc6fd9f2706ea26e35f5f38fd72147a))
- dev can use debug log configured in core-config.yaml ([0e5aaf0](https://github.com/bmadcode/BMAD-METHOD/commit/0e5aaf07bbc6fd9f2706ea26e35f5f38fd72147a))
# [4.8.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.7.0...v4.8.0) (2025-06-19)
### Bug Fixes
* installer has fast v4 update option now to keep the bmad method up to date with changes easily without breaking any customizations from the user. The SM and DEV are much more configurable to find epics stories and architectureal information when the prd and architecture are deviant from v4 templates and/or have not been sharded. so a config will give the user the option to configure the SM to use the full large documents or the sharded versions! ([aea7f3c](https://github.com/bmadcode/BMAD-METHOD/commit/aea7f3cc86e749d25ed18bed761dc2839023b3b3))
* prevent double installation when updating v4 ([af0e767](https://github.com/bmadcode/BMAD-METHOD/commit/af0e767ecf1b91d41f114e1a5d7bf5da08de57d6))
* resolve undefined config properties in performUpdate ([0185e01](https://github.com/bmadcode/BMAD-METHOD/commit/0185e012bb579948a4de1ea3950db4e399761619))
* update file-manager to properly handle YAML manifest files ([724cdd0](https://github.com/bmadcode/BMAD-METHOD/commit/724cdd07a199cb12b82236ad34ca1a0c61eb43e2))
- installer has fast v4 update option now to keep the bmad method up to date with changes easily without breaking any customizations from the user. The SM and DEV are much more configurable to find epics stories and architectureal information when the prd and architecture are deviant from v4 templates and/or have not been sharded. so a config will give the user the option to configure the SM to use the full large documents or the sharded versions! ([aea7f3c](https://github.com/bmadcode/BMAD-METHOD/commit/aea7f3cc86e749d25ed18bed761dc2839023b3b3))
- prevent double installation when updating v4 ([af0e767](https://github.com/bmadcode/BMAD-METHOD/commit/af0e767ecf1b91d41f114e1a5d7bf5da08de57d6))
- resolve undefined config properties in performUpdate ([0185e01](https://github.com/bmadcode/BMAD-METHOD/commit/0185e012bb579948a4de1ea3950db4e399761619))
- update file-manager to properly handle YAML manifest files ([724cdd0](https://github.com/bmadcode/BMAD-METHOD/commit/724cdd07a199cb12b82236ad34ca1a0c61eb43e2))
### Features
* add early v4 detection for improved update flow ([29e7bbf](https://github.com/bmadcode/BMAD-METHOD/commit/29e7bbf4c5aa7e17854061a5ee695f44324f307a))
* add file resolution context for IDE agents ([74d9bb4](https://github.com/bmadcode/BMAD-METHOD/commit/74d9bb4b2b70a341673849a1df704f6eac70c3de))
* update web builder to remove IDE-specific properties from agent bundles ([2f2a1e7](https://github.com/bmadcode/BMAD-METHOD/commit/2f2a1e72d6a70f8127db6ba58a563d0f289621c3))
- add early v4 detection for improved update flow ([29e7bbf](https://github.com/bmadcode/BMAD-METHOD/commit/29e7bbf4c5aa7e17854061a5ee695f44324f307a))
- add file resolution context for IDE agents ([74d9bb4](https://github.com/bmadcode/BMAD-METHOD/commit/74d9bb4b2b70a341673849a1df704f6eac70c3de))
- update web builder to remove IDE-specific properties from agent bundles ([2f2a1e7](https://github.com/bmadcode/BMAD-METHOD/commit/2f2a1e72d6a70f8127db6ba58a563d0f289621c3))
# [4.7.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.6.3...v4.7.0) (2025-06-19)
### Features
* extensive bmad-kb for web orchestrator to be much more helpful ([e663a11](https://github.com/bmadcode/BMAD-METHOD/commit/e663a1146b89e7b5078d9726649a51ae5624da46))
- extensive bmad-kb for web orchestrator to be much more helpful ([e663a11](https://github.com/bmadcode/BMAD-METHOD/commit/e663a1146b89e7b5078d9726649a51ae5624da46))
## [4.6.3](https://github.com/bmadcode/BMAD-METHOD/compare/v4.6.2...v4.6.3) (2025-06-19)
### Bug Fixes
* SM fixed file resolution issue in v4 ([61ab116](https://github.com/bmadcode/BMAD-METHOD/commit/61ab1161e59a92d657ab663082abcaf26729fa6b))
- SM fixed file resolution issue in v4 ([61ab116](https://github.com/bmadcode/BMAD-METHOD/commit/61ab1161e59a92d657ab663082abcaf26729fa6b))
## [4.6.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.6.1...v4.6.2) (2025-06-19)
### Bug Fixes
* installer upgrade path fixed ([bd6a558](https://github.com/bmadcode/BMAD-METHOD/commit/bd6a55892906077a700f488bde175b57e846729d))
- installer upgrade path fixed ([bd6a558](https://github.com/bmadcode/BMAD-METHOD/commit/bd6a55892906077a700f488bde175b57e846729d))
## [4.6.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.6.0...v4.6.1) (2025-06-19)
### Bug Fixes
* expansion pack builder now includes proper dependencies from core as needed, and default template file name save added to template llm instructions ([9dded00](https://github.com/bmadcode/BMAD-METHOD/commit/9dded003565879901246885d60787695e0d0b7bd))
- expansion pack builder now includes proper dependencies from core as needed, and default template file name save added to template llm instructions ([9dded00](https://github.com/bmadcode/BMAD-METHOD/commit/9dded003565879901246885d60787695e0d0b7bd))
# [4.6.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.5.1...v4.6.0) (2025-06-18)
### Bug Fixes
* orchestractor yml ([3727cc7](https://github.com/bmadcode/BMAD-METHOD/commit/3727cc764a7c7295932ff872e2e5be8b4c4e6859))
- orchestractor yml ([3727cc7](https://github.com/bmadcode/BMAD-METHOD/commit/3727cc764a7c7295932ff872e2e5be8b4c4e6859))
### Features
* removed some templates that are not ready for use ([b03aece](https://github.com/bmadcode/BMAD-METHOD/commit/b03aece79e52cfe9585225de5aff7659293d9295))
- removed some templates that are not ready for use ([b03aece](https://github.com/bmadcode/BMAD-METHOD/commit/b03aece79e52cfe9585225de5aff7659293d9295))
## [4.5.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.5.0...v4.5.1) (2025-06-18)
### Bug Fixes
* docs had some ide specific errors ([a954c7e](https://github.com/bmadcode/BMAD-METHOD/commit/a954c7e24284a6637483a9e47fc63a8f9d7dfbad))
- docs had some ide specific errors ([a954c7e](https://github.com/bmadcode/BMAD-METHOD/commit/a954c7e24284a6637483a9e47fc63a8f9d7dfbad))
# [4.5.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.4.2...v4.5.0) (2025-06-17)
### Bug Fixes
* installer relative path issue for npx resolved ([8b9bda5](https://github.com/bmadcode/BMAD-METHOD/commit/8b9bda5639ec882f1887f20b4610a6c2183042c6))
* readme updated to indicate move of web-bundles ([7e9574f](https://github.com/bmadcode/BMAD-METHOD/commit/7e9574f571f41ae5003a1664d999c282dd7398be))
* temp disable yml linting ([296c2fb](https://github.com/bmadcode/BMAD-METHOD/commit/296c2fbcbd9ac40b3c68633ba7454aacf1e31204))
* update documentation and installer to reflect .roomodes file location in project root ([#236](https://github.com/bmadcode/BMAD-METHOD/issues/236)) ([bd7f030](https://github.com/bmadcode/BMAD-METHOD/commit/bd7f03016bfa13e39cb39aedb24db9fccbed18a7))
- installer relative path issue for npx resolved ([8b9bda5](https://github.com/bmadcode/BMAD-METHOD/commit/8b9bda5639ec882f1887f20b4610a6c2183042c6))
- readme updated to indicate move of web-bundles ([7e9574f](https://github.com/bmadcode/BMAD-METHOD/commit/7e9574f571f41ae5003a1664d999c282dd7398be))
- temp disable yml linting ([296c2fb](https://github.com/bmadcode/BMAD-METHOD/commit/296c2fbcbd9ac40b3c68633ba7454aacf1e31204))
- update documentation and installer to reflect .roomodes file location in project root ([#236](https://github.com/bmadcode/BMAD-METHOD/issues/236)) ([bd7f030](https://github.com/bmadcode/BMAD-METHOD/commit/bd7f03016bfa13e39cb39aedb24db9fccbed18a7))
### Features
* bmad the creator expansion with some basic tools for modifying bmad method ([2d61df4](https://github.com/bmadcode/BMAD-METHOD/commit/2d61df419ac683f5691b6ee3fab81174f3d2cdde))
* can now select different web bundles from what ide agents are installed ([0c41633](https://github.com/bmadcode/BMAD-METHOD/commit/0c41633b07d7dd4d7dda8d3a14d572eac0dcbb47))
* installer offers option to install web bundles ([e934769](https://github.com/bmadcode/BMAD-METHOD/commit/e934769a5e35dba99f59b4e2e6bb49131c43a526))
* robust installer ([1fbeed7](https://github.com/bmadcode/BMAD-METHOD/commit/1fbeed75ea446b0912277cfec376ee34f0b3d853))
- bmad the creator expansion with some basic tools for modifying bmad method ([2d61df4](https://github.com/bmadcode/BMAD-METHOD/commit/2d61df419ac683f5691b6ee3fab81174f3d2cdde))
- can now select different web bundles from what ide agents are installed ([0c41633](https://github.com/bmadcode/BMAD-METHOD/commit/0c41633b07d7dd4d7dda8d3a14d572eac0dcbb47))
- installer offers option to install web bundles ([e934769](https://github.com/bmadcode/BMAD-METHOD/commit/e934769a5e35dba99f59b4e2e6bb49131c43a526))
- robust installer ([1fbeed7](https://github.com/bmadcode/BMAD-METHOD/commit/1fbeed75ea446b0912277cfec376ee34f0b3d853))
## [4.4.2](https://github.com/bmadcode/BMAD-METHOD/compare/v4.4.1...v4.4.2) (2025-06-17)
### Bug Fixes
* single agent install and team installation support ([18a382b](https://github.com/bmadcode/BMAD-METHOD/commit/18a382baa4e4a82db20affa3525eb951af1081e0))
- single agent install and team installation support ([18a382b](https://github.com/bmadcode/BMAD-METHOD/commit/18a382baa4e4a82db20affa3525eb951af1081e0))
## [4.4.1](https://github.com/bmadcode/BMAD-METHOD/compare/v4.4.0...v4.4.1) (2025-06-17)

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@@ -40,7 +40,7 @@ This two-phase approach eliminates both **planning inconsistency** and **context
- **[Install and Build software with Full Stack Agile AI Team](#quick-start)** → Quick Start Instruction
- **[Learn how to use BMad](bmad-core/user-guide.md)** → Complete user guide and walkthrough
- **[See available AI agents](#available-agents)** → Specialized roles for your team
- **[See available AI agents](/bmad-core/agents))** → Specialized roles for your team
- **[Explore non-technical uses](#-beyond-software-development---expansion-packs)** → Creative writing, business, wellness, education
- **[Create my own AI agents](#creating-your-own-expansion-pack)** → Build agents for your domain
- **[Browse ready-made expansion packs](expansion-packs/)** → Game dev, DevOps, infrastructure and get inspired with ideas and examples
@@ -110,6 +110,53 @@ npm run install:bmad # build and install all to a destination folder
BMad's natural language framework works in ANY domain. Expansion packs provide specialized AI agents for creative writing, business strategy, health & wellness, education, and more. Also expansion packs can expand the core BMad-Method with specific functionality that is not generic for all cases. [See the Expansion Packs Guide](docs/expansion-packs.md) and learn to create your own!
## Codebase Flattener Tool
The BMad-Method includes a powerful codebase flattener tool designed to prepare your project files for AI model consumption. This tool aggregates your entire codebase into a single XML file, making it easy to share your project context with AI assistants for analysis, debugging, or development assistance.
### Features
- **AI-Optimized Output**: Generates clean XML format specifically designed for AI model consumption
- **Smart Filtering**: Automatically respects `.gitignore` patterns to exclude unnecessary files
- **Binary File Detection**: Intelligently identifies and excludes binary files, focusing on source code
- **Progress Tracking**: Real-time progress indicators and comprehensive completion statistics
- **Flexible Output**: Customizable output file location and naming
### Usage
```bash
# Basic usage - creates flattened-codebase.xml in current directory
npx bmad-method flatten
# Specify custom input directory
npx bmad-method flatten --input /path/to/source/directory
npx bmad-method flatten -i /path/to/source/directory
# Specify custom output file
npx bmad-method flatten --output my-project.xml
npx bmad-method flatten -o /path/to/output/codebase.xml
# Combine input and output options
npx bmad-method flatten --input /path/to/source --output /path/to/output/codebase.xml
```
### Example Output
The tool will display progress and provide a comprehensive summary:
```
📊 Completion Summary:
✅ Successfully processed 156 files into flattened-codebase.xml
📁 Output file: /path/to/your/project/flattened-codebase.xml
📏 Total source size: 2.3 MB
📄 Generated XML size: 2.1 MB
📝 Total lines of code: 15,847
🔢 Estimated tokens: 542,891
📊 File breakdown: 142 text, 14 binary, 0 errors
```
The generated XML file contains all your project's source code in a structured format that AI models can easily parse and understand, making it perfect for code reviews, architecture discussions, or getting AI assistance with your BMad-Method projects.
## Documentation & Resources
### Essential Guides

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@@ -57,15 +57,15 @@ commands:
- run-tests: Execute linting and tests
- explain: teach me what and why you did whatever you just did in detail so I can learn. Explain to me as if you were training a junior engineer.
- exit: Say goodbye as the Developer, and then abandon inhabiting this persona
develop-story:
order-of-execution: "Read (first or next) task→Implement Task and its subtasks→Write tests→Execute validations→Only if ALL pass, then update the task checkbox with [x]→Update story section File List to ensure it lists and new or modified or deleted source file→repeat order-of-execution until complete"
story-file-updates-ONLY:
- CRITICAL: ONLY UPDATE THE STORY FILE WITH UPDATES TO SECTIONS INDICATED BELOW. DO NOT MODIFY ANY OTHER SECTIONS.
- CRITICAL: You are ONLY authorized to edit these specific sections of story files - Tasks / Subtasks Checkboxes, Dev Agent Record section and all its subsections, Agent Model Used, Debug Log References, Completion Notes List, File List, Change Log, Status
- CRITICAL: DO NOT modify Status, Story, Acceptance Criteria, Dev Notes, Testing sections, or any other sections not listed above
blocking: "HALT for: Unapproved deps needed, confirm with user | Ambiguous after story check | 3 failures attempting to implement or fix something repeatedly | Missing config | Failing regression"
ready-for-review: "Code matches requirements + All validations pass + Follows standards + File List complete"
completion: "All Tasks and Subtasks marked [x] and have tests→Validations and full regression passes (DON'T BE LAZY, EXECUTE ALL TESTS and CONFIRM)→Ensure File List is Complete→run the task execute-checklist for the checklist story-dod-checklist→set story status: 'Ready for Review'→HALT"
- develop-story:
- order-of-execution: "Read (first or next) task→Implement Task and its subtasks→Write tests→Execute validations→Only if ALL pass, then update the task checkbox with [x]→Update story section File List to ensure it lists and new or modified or deleted source file→repeat order-of-execution until complete"
- story-file-updates-ONLY:
- CRITICAL: ONLY UPDATE THE STORY FILE WITH UPDATES TO SECTIONS INDICATED BELOW. DO NOT MODIFY ANY OTHER SECTIONS.
- CRITICAL: You are ONLY authorized to edit these specific sections of story files - Tasks / Subtasks Checkboxes, Dev Agent Record section and all its subsections, Agent Model Used, Debug Log References, Completion Notes List, File List, Change Log, Status
- CRITICAL: DO NOT modify Status, Story, Acceptance Criteria, Dev Notes, Testing sections, or any other sections not listed above
- blocking: "HALT for: Unapproved deps needed, confirm with user | Ambiguous after story check | 3 failures attempting to implement or fix something repeatedly | Missing config | Failing regression"
- ready-for-review: "Code matches requirements + All validations pass + Follows standards + File List complete"
- completion: "All Tasks and Subtasks marked [x] and have tests→Validations and full regression passes (DON'T BE LAZY, EXECUTE ALL TESTS and CONFIRM)→Ensure File List is Complete→run the task execute-checklist for the checklist story-dod-checklist→set story status: 'Ready for Review'→HALT"
dependencies:
tasks:

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@@ -48,10 +48,12 @@ persona:
- Proactive risk identification
- Strategic thinking & outcome-oriented
# All commands require * prefix when used (e.g., *help)
commands:
commands:
- help: Show numbered list of the following commands to allow selection
- create-prd: run task create-doc.md with template prd-tmpl.yaml
- create-brownfield-prd: run task create-doc.md with template brownfield-prd-tmpl.yaml
- create-brownfield-epic: run task brownfield-create-epic.md
- create-brownfield-story: run task brownfield-create-story.md
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- doc-out: Output full document to current destination file

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@@ -0,0 +1,43 @@
# Enhanced Development Workflow
This is a simple step-by-step guide to help you efficiently manage your development workflow using the BMad Method. Refer to the **[<ins>User Guide</ins>](user-guide.md)** for any scenario that is not covered here.
## Create new Branch
1. **Start new branch**
## Story Creation (Scrum Master)
1. **Start new chat/conversation**
2. **Load SM agent**
3. **Execute**: `*draft` (runs create-next-story task)
4. **Review generated story** in `docs/stories/`
5. **Update status**: Change from "Draft" to "Approved"
## Story Implementation (Developer)
1. **Start new chat/conversation**
2. **Load Dev agent**
3. **Execute**: `*develop-story {selected-story}` (runs execute-checklist task)
4. **Review generated report** in `{selected-story}`
## Story Review (Quality Assurance)
1. **Start new chat/conversation**
2. **Load QA agent**
3. **Execute**: `*review {selected-story}` (runs review-story task)
4. **Review generated report** in `{selected-story}`
## Commit Changes and Push
1. **Commit changes**
2. **Push to remote**
## Repeat Until Complete
- **SM**: Create next story → Review → Approve
- **Dev**: Implement story → Complete → Mark Ready for Review
- **QA**: Review story → Mark done
- **Commit**: All changes
- **Push**: To remote
- **Continue**: Until all features implemented

View File

@@ -1,12 +1,12 @@
# BMad-Method BMAd Code User Guide
This guide will help you understand and effectively use the BMad Method for agile ai driven planning and development.
This guide will help you understand and effectively use the BMad Method for agile AI driven planning and development.
## The BMad Plan and Execute Workflow
First, here is the full standard Greenfield Planning + Execution Workflow. Brownfield is very similar, but its suggested to understand this greenfield first, even if on a simple project before tackling a brownfield project. The BMad Method needs to be installed to the root of your new project folder. For the planning phase, you can optionally perform it with powerful web agents, potentially resulting in higher quality results at a fraction of the cost it would take to complete if providing your own API key or credits in some Agentic tools. For planning, powerful thinking models and larger context - along with working as a partner with the agents will net the best results.
First, here is the full standard Greenfield Planning + Execution Workflow. Brownfield is very similar, but it's suggested to understand this greenfield first, even if on a simple project before tackling a brownfield project. The BMad Method needs to be installed to the root of your new project folder. For the planning phase, you can optionally perform it with powerful web agents, potentially resulting in higher quality results at a fraction of the cost it would take to complete if providing your own API key or credits in some Agentic tools. For planning, powerful thinking models and larger context - along with working as a partner with the agents will net the best results.
If you are going to use the BMad Method with a Brownfield project (an existing project), review [Working in the Brownfield](./working-in-the-brownfield.md)
If you are going to use the BMad Method with a Brownfield project (an existing project), review **[Working in the Brownfield](./working-in-the-brownfield.md)**.
If you do not see the diagrams that following rendering, you can install Markdown All in One along with the Markdown Preview Mermaid Support plugins to VSCode (or one of the forked clones). With these plugin's, if you right click on the tab when open, there should be a Open Preview option, or check the IDE documentation.
@@ -85,9 +85,9 @@ Once planning is complete and documents are sharded, BMad follows a structured d
graph TD
A["Development Phase Start"] --> B["SM: Reviews Previous Story Dev/QA Notes"]
B --> B2["SM: Drafts Next Story from Sharded Epic + Architecture"]
B2 --> B3{"QA: Review Story Draft (Optional)"}
B3 -->|Review Requested| B4["QA: Review Story Against Artifacts"]
B3 -->|Skip Review| C{"User Approval"}
B2 --> B3{"PO: Validate Story Draft (Optional)"}
B3 -->|Validation Requested| B4["PO: Validate Story Against Artifacts"]
B3 -->|Skip Validation| C{"User Approval"}
B4 --> C
C -->|Approved| D["Dev: Sequential Task Execution"]
C -->|Needs Changes| B2
@@ -132,7 +132,7 @@ graph TD
If you want to do the planning in the Web with Claude (Sonnet 4 or Opus), Gemini Gem (2.5 Pro), or Custom GPT's:
1. Navigate to `dist/teams/`
2. Copy `team-fullstack.txt` content
2. Copy `team-fullstack.txt`
3. Create new Gemini Gem or CustomGPT
4. Upload file with instructions: "Your critical operating instructions are attached, do not break character as directed"
5. Type `/help` to see available commands
@@ -152,7 +152,7 @@ There are two bmad agents - in the future they will be consolidated into the sin
This agent can do any task or command that all other agents can do, aside from actual story implementation. Additionally, this agent can help explain the BMad Method when in the web by accessing the knowledge base and explaining anything to you about the process.
If you dont want to bother switching between different agents aside from the dev, this is the agent for you.
If you don't want to bother switching between different agents aside from the dev, this is the agent for you. Just remember that as the context grows, the performance of the agent degrades, therefore it is important to instruct the agent to compact the conversation and start a new conversation with the compacted conversation as the initial message. Do this often, preferably after each story is implemented.
### BMad-Orchestrator
@@ -210,6 +210,7 @@ dependencies:
- **Agent Selection**: Use appropriate agent for task
- **Iterative Development**: Work in small, focused tasks
- **File Organization**: Maintain clean project structure
- **Commit Regularly**: Save your work frequently
## Technical Preferences System
@@ -236,7 +237,7 @@ devLoadAlwaysFiles:
You will want to verify from sharding your architecture that these documents exist, that they are as lean as possible, and contain exactly the information you want your dev agent to ALWAYS load into it's context. These are the rules the agent will follow.
As your project grows and the code starts to build consistent patterns, coding standards should be reduced to just the items that the agent makes mistakes at still - must with the better models, they will look at surrounding code in files and not need a rule from that file to guide them.
As your project grows and the code starts to build consistent patterns, coding standards should be reduced to include only the standards that the agent still makes with. The agent will look at surrounding code in files to infer the coding standards that are relevant to the current task.
## Getting Help

View File

@@ -2,10 +2,10 @@
> **HIGHLY RECOMMENDED: Use Gemini Web or Gemini CLI for Brownfield Documentation Generation!**
>
> Gemini Web's 1M+ token context window or Gemini CLI (when its working) can analyze your ENTIRE codebase or critical sections of it all at once (obviously within reason):
> Gemini Web's 1M+ token context window or Gemini CLI (when it's working) can analyze your ENTIRE codebase, or critical sections of it, all at once (obviously within reason):
>
> - Upload via GitHub URL or use gemini cli in the project folder
> - If in the web: Upload up to 1000 files or the zipped project or just give it the github url
> - If working in the web: use `npx bmad-method flatten` to flatten your project into a single file, then upload that file to your web agent.
## What is Brownfield Development?
@@ -22,10 +22,13 @@ Brownfield development refers to adding features, fixing bugs, or modernizing ex
## When NOT to use a Brownfield Flow
If you have just completed an MVP with BMad, and you want to continue with post-MVP, its easier to just talk to the PM and ask him to work with you to create a new epic to add into the PRD, shard out the epic, update any architecture documents with the architect, and just go from there.
If you have just completed an MVP with BMad, and you want to continue with post-MVP, its easier to just talk to the PM and ask it to work with you to create a new epic to add into the PRD, shard out the epic, update any architecture documents with the architect, and just go from there.
## The Complete Brownfield Workflow
1. **Follow the [<ins>User Guide - Installation</ins>](user-guide.md#installation) steps to setup your agent in the web.**
2. **Generate a 'flattened' single file of your entire codebase** run: ```npx bmad-method flatten```
### Choose Your Approach
#### Approach A: PRD-First (Recommended if adding very large and complex new features, single or multiple epics or massive changes)
@@ -48,11 +51,11 @@ If you have just completed an MVP with BMad, and you want to continue with post-
#### Phase 1: Define Requirements First
**In Gemini Web (with your codebase uploaded):**
**In Gemini Web (with your flattened-codebase.xml uploaded):**
```bash
@pm
*create-doc brownfield-prd
*create-brownfield-prd
```
The PM will:
@@ -69,7 +72,7 @@ The PM will:
**Still in Gemini Web, now with PRD context:**
```bash
@analyst
@architect
*document-project
```
@@ -104,22 +107,21 @@ For example, if you say "Add payment processing to user service":
1. **Go to Gemini Web** (gemini.google.com)
2. **Upload your project**:
- **Option A**: Paste your GitHub repository URL directly
- **Option B**: Upload up to 1000 files from your src/project folder
- **Option C**: Zip your project and upload the archive
3. **Load the analyst agent**: Upload `dist/agents/analyst.txt`
- **Option B**: Upload your flattened-codebase.xml file
3. **Load the analyst agent**: Upload `dist/agents/architect.txt`
4. **Run documentation**: Type `*document-project`
The analyst will generate comprehensive documentation of everything.
#### Phase 2: Plan Your Enhancement
#### Option A: Full Brownfield Workflow (Recommended for Major Changes)
##### Option A: Full Brownfield Workflow (Recommended for Major Changes)
**1. Create Brownfield PRD**:
```bash
@pm
*create-doc brownfield-prd
*create-brownfield-prd
```
The PM agent will:
@@ -146,7 +148,7 @@ The PM agent will:
```bash
@architect
*create-doc brownfield-architecture
*create-brownfield-architecture
```
The architect will:
@@ -157,13 +159,13 @@ The architect will:
- **Identify technical risks**
- **Define compatibility requirements**
#### Option B: Quick Enhancement (For Focused Changes)
##### Option B: Quick Enhancement (For Focused Changes)
**For Single Epic Without Full PRD**:
```bash
@pm
*brownfield-create-epic
*create-brownfield-epic
```
Use when:
@@ -177,7 +179,7 @@ Use when:
```bash
@pm
*brownfield-create-story
*create-brownfield-story
```
Use when:
@@ -191,7 +193,7 @@ Use when:
```bash
@po
*execute-checklist po-master-checklist
*execute-checklist-po
```
The PO ensures:
@@ -201,26 +203,27 @@ The PO ensures:
- Risk mitigation strategies in place
- Clear integration approach
### Phase 4: Transition to Development
### Phase 4: Save and Shard Documents
Follow the enhanced IDE Development Workflow:
1. **Ensure documents are in project**:
- Copy `docs/prd.md` (or brownfield-prd.md)
- Copy `docs/architecture.md` (or brownfield-architecture.md)
2. **Shard documents**:
1. Save your PRD and Architecture as:
docs/brownfield-prd.md
docs/brownfield-architecture.md
2. Shard your docs:
In your IDE
```bash
@po
# Ask to shard docs/prd.md
shard docs/brownfield-prd.md
```
3. **Development cycle**:
- **SM** creates stories with integration awareness
- **Dev** implements with existing code respect
- **QA** reviews for compatibility and improvements
```bash
@po
shard docs/brownfield-architecture.md
```
### Phase 5: Transition to Development
**Follow the [<ins>Enhanced IDE Development Workflow</ins>](enhanced-ide-development-workflow.md)**
## Brownfield Best Practices
@@ -287,7 +290,7 @@ Document:
### Scenario 3: Bug Fix in Complex System
1. Document relevant subsystems
2. Use `brownfield-create-story` for focused fix
2. Use `create-brownfield-story` for focused fix
3. Include regression test requirements
4. QA validates no side effects
@@ -310,7 +313,7 @@ Document:
### "Too much boilerplate for small changes"
**Solution**: Use `brownfield-create-story` instead of full workflow
**Solution**: Use `create-brownfield-story` instead of full workflow
### "Integration points unclear"
@@ -322,19 +325,19 @@ Document:
```bash
# Document existing project
@analyst → *document-project
@architect → *document-project
# Create enhancement PRD
@pm → *create-doc brownfield-prd
@pm → *create-brownfield-prd
# Create architecture with integration focus
@architect → *create-doc brownfield-architecture
@architect → *create-brownfield-architecture
# Quick epic creation
@pm → *brownfield-create-epic
@pm → *create-brownfield-epic
# Single story creation
@pm → *brownfield-create-story
@pm → *create-brownfield-story
```
### Decision Tree

View File

@@ -76,14 +76,14 @@ persona:
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- create-project-brief: use task create-doc with project-brief-tmpl.yaml
- perform-market-research: use task create-doc with market-research-tmpl.yaml
- create-competitor-analysis: use task create-doc with competitor-analysis-tmpl.yaml
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research-prompt {topic}: execute task create-deep-research-prompt for architectural decisions
- brainstorm {topic}: Facilitate structured brainstorming session
- doc-out: Output full document in progress to current destination file
- research-prompt {topic}: execute task create-deep-research-prompt.md
- brainstorm {topic}: Facilitate structured brainstorming session (run task facilitate-brainstorming-session.md with template brainstorming-output-tmpl.yaml)
- elicit: run the task advanced-elicitation
- document-project: Analyze and document existing project structure comprehensively
- exit: Say goodbye as the Business Analyst, and then abandon inhabiting this persona
dependencies:
tasks:

View File

@@ -76,11 +76,16 @@ persona:
- Living Architecture - Design for change and adaptation
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- yolo: Toggle Yolo Mode
- create-full-stack-architecture: use create-doc with fullstack-architecture-tmpl.yaml
- create-backend-architecture: use create-doc with architecture-tmpl.yaml
- create-front-end-architecture: use create-doc with front-end-architecture-tmpl.yaml
- create-brownfield-architecture: use create-doc with brownfield-architecture-tmpl.yaml
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research {topic}: execute task create-deep-research-prompt for architectural decisions
- research {topic}: execute task create-deep-research-prompt
- shard-prd: run the task shard-doc.md for the provided architecture.md (ask if not found)
- yolo: Toggle Yolo Mode
- exit: Say goodbye as the Architect, and then abandon inhabiting this persona
dependencies:
tasks:

View File

@@ -70,10 +70,11 @@ commands:
- kb: Toggle KB mode off (default) or on, when on will load and reference the .bmad-core/data/bmad-kb.md and converse with the user answering his questions with this informational resource
- task {task}: Execute task, if not found or none specified, ONLY list available dependencies/tasks listed below
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (no checklist = ONLY show available checklists listed under dependencies/checklist below)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- exit: Exit (confirm)
dependencies:
tasks:

11
dist/agents/pm.txt vendored
View File

@@ -72,9 +72,16 @@ persona:
- Strategic thinking & outcome-oriented
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc for template provided, if no template then ONLY list dependencies.templates
- yolo: Toggle Yolo Mode
- create-prd: run task create-doc.md with template prd-tmpl.yaml
- create-brownfield-prd: run task create-doc.md with template brownfield-prd-tmpl.yaml
- create-brownfield-epic: run task brownfield-create-epic.md
- create-brownfield-story: run task brownfield-create-story.md
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- doc-out: Output full document to current destination file
- shard-prd: run the task shard-doc.md for the provided prd.md (ask if not found)
- correct-course: execute the correct-course task
- yolo: Toggle Yolo Mode
- exit: Exit (confirm)
dependencies:
tasks:

320
dist/agents/po.txt vendored
View File

@@ -75,23 +75,20 @@ persona:
- Documentation Ecosystem Integrity - Maintain consistency across all documents
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- execute-checklist-po: Run task execute-checklist (checklist po-master-checklist)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- correct-course: execute the correct-course task
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- doc-out: Output full document to current destination file
- validate-story-draft {story}: run the task validate-next-story against the provided story file
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- exit: Exit (confirm)
dependencies:
tasks:
- execute-checklist.md
- shard-doc.md
- correct-course.md
- brownfield-create-epic.md
- brownfield-create-story.md
- validate-next-story.md
templates:
- story-tmpl.yaml
@@ -460,319 +457,6 @@ Document sharded successfully:
- **Implicit:** An annotated change-checklist (or the record of its completion) reflecting the discussions, findings, and decisions made during the process.
==================== END: .bmad-core/tasks/correct-course.md ====================
==================== START: .bmad-core/tasks/brownfield-create-epic.md ====================
# Create Brownfield Epic Task
## Purpose
Create a single epic for smaller brownfield enhancements that don't require the full PRD and Architecture documentation process. This task is for isolated features or modifications that can be completed within a focused scope.
## When to Use This Task
**Use this task when:**
- The enhancement can be completed in 1-3 stories
- No significant architectural changes are required
- The enhancement follows existing project patterns
- Integration complexity is minimal
- Risk to existing system is low
**Use the full brownfield PRD/Architecture process when:**
- The enhancement requires multiple coordinated stories
- Architectural planning is needed
- Significant integration work is required
- Risk assessment and mitigation planning is necessary
## Instructions
### 1. Project Analysis (Required)
Before creating the epic, gather essential information about the existing project:
**Existing Project Context:**
- [ ] Project purpose and current functionality understood
- [ ] Existing technology stack identified
- [ ] Current architecture patterns noted
- [ ] Integration points with existing system identified
**Enhancement Scope:**
- [ ] Enhancement clearly defined and scoped
- [ ] Impact on existing functionality assessed
- [ ] Required integration points identified
- [ ] Success criteria established
### 2. Epic Creation
Create a focused epic following this structure:
#### Epic Title
{{Enhancement Name}} - Brownfield Enhancement
#### Epic Goal
{{1-2 sentences describing what the epic will accomplish and why it adds value}}
#### Epic Description
**Existing System Context:**
- Current relevant functionality: {{brief description}}
- Technology stack: {{relevant existing technologies}}
- Integration points: {{where new work connects to existing system}}
**Enhancement Details:**
- What's being added/changed: {{clear description}}
- How it integrates: {{integration approach}}
- Success criteria: {{measurable outcomes}}
#### Stories
List 1-3 focused stories that complete the epic:
1. **Story 1:** {{Story title and brief description}}
2. **Story 2:** {{Story title and brief description}}
3. **Story 3:** {{Story title and brief description}}
#### Compatibility Requirements
- [ ] Existing APIs remain unchanged
- [ ] Database schema changes are backward compatible
- [ ] UI changes follow existing patterns
- [ ] Performance impact is minimal
#### Risk Mitigation
- **Primary Risk:** {{main risk to existing system}}
- **Mitigation:** {{how risk will be addressed}}
- **Rollback Plan:** {{how to undo changes if needed}}
#### Definition of Done
- [ ] All stories completed with acceptance criteria met
- [ ] Existing functionality verified through testing
- [ ] Integration points working correctly
- [ ] Documentation updated appropriately
- [ ] No regression in existing features
### 3. Validation Checklist
Before finalizing the epic, ensure:
**Scope Validation:**
- [ ] Epic can be completed in 1-3 stories maximum
- [ ] No architectural documentation is required
- [ ] Enhancement follows existing patterns
- [ ] Integration complexity is manageable
**Risk Assessment:**
- [ ] Risk to existing system is low
- [ ] Rollback plan is feasible
- [ ] Testing approach covers existing functionality
- [ ] Team has sufficient knowledge of integration points
**Completeness Check:**
- [ ] Epic goal is clear and achievable
- [ ] Stories are properly scoped
- [ ] Success criteria are measurable
- [ ] Dependencies are identified
### 4. Handoff to Story Manager
Once the epic is validated, provide this handoff to the Story Manager:
---
**Story Manager Handoff:**
"Please develop detailed user stories for this brownfield epic. Key considerations:
- This is an enhancement to an existing system running {{technology stack}}
- Integration points: {{list key integration points}}
- Existing patterns to follow: {{relevant existing patterns}}
- Critical compatibility requirements: {{key requirements}}
- Each story must include verification that existing functionality remains intact
The epic should maintain system integrity while delivering {{epic goal}}."
---
## Success Criteria
The epic creation is successful when:
1. Enhancement scope is clearly defined and appropriately sized
2. Integration approach respects existing system architecture
3. Risk to existing functionality is minimized
4. Stories are logically sequenced for safe implementation
5. Compatibility requirements are clearly specified
6. Rollback plan is feasible and documented
## Important Notes
- This task is specifically for SMALL brownfield enhancements
- If the scope grows beyond 3 stories, consider the full brownfield PRD process
- Always prioritize existing system integrity over new functionality
- When in doubt about scope or complexity, escalate to full brownfield planning
==================== END: .bmad-core/tasks/brownfield-create-epic.md ====================
==================== START: .bmad-core/tasks/brownfield-create-story.md ====================
# Create Brownfield Story Task
## Purpose
Create a single user story for very small brownfield enhancements that can be completed in one focused development session. This task is for minimal additions or bug fixes that require existing system integration awareness.
## When to Use This Task
**Use this task when:**
- The enhancement can be completed in a single story
- No new architecture or significant design is required
- The change follows existing patterns exactly
- Integration is straightforward with minimal risk
- Change is isolated with clear boundaries
**Use brownfield-create-epic when:**
- The enhancement requires 2-3 coordinated stories
- Some design work is needed
- Multiple integration points are involved
**Use the full brownfield PRD/Architecture process when:**
- The enhancement requires multiple coordinated stories
- Architectural planning is needed
- Significant integration work is required
## Instructions
### 1. Quick Project Assessment
Gather minimal but essential context about the existing project:
**Current System Context:**
- [ ] Relevant existing functionality identified
- [ ] Technology stack for this area noted
- [ ] Integration point(s) clearly understood
- [ ] Existing patterns for similar work identified
**Change Scope:**
- [ ] Specific change clearly defined
- [ ] Impact boundaries identified
- [ ] Success criteria established
### 2. Story Creation
Create a single focused story following this structure:
#### Story Title
{{Specific Enhancement}} - Brownfield Addition
#### User Story
As a {{user type}},
I want {{specific action/capability}},
So that {{clear benefit/value}}.
#### Story Context
**Existing System Integration:**
- Integrates with: {{existing component/system}}
- Technology: {{relevant tech stack}}
- Follows pattern: {{existing pattern to follow}}
- Touch points: {{specific integration points}}
#### Acceptance Criteria
**Functional Requirements:**
1. {{Primary functional requirement}}
2. {{Secondary functional requirement (if any)}}
3. {{Integration requirement}}
**Integration Requirements:** 4. Existing {{relevant functionality}} continues to work unchanged 5. New functionality follows existing {{pattern}} pattern 6. Integration with {{system/component}} maintains current behavior
**Quality Requirements:** 7. Change is covered by appropriate tests 8. Documentation is updated if needed 9. No regression in existing functionality verified
#### Technical Notes
- **Integration Approach:** {{how it connects to existing system}}
- **Existing Pattern Reference:** {{link or description of pattern to follow}}
- **Key Constraints:** {{any important limitations or requirements}}
#### Definition of Done
- [ ] Functional requirements met
- [ ] Integration requirements verified
- [ ] Existing functionality regression tested
- [ ] Code follows existing patterns and standards
- [ ] Tests pass (existing and new)
- [ ] Documentation updated if applicable
### 3. Risk and Compatibility Check
**Minimal Risk Assessment:**
- **Primary Risk:** {{main risk to existing system}}
- **Mitigation:** {{simple mitigation approach}}
- **Rollback:** {{how to undo if needed}}
**Compatibility Verification:**
- [ ] No breaking changes to existing APIs
- [ ] Database changes (if any) are additive only
- [ ] UI changes follow existing design patterns
- [ ] Performance impact is negligible
### 4. Validation Checklist
Before finalizing the story, confirm:
**Scope Validation:**
- [ ] Story can be completed in one development session
- [ ] Integration approach is straightforward
- [ ] Follows existing patterns exactly
- [ ] No design or architecture work required
**Clarity Check:**
- [ ] Story requirements are unambiguous
- [ ] Integration points are clearly specified
- [ ] Success criteria are testable
- [ ] Rollback approach is simple
## Success Criteria
The story creation is successful when:
1. Enhancement is clearly defined and appropriately scoped for single session
2. Integration approach is straightforward and low-risk
3. Existing system patterns are identified and will be followed
4. Rollback plan is simple and feasible
5. Acceptance criteria include existing functionality verification
## Important Notes
- This task is for VERY SMALL brownfield changes only
- If complexity grows during analysis, escalate to brownfield-create-epic
- Always prioritize existing system integrity
- When in doubt about integration complexity, use brownfield-create-epic instead
- Stories should take no more than 4 hours of focused development work
==================== END: .bmad-core/tasks/brownfield-create-story.md ====================
==================== START: .bmad-core/tasks/validate-next-story.md ====================
# Validate Next Story Task

1
dist/agents/qa.txt vendored
View File

@@ -80,7 +80,6 @@ story-file-permissions:
commands:
- help: Show numbered list of the following commands to allow selection
- review {story}: execute the task review-story for the highest sequence story in docs/stories unless another is specified - keep any specified technical-preferences in mind as needed
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- exit: Say goodbye as the QA Engineer, and then abandon inhabiting this persona
dependencies:
tasks:

6
dist/agents/sm.txt vendored
View File

@@ -68,9 +68,9 @@ persona:
- You are NOT allowed to implement stories or modify code EVER!
commands:
- help: Show numbered list of the following commands to allow selection
- draft: Execute task create-next-story
- correct-course: Execute task correct-course
- checklist {checklist}: Show numbered list of checklists if not provided, execute task execute-checklist
- draft: Execute task create-next-story.md
- correct-course: Execute task correct-course.md
- story-checklist: Execute task execute-checklist.md with checklist story-draft-checklist.md
- exit: Say goodbye as the Scrum Master, and then abandon inhabiting this persona
dependencies:
tasks:

View File

@@ -73,15 +73,12 @@ persona:
- You can craft effective prompts for AI UI generation tools like v0, or Lovable.
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- generate-ui-prompt: Create AI frontend generation prompt
- research {topic}: Execute create-deep-research-prompt task to generate a prompt to init UX deep research
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- create-front-end-spec: run task create-doc.md with template front-end-spec-tmpl.yaml
- generate-ui-prompt: Run task generate-ai-frontend-prompt.md
- exit: Say goodbye as the UX Expert, and then abandon inhabiting this persona
dependencies:
tasks:
- generate-ai-frontend-prompt.md
- create-deep-research-prompt.md
- create-doc.md
- execute-checklist.md
templates:
@@ -145,298 +142,6 @@ You will now synthesize the inputs and the above principles into a final, compre
- <important_note>Conclude by reminding the user that all AI-generated code will require careful human review, testing, and refinement to be considered production-ready.</important_note>
==================== END: .bmad-core/tasks/generate-ai-frontend-prompt.md ====================
==================== START: .bmad-core/tasks/create-deep-research-prompt.md ====================
# Create Deep Research Prompt Task
This task helps create comprehensive research prompts for various types of deep analysis. It can process inputs from brainstorming sessions, project briefs, market research, or specific research questions to generate targeted prompts for deeper investigation.
## Purpose
Generate well-structured research prompts that:
- Define clear research objectives and scope
- Specify appropriate research methodologies
- Outline expected deliverables and formats
- Guide systematic investigation of complex topics
- Ensure actionable insights are captured
## Research Type Selection
CRITICAL: First, help the user select the most appropriate research focus based on their needs and any input documents they've provided.
### 1. Research Focus Options
Present these numbered options to the user:
1. **Product Validation Research**
- Validate product hypotheses and market fit
- Test assumptions about user needs and solutions
- Assess technical and business feasibility
- Identify risks and mitigation strategies
2. **Market Opportunity Research**
- Analyze market size and growth potential
- Identify market segments and dynamics
- Assess market entry strategies
- Evaluate timing and market readiness
3. **User & Customer Research**
- Deep dive into user personas and behaviors
- Understand jobs-to-be-done and pain points
- Map customer journeys and touchpoints
- Analyze willingness to pay and value perception
4. **Competitive Intelligence Research**
- Detailed competitor analysis and positioning
- Feature and capability comparisons
- Business model and strategy analysis
- Identify competitive advantages and gaps
5. **Technology & Innovation Research**
- Assess technology trends and possibilities
- Evaluate technical approaches and architectures
- Identify emerging technologies and disruptions
- Analyze build vs. buy vs. partner options
6. **Industry & Ecosystem Research**
- Map industry value chains and dynamics
- Identify key players and relationships
- Analyze regulatory and compliance factors
- Understand partnership opportunities
7. **Strategic Options Research**
- Evaluate different strategic directions
- Assess business model alternatives
- Analyze go-to-market strategies
- Consider expansion and scaling paths
8. **Risk & Feasibility Research**
- Identify and assess various risk factors
- Evaluate implementation challenges
- Analyze resource requirements
- Consider regulatory and legal implications
9. **Custom Research Focus**
- User-defined research objectives
- Specialized domain investigation
- Cross-functional research needs
### 2. Input Processing
**If Project Brief provided:**
- Extract key product concepts and goals
- Identify target users and use cases
- Note technical constraints and preferences
- Highlight uncertainties and assumptions
**If Brainstorming Results provided:**
- Synthesize main ideas and themes
- Identify areas needing validation
- Extract hypotheses to test
- Note creative directions to explore
**If Market Research provided:**
- Build on identified opportunities
- Deepen specific market insights
- Validate initial findings
- Explore adjacent possibilities
**If Starting Fresh:**
- Gather essential context through questions
- Define the problem space
- Clarify research objectives
- Establish success criteria
## Process
### 3. Research Prompt Structure
CRITICAL: collaboratively develop a comprehensive research prompt with these components.
#### A. Research Objectives
CRITICAL: collaborate with the user to articulate clear, specific objectives for the research.
- Primary research goal and purpose
- Key decisions the research will inform
- Success criteria for the research
- Constraints and boundaries
#### B. Research Questions
CRITICAL: collaborate with the user to develop specific, actionable research questions organized by theme.
**Core Questions:**
- Central questions that must be answered
- Priority ranking of questions
- Dependencies between questions
**Supporting Questions:**
- Additional context-building questions
- Nice-to-have insights
- Future-looking considerations
#### C. Research Methodology
**Data Collection Methods:**
- Secondary research sources
- Primary research approaches (if applicable)
- Data quality requirements
- Source credibility criteria
**Analysis Frameworks:**
- Specific frameworks to apply
- Comparison criteria
- Evaluation methodologies
- Synthesis approaches
#### D. Output Requirements
**Format Specifications:**
- Executive summary requirements
- Detailed findings structure
- Visual/tabular presentations
- Supporting documentation
**Key Deliverables:**
- Must-have sections and insights
- Decision-support elements
- Action-oriented recommendations
- Risk and uncertainty documentation
### 4. Prompt Generation
**Research Prompt Template:**
```markdown
## Research Objective
[Clear statement of what this research aims to achieve]
## Background Context
[Relevant information from project brief, brainstorming, or other inputs]
## Research Questions
### Primary Questions (Must Answer)
1. [Specific, actionable question]
2. [Specific, actionable question]
...
### Secondary Questions (Nice to Have)
1. [Supporting question]
2. [Supporting question]
...
## Research Methodology
### Information Sources
- [Specific source types and priorities]
### Analysis Frameworks
- [Specific frameworks to apply]
### Data Requirements
- [Quality, recency, credibility needs]
## Expected Deliverables
### Executive Summary
- Key findings and insights
- Critical implications
- Recommended actions
### Detailed Analysis
[Specific sections needed based on research type]
### Supporting Materials
- Data tables
- Comparison matrices
- Source documentation
## Success Criteria
[How to evaluate if research achieved its objectives]
## Timeline and Priority
[If applicable, any time constraints or phasing]
```
### 5. Review and Refinement
1. **Present Complete Prompt**
- Show the full research prompt
- Explain key elements and rationale
- Highlight any assumptions made
2. **Gather Feedback**
- Are the objectives clear and correct?
- Do the questions address all concerns?
- Is the scope appropriate?
- Are output requirements sufficient?
3. **Refine as Needed**
- Incorporate user feedback
- Adjust scope or focus
- Add missing elements
- Clarify ambiguities
### 6. Next Steps Guidance
**Execution Options:**
1. **Use with AI Research Assistant**: Provide this prompt to an AI model with research capabilities
2. **Guide Human Research**: Use as a framework for manual research efforts
3. **Hybrid Approach**: Combine AI and human research using this structure
**Integration Points:**
- How findings will feed into next phases
- Which team members should review results
- How to validate findings
- When to revisit or expand research
## Important Notes
- The quality of the research prompt directly impacts the quality of insights gathered
- Be specific rather than general in research questions
- Consider both current state and future implications
- Balance comprehensiveness with focus
- Document assumptions and limitations clearly
- Plan for iterative refinement based on initial findings
==================== END: .bmad-core/tasks/create-deep-research-prompt.md ====================
==================== START: .bmad-core/tasks/create-doc.md ====================
# Create Document from Template (YAML Driven)

View File

@@ -92,14 +92,14 @@ persona:
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- create-project-brief: use task create-doc with project-brief-tmpl.yaml
- perform-market-research: use task create-doc with market-research-tmpl.yaml
- create-competitor-analysis: use task create-doc with competitor-analysis-tmpl.yaml
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research-prompt {topic}: execute task create-deep-research-prompt for architectural decisions
- brainstorm {topic}: Facilitate structured brainstorming session
- doc-out: Output full document in progress to current destination file
- research-prompt {topic}: execute task create-deep-research-prompt.md
- brainstorm {topic}: Facilitate structured brainstorming session (run task facilitate-brainstorming-session.md with template brainstorming-output-tmpl.yaml)
- elicit: run the task advanced-elicitation
- document-project: Analyze and document existing project structure comprehensively
- exit: Say goodbye as the Business Analyst, and then abandon inhabiting this persona
dependencies:
tasks:

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@@ -50,7 +50,6 @@ activation-instructions:
- 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
@@ -63,248 +62,216 @@ persona:
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
core_principles:
- Rigorously follow `create-game-story` procedure to generate detailed user stories
- Apply `game-story-dod-checklist` meticulously for validation
- Ensure all information comes from GDD and Architecture to guide the dev agent
- Focus on one story at a time - complete one before starting next
- Understand Unity, C#, component-based architecture, and performance requirements
- You are NOT allowed to implement stories or modify code EVER!
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'
- help: Show numbered list of the following commands to allow selection
- draft: Execute task create-game-story.md
- correct-course: Execute task correct-course-game.md
- story-checklist: Execute task execute-checklist.md with checklist game-story-dod-checklist.md
- exit: Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona
dependencies:
tasks:
- create-game-story.md
- execute-checklist.md
- correct-course-game.md
templates:
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
- game-change-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
# Create Game 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.
To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
## When to Use
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
- 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
### 0. Load Core Configuration and Check Workflow
## Prerequisites
- Load `.bmad-2d-unity-game-dev/core-config.yaml` from the project root
- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
- Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
Before creating stories, ensure you have:
### 1. Identify Next Story for Preparation
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
#### 1.1 Locate Epic Files and Review Existing Stories
## Process
- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
- **If highest story exists:**
- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
- If proceeding, select next sequential story in the current epic
- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
### 1. Story Identification
### 2. Gather Story Requirements and Previous Story Context
**Review Epic Context:**
- Extract story requirements from the identified epic file or GDD section
- If previous story exists, review Dev Agent Record sections for:
- Completion Notes and Debug Log References
- Implementation deviations and technical decisions
- Unity-specific challenges (prefab issues, scene management, performance)
- Asset pipeline decisions and optimizations
- Extract relevant insights that inform the current story's preparation
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
### 3. Gather Architecture Context
**Feature Analysis:**
#### 3.1 Determine Architecture Reading Strategy
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
- **If `gamearchitectureVersion: >= v3` and `gamearchitectureSharded: true`**: Read `{gamearchitectureShardedLocation}/index.md` then follow structured reading order below
- **Else**: Use monolithic `gamearchitectureFile` for similar sections
### 2. Story Scoping
#### 3.2 Read Architecture Documents Based on Story Type
**Single Responsibility:**
**For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
- 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
**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
**Implementation Clarity:**
**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
**For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
### 3. Template Execution
**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
**Load Template:**
Use `templates#game-story-tmpl` following all embedded LLM instructions
**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
**Key Focus Areas:**
#### 3.3 Extract Story-Specific Technical Details
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
### 4. Story Validation
Extract:
**Technical Review:**
- Specific Unity components and MonoBehaviours the story will use
- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
- Package-specific configurations and setup requirements
- Prefab structures and scene organization requirements
- Input system bindings and configurations
- Physics settings and collision layers
- UI canvas and layout specifications
- Asset naming conventions and folder structures
- Performance budgets (target FPS, memory limits, draw calls)
- Platform-specific considerations (mobile vs desktop)
- Testing requirements specific to Unity features
- 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
ALWAYS cite source documents: `[Source: gamearchitecture/{filename}.md#{section}]`
**Game Design Alignment:**
### 4. Unity-Specific Technical Analysis
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
#### 4.1 Package Dependencies Analysis
**Implementation Readiness:**
- Identify Unity Package Manager packages required for the story
- Document package versions from manifest.json
- Note any package-specific APIs or components being used
- List package configuration requirements (e.g., Input System settings, URP asset config)
- Identify any third-party Asset Store packages and their integration points
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
#### 4.2 Scene and Prefab Planning
### 5. Quality Assurance
- Identify which scenes will be modified or created
- List prefabs that need to be created or updated
- Document prefab variant requirements
- Specify scene loading/unloading requirements
**Apply Checklist:**
Execute `checklists#game-story-dod-checklist` against completed story
#### 4.3 Component Architecture
**Story Criteria:**
- Define MonoBehaviour scripts needed
- Specify ScriptableObject assets required
- Document component dependencies and execution order
- Identify required Unity Events and UnityActions
- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
#### 4.4 Asset Requirements
### 6. Story Refinement
- List sprite/texture requirements with resolution specs
- Define animation clips and animator controllers needed
- Specify audio clips and their import settings
- Document any shader or material requirements
- Note any package-specific assets (e.g., URP materials, Input Action maps)
**Developer Perspective:**
### 5. Populate Story Template with Full Context
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
- **`Dev Notes` section (CRITICAL):**
- CRITICAL: This section MUST contain ONLY information extracted from gamearchitecture documents and GDD. NEVER invent or assume technical details.
- Include ALL relevant technical details from Steps 2-4, organized by category:
- **Previous Story Insights**: Key learnings from previous story implementation
- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
- **Input Configuration**: Input actions, bindings, control schemes [with source references]
- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
- **Asset Pipeline**: Asset requirements, import settings, optimization notes
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
- **Platform Considerations**: Mobile vs desktop differences, input variations
- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
- Every technical detail MUST include its source reference: `[Source: gamearchitecture/{filename}.md#{section}]`
- If information for a category is not found in the gamearchitecture docs, explicitly state: "No specific guidance found in gamearchitecture docs"
- **`Tasks / Subtasks` section:**
- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed GameArchitecture Information
- Include Unity-specific tasks:
- Scene setup and configuration
- Prefab creation and testing
- Component implementation with proper lifecycle methods
- Input system integration
- Physics configuration
- UI implementation with proper anchoring
- Performance profiling checkpoints
- Each task must reference relevant gamearchitecture documentation
- Include PlayMode testing as explicit subtasks
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
- Add notes on Unity project structure alignment or discrepancies found in Step 4
**Iterative Improvement:**
### 6. Story Draft Completion and Review
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
- Review all sections for completeness and accuracy
- Verify all source references are included for technical details
- Ensure Unity-specific requirements are comprehensive:
- All scenes and prefabs documented
- Component dependencies clear
- Asset requirements specified
- Performance targets defined
- Update status to "Draft" and save the story file
- Execute `.bmad-2d-unity-game-dev/tasks/execute-checklist` `.bmad-2d-unity-game-dev/checklists/game-story-dod-checklist`
- Provide summary to user including:
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
- Status: Draft
- Key Unity components and systems included
- Scene/prefab modifications required
- Asset requirements identified
- Any deviations or conflicts noted between GDD and gamearchitecture
- Checklist Results
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
## Story Elements Checklist
### 7. Unity-Specific Validation
### Required Sections
Before finalizing, ensure:
- [ ] 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
- [ ] All required Unity packages are documented with versions
- [ ] Package-specific APIs and configurations are included
- [ ] All MonoBehaviour lifecycle methods are considered
- [ ] Prefab workflows are clearly defined
- [ ] Scene management approach is specified
- [ ] Input system integration is complete (legacy or new Input System)
- [ ] UI canvas setup follows Unity best practices
- [ ] Performance profiling points are identified
- [ ] Asset import settings are documented
- [ ] Platform-specific code paths are noted
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
### 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.
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
==================== START: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
@@ -403,11 +370,165 @@ The LLM will:
- 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/tasks/correct-course-game.md ====================
# Correct Course Task - Game Development
## Purpose
- Guide a structured response to game development change triggers using the `.bmad-2d-unity-game-dev/checklists/game-change-checklist`.
- Analyze the impacts of changes on game features, technical systems, and milestone deliverables.
- Explore game-specific solutions (e.g., performance optimizations, feature scaling, platform adjustments).
- Draft specific, actionable proposed updates to affected game artifacts (e.g., GDD sections, technical specs, Unity configurations).
- Produce a consolidated "Game Development Change Proposal" document for review and approval.
- Ensure clear handoff path for changes requiring fundamental redesign or technical architecture updates.
## Instructions
### 1. Initial Setup & Mode Selection
- **Acknowledge Task & Inputs:**
- Confirm with the user that the "Game Development Correct Course Task" is being initiated.
- Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
- Confirm access to relevant game artifacts:
- Game Design Document (GDD)
- Technical Design Documents
- Unity Architecture specifications
- Performance budgets and platform requirements
- Current sprint's game stories and epics
- Asset specifications and pipelines
- Confirm access to `.bmad-2d-unity-game-dev/checklists/game-change-checklist`.
- **Establish Interaction Mode:**
- Ask the user their preferred interaction mode:
- **"Incrementally (Default & Recommended):** Work through the game-change-checklist section by section, discussing findings and drafting changes collaboratively. Best for complex technical or gameplay changes."
- **"YOLO Mode (Batch Processing):** Conduct batched analysis and present consolidated findings. Suitable for straightforward performance optimizations or minor adjustments."
- Confirm the selected mode and inform: "We will now use the game-change-checklist to analyze the change and draft proposed updates specific to our Unity game development context."
### 2. Execute Game Development Checklist Analysis
- Systematically work through the game-change-checklist sections:
1. **Change Context & Game Impact**
2. **Feature/System Impact Analysis**
3. **Technical Artifact Conflict Resolution**
4. **Performance & Platform Evaluation**
5. **Path Forward Recommendation**
- For each checklist section:
- Present game-specific prompts and considerations
- Analyze impacts on:
- Unity scenes and prefabs
- Component dependencies
- Performance metrics (FPS, memory, build size)
- Platform-specific code paths
- Asset loading and management
- Third-party plugins/SDKs
- Discuss findings with clear technical context
- Record status: `[x] Addressed`, `[N/A]`, `[!] Further Action Needed`
- Document Unity-specific decisions and constraints
### 3. Draft Game-Specific Proposed Changes
Based on the analysis and agreed path forward:
- **Identify affected game artifacts requiring updates:**
- GDD sections (mechanics, systems, progression)
- Technical specifications (architecture, performance targets)
- Unity-specific configurations (build settings, quality settings)
- Game story modifications (scope, acceptance criteria)
- Asset pipeline adjustments
- Platform-specific adaptations
- **Draft explicit changes for each artifact:**
- **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
- **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
- **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
- **GDD Updates:** Modify feature descriptions, balance parameters, progression systems
- **Asset Specifications:** Adjust texture sizes, model complexity, audio compression
- **Performance Targets:** Update FPS goals, memory limits, load time requirements
- **Include Unity-specific details:**
- Prefab structure changes
- Scene organization updates
- Component refactoring needs
- Shader/material optimizations
- Build pipeline modifications
### 4. Generate "Game Development Change Proposal"
- Create a comprehensive proposal document containing:
**A. Change Summary:**
- Original issue (performance, gameplay, technical constraint)
- Game systems affected
- Platform/performance implications
- Chosen solution approach
**B. Technical Impact Analysis:**
- Unity architecture changes needed
- Performance implications (with metrics)
- Platform compatibility effects
- Asset pipeline modifications
- Third-party dependency impacts
**C. Specific Proposed Edits:**
- For each game story: "Change Story GS-X.Y from: [old] To: [new]"
- For technical specs: "Update Unity Architecture Section X: [changes]"
- For GDD: "Modify [Feature] in Section Y: [updates]"
- For configurations: "Change [Setting] from [old_value] to [new_value]"
**D. Implementation Considerations:**
- Required Unity version updates
- Asset reimport needs
- Shader recompilation requirements
- Platform-specific testing needs
### 5. Finalize & Determine Next Steps
- Obtain explicit approval for the "Game Development Change Proposal"
- Provide the finalized document to the user
- **Based on change scope:**
- **Minor adjustments (can be handled in current sprint):**
- Confirm task completion
- Suggest handoff to game-dev agent for implementation
- Note any required playtesting validation
- **Major changes (require replanning):**
- Clearly state need for deeper technical review
- Recommend engaging Game Architect or Technical Lead
- Provide proposal as input for architecture revision
- Flag any milestone/deadline impacts
## Output Deliverables
- **Primary:** "Game Development Change Proposal" document containing:
- Game-specific change analysis
- Technical impact assessment with Unity context
- Platform and performance considerations
- Clearly drafted updates for all affected game artifacts
- Implementation guidance and constraints
- **Secondary:** Annotated game-change-checklist showing:
- Technical decisions made
- Performance trade-offs considered
- Platform-specific accommodations
- Unity-specific implementation notes
==================== END: .bmad-2d-unity-game-dev/tasks/correct-course-game.md ====================
==================== START: .bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml ====================
template:
id: game-story-template-v2
id: game-story-template-v3
name: Game Development Story
version: 2.0
version: 3.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
@@ -455,9 +576,9 @@ sections:
title: Technical Requirements
type: checklist
items:
- "Code follows C# best practices"
- "Maintains stable frame rate on target devices"
- "No memory leaks or performance degradation"
- 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
@@ -633,13 +754,13 @@ sections:
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"
- 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
@@ -662,165 +783,208 @@ sections:
- {{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
==================== START: .bmad-2d-unity-game-dev/checklists/game-change-checklist.md ====================
# Game Development Change Navigation Checklist
## Story Completeness
**Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Unity game development.
### Basic Story Elements
**Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
- [ ] **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
[[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
### Game Design Alignment
Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
- [ ] **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
Before proceeding, understand:
## Technical Specifications
1. This checklist is for SIGNIFICANT changes affecting game architecture or features
2. Minor tweaks (shader adjustments, UI positioning) don't require this process
3. The goal is to maintain playability while adapting to technical realities
4. Performance and player experience are paramount
### Architecture Compliance
Required context:
- [ ] **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
- The triggering issue (performance metrics, crash logs, feedback)
- Current development state (implemented features, current sprint)
- Access to GDD, technical specs, and performance budgets
- Understanding of remaining features and milestones
### Unity Requirements
APPROACH:
This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Unity/game dev guidance.
- [ ] **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
REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
### 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
## 1. Understand the Trigger & Context
## Implementation Readiness
[[LLM: Start by understanding the game-specific issue. Ask technical questions:
### Acceptance Criteria
- What performance metrics triggered this? (FPS, memory, load times)
- Is this platform-specific or universal?
- Can we reproduce it consistently?
- What Unity profiler data do we have?
- Is this a gameplay issue or technical constraint?
- [ ] **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
Focus on measurable impacts and technical specifics.]]
### Implementation Tasks
- [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
- [ ] **Define the Issue:** Articulate the core problem precisely.
- [ ] Performance bottleneck (CPU/GPU/Memory)?
- [ ] Platform-specific limitation?
- [ ] Unity engine constraint?
- [ ] Gameplay/balance issue from playtesting?
- [ ] Asset pipeline or build size problem?
- [ ] Third-party SDK/plugin conflict?
- [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target FPS, memory usage, build size).
- [ ] **Gather Technical Evidence:** Note profiler data, crash logs, platform test results, player feedback.
- [ ] **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
## 2. Game Feature Impact Assessment
### Dependencies
[[LLM: Game features are interconnected. Evaluate systematically:
- [ ] **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
1. Can we optimize the current feature without changing gameplay?
2. Do dependent features need adjustment?
3. Are there platform-specific workarounds?
4. Does this affect our performance budget allocation?
## Testing Requirements
Consider both technical and gameplay impacts.]]
### Test Coverage
- [ ] **Analyze Current Sprint Features:**
- [ ] Can the current feature be optimized (LOD, pooling, batching)?
- [ ] Does it need gameplay simplification?
- [ ] Should it be platform-specific (high-end only)?
- [ ] **Analyze Dependent Systems:**
- [ ] Review all game systems interacting with the affected feature.
- [ ] Do physics systems need adjustment?
- [ ] Are UI/HUD systems impacted?
- [ ] Do save/load systems require changes?
- [ ] Are multiplayer systems affected?
- [ ] **Summarize Feature Impact:** Document effects on gameplay systems and technical architecture.
- [ ] **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
## 3. Game Artifact Conflict & Impact Analysis
### Test Implementation
[[LLM: Game documentation drives development. Check each artifact:
- [ ] **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
1. Does this invalidate GDD mechanics?
2. Are technical architecture assumptions still valid?
3. Do performance budgets need reallocation?
4. Are platform requirements still achievable?
## Game-Specific Quality
Missing conflicts cause performance issues later.]]
### Gameplay Implementation
- [ ] **Review GDD:**
- [ ] Does the issue conflict with core gameplay mechanics?
- [ ] Do game features need scaling for performance?
- [ ] Are progression systems affected?
- [ ] Do balance parameters need adjustment?
- [ ] **Review Technical Architecture:**
- [ ] Does the issue conflict with Unity architecture (scene structure, prefab hierarchy)?
- [ ] Are component systems impacted?
- [ ] Do shader/rendering approaches need revision?
- [ ] Are data structures optimal for the scale?
- [ ] **Review Performance Specifications:**
- [ ] Are target framerates still achievable?
- [ ] Do memory budgets need reallocation?
- [ ] Are load time targets realistic?
- [ ] Do we need platform-specific targets?
- [ ] **Review Asset Specifications:**
- [ ] Do texture resolutions need adjustment?
- [ ] Are model poly counts appropriate?
- [ ] Do audio compression settings need changes?
- [ ] Is the animation budget sustainable?
- [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
- [ ] **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
## 4. Path Forward Evaluation
### User Experience
[[LLM: Present game-specific solutions with technical trade-offs:
- [ ] **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
1. What's the performance gain?
2. How much rework is required?
3. What's the player experience impact?
4. Are there platform-specific solutions?
5. Is this maintainable across updates?
### Performance Optimization
Be specific about Unity implementation details.]]
- [ ] **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
- [ ] **Option 1: Optimization Within Current Design:**
- [ ] Can performance be improved through Unity optimizations?
- [ ] Object pooling implementation?
- [ ] LOD system addition?
- [ ] Texture atlasing?
- [ ] Draw call batching?
- [ ] Shader optimization?
- [ ] Define specific optimization techniques.
- [ ] Estimate performance improvement potential.
- [ ] **Option 2: Feature Scaling/Simplification:**
- [ ] Can the feature be simplified while maintaining fun?
- [ ] Identify specific elements to scale down.
- [ ] Define platform-specific variations.
- [ ] Assess player experience impact.
- [ ] **Option 3: Architecture Refactor:**
- [ ] Would restructuring improve performance significantly?
- [ ] Identify Unity-specific refactoring needs:
- [ ] Scene organization changes?
- [ ] Prefab structure optimization?
- [ ] Component system redesign?
- [ ] State machine optimization?
- [ ] Estimate development effort.
- [ ] **Option 4: Scope Adjustment:**
- [ ] Can we defer features to post-launch?
- [ ] Should certain features be platform-exclusive?
- [ ] Do we need to adjust milestone deliverables?
- [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
## Documentation and Communication
## 5. Game Development Change Proposal Components
### Story Documentation
[[LLM: The proposal must include technical specifics:
- [ ] **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
1. Performance metrics (before/after projections)
2. Unity implementation details
3. Platform-specific considerations
4. Testing requirements
5. Risk mitigation strategies
### Developer Handoff
Make it actionable for game developers.]]
- [ ] **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
(Ensure all points from previous sections are captured)
## Final Validation
- [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
- [ ] **Feature Impact Summary:** Affected game systems and dependencies.
- [ ] **Performance Projections:** Expected improvements from chosen solution.
- [ ] **Implementation Plan:** Unity-specific technical approach.
- [ ] **Platform Considerations:** Any platform-specific implementations.
- [ ] **Testing Strategy:** Performance benchmarks and validation approach.
- [ ] **Risk Assessment:** Technical risks and mitigation plans.
- [ ] **Updated Game Stories:** Revised stories with technical constraints.
### Story Readiness
## 6. Final Review & Handoff
- [ ] **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
[[LLM: Game changes require technical validation. Before concluding:
### Implementation Preparedness
1. Are performance targets clearly defined?
2. Is the Unity implementation approach clear?
3. Do we have rollback strategies?
4. Are test scenarios defined?
5. Is platform testing covered?
- [ ] **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
Get explicit approval on technical approach.
## Checklist Completion
FINAL REPORT:
Provide a technical summary:
**Overall Story Quality:** ⭐⭐⭐⭐⭐
- Performance issue and root cause
- Chosen solution with expected gains
- Implementation approach in Unity
- Testing and validation plan
- Timeline and milestone impacts
**Ready for Development:** [ ] Yes [ ] No
Keep it technically precise and actionable.]]
**Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._
==================== END: .bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md ====================
- [ ] **Review Checklist:** Confirm all technical aspects discussed.
- [ ] **Review Change Proposal:** Ensure Unity implementation details are clear.
- [ ] **Performance Validation:** Define how we'll measure success.
- [ ] **User Approval:** Obtain approval for technical approach.
- [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
---
==================== END: .bmad-2d-unity-game-dev/checklists/game-change-checklist.md ====================

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View File

@@ -226,14 +226,14 @@ persona:
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- create-project-brief: use task create-doc with project-brief-tmpl.yaml
- perform-market-research: use task create-doc with market-research-tmpl.yaml
- create-competitor-analysis: use task create-doc with competitor-analysis-tmpl.yaml
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research-prompt {topic}: execute task create-deep-research-prompt for architectural decisions
- brainstorm {topic}: Facilitate structured brainstorming session
- doc-out: Output full document in progress to current destination file
- research-prompt {topic}: execute task create-deep-research-prompt.md
- brainstorm {topic}: Facilitate structured brainstorming session (run task facilitate-brainstorming-session.md with template brainstorming-output-tmpl.yaml)
- elicit: run the task advanced-elicitation
- document-project: Analyze and document existing project structure comprehensively
- exit: Say goodbye as the Business Analyst, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -290,11 +290,16 @@ persona:
- Living Architecture - Design for change and adaptation
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- yolo: Toggle Yolo Mode
- create-full-stack-architecture: use create-doc with fullstack-architecture-tmpl.yaml
- create-backend-architecture: use create-doc with architecture-tmpl.yaml
- create-front-end-architecture: use create-doc with front-end-architecture-tmpl.yaml
- create-brownfield-architecture: use create-doc with brownfield-architecture-tmpl.yaml
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research {topic}: execute task create-deep-research-prompt for architectural decisions
- research {topic}: execute task create-deep-research-prompt
- shard-prd: run the task shard-doc.md for the provided architecture.md (ask if not found)
- yolo: Toggle Yolo Mode
- exit: Say goodbye as the Architect, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -398,9 +403,16 @@ persona:
- Strategic thinking & outcome-oriented
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc for template provided, if no template then ONLY list dependencies.templates
- yolo: Toggle Yolo Mode
- create-prd: run task create-doc.md with template prd-tmpl.yaml
- create-brownfield-prd: run task create-doc.md with template brownfield-prd-tmpl.yaml
- create-brownfield-epic: run task brownfield-create-epic.md
- create-brownfield-story: run task brownfield-create-story.md
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- doc-out: Output full document to current destination file
- shard-prd: run the task shard-doc.md for the provided prd.md (ask if not found)
- correct-course: execute the correct-course task
- yolo: Toggle Yolo Mode
- exit: Exit (confirm)
dependencies:
tasks:
@@ -458,23 +470,20 @@ persona:
- Documentation Ecosystem Integrity - Maintain consistency across all documents
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- execute-checklist-po: Run task execute-checklist (checklist po-master-checklist)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- correct-course: execute the correct-course task
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- doc-out: Output full document to current destination file
- validate-story-draft {story}: run the task validate-next-story against the provided story file
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- exit: Exit (confirm)
dependencies:
tasks:
- execute-checklist.md
- shard-doc.md
- correct-course.md
- brownfield-create-epic.md
- brownfield-create-story.md
- validate-next-story.md
templates:
- story-tmpl.yaml
@@ -525,7 +534,6 @@ story-file-permissions:
commands:
- help: Show numbered list of the following commands to allow selection
- review {story}: execute the task review-story for the highest sequence story in docs/stories unless another is specified - keep any specified technical-preferences in mind as needed
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- exit: Say goodbye as the QA Engineer, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -566,9 +574,9 @@ persona:
- You are NOT allowed to implement stories or modify code EVER!
commands:
- help: Show numbered list of the following commands to allow selection
- draft: Execute task create-next-story
- correct-course: Execute task correct-course
- checklist {checklist}: Show numbered list of checklists if not provided, execute task execute-checklist
- draft: Execute task create-next-story.md
- correct-course: Execute task correct-course.md
- story-checklist: Execute task execute-checklist.md with checklist story-draft-checklist.md
- exit: Say goodbye as the Scrum Master, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -616,15 +624,12 @@ persona:
- You can craft effective prompts for AI UI generation tools like v0, or Lovable.
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- generate-ui-prompt: Create AI frontend generation prompt
- research {topic}: Execute create-deep-research-prompt task to generate a prompt to init UX deep research
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- create-front-end-spec: run task create-doc.md with template front-end-spec-tmpl.yaml
- generate-ui-prompt: Run task generate-ai-frontend-prompt.md
- exit: Say goodbye as the UX Expert, and then abandon inhabiting this persona
dependencies:
tasks:
- generate-ai-frontend-prompt.md
- create-deep-research-prompt.md
- create-doc.md
- execute-checklist.md
templates:

View File

@@ -230,14 +230,14 @@ persona:
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- create-project-brief: use task create-doc with project-brief-tmpl.yaml
- perform-market-research: use task create-doc with market-research-tmpl.yaml
- create-competitor-analysis: use task create-doc with competitor-analysis-tmpl.yaml
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research-prompt {topic}: execute task create-deep-research-prompt for architectural decisions
- brainstorm {topic}: Facilitate structured brainstorming session
- doc-out: Output full document in progress to current destination file
- research-prompt {topic}: execute task create-deep-research-prompt.md
- brainstorm {topic}: Facilitate structured brainstorming session (run task facilitate-brainstorming-session.md with template brainstorming-output-tmpl.yaml)
- elicit: run the task advanced-elicitation
- document-project: Analyze and document existing project structure comprehensively
- exit: Say goodbye as the Business Analyst, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -290,9 +290,16 @@ persona:
- Strategic thinking & outcome-oriented
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc for template provided, if no template then ONLY list dependencies.templates
- yolo: Toggle Yolo Mode
- create-prd: run task create-doc.md with template prd-tmpl.yaml
- create-brownfield-prd: run task create-doc.md with template brownfield-prd-tmpl.yaml
- create-brownfield-epic: run task brownfield-create-epic.md
- create-brownfield-story: run task brownfield-create-story.md
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- doc-out: Output full document to current destination file
- shard-prd: run the task shard-doc.md for the provided prd.md (ask if not found)
- correct-course: execute the correct-course task
- yolo: Toggle Yolo Mode
- exit: Exit (confirm)
dependencies:
tasks:
@@ -348,15 +355,12 @@ persona:
- You can craft effective prompts for AI UI generation tools like v0, or Lovable.
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- generate-ui-prompt: Create AI frontend generation prompt
- research {topic}: Execute create-deep-research-prompt task to generate a prompt to init UX deep research
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- create-front-end-spec: run task create-doc.md with template front-end-spec-tmpl.yaml
- generate-ui-prompt: Run task generate-ai-frontend-prompt.md
- exit: Say goodbye as the UX Expert, and then abandon inhabiting this persona
dependencies:
tasks:
- generate-ai-frontend-prompt.md
- create-deep-research-prompt.md
- create-doc.md
- execute-checklist.md
templates:
@@ -403,11 +407,16 @@ persona:
- Living Architecture - Design for change and adaptation
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- yolo: Toggle Yolo Mode
- create-full-stack-architecture: use create-doc with fullstack-architecture-tmpl.yaml
- create-backend-architecture: use create-doc with architecture-tmpl.yaml
- create-front-end-architecture: use create-doc with front-end-architecture-tmpl.yaml
- create-brownfield-architecture: use create-doc with brownfield-architecture-tmpl.yaml
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research {topic}: execute task create-deep-research-prompt for architectural decisions
- research {topic}: execute task create-deep-research-prompt
- shard-prd: run the task shard-doc.md for the provided architecture.md (ask if not found)
- yolo: Toggle Yolo Mode
- exit: Say goodbye as the Architect, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -463,23 +472,20 @@ persona:
- Documentation Ecosystem Integrity - Maintain consistency across all documents
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- execute-checklist-po: Run task execute-checklist (checklist po-master-checklist)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- correct-course: execute the correct-course task
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- doc-out: Output full document to current destination file
- validate-story-draft {story}: run the task validate-next-story against the provided story file
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- exit: Exit (confirm)
dependencies:
tasks:
- execute-checklist.md
- shard-doc.md
- correct-course.md
- brownfield-create-epic.md
- brownfield-create-story.md
- validate-next-story.md
templates:
- story-tmpl.yaml

View File

@@ -221,23 +221,20 @@ persona:
- Documentation Ecosystem Integrity - Maintain consistency across all documents
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- execute-checklist-po: Run task execute-checklist (checklist po-master-checklist)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- correct-course: execute the correct-course task
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- doc-out: Output full document to current destination file
- validate-story-draft {story}: run the task validate-next-story against the provided story file
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- exit: Exit (confirm)
dependencies:
tasks:
- execute-checklist.md
- shard-doc.md
- correct-course.md
- brownfield-create-epic.md
- brownfield-create-story.md
- validate-next-story.md
templates:
- story-tmpl.yaml
@@ -276,9 +273,9 @@ persona:
- You are NOT allowed to implement stories or modify code EVER!
commands:
- help: Show numbered list of the following commands to allow selection
- draft: Execute task create-next-story
- correct-course: Execute task correct-course
- checklist {checklist}: Show numbered list of checklists if not provided, execute task execute-checklist
- draft: Execute task create-next-story.md
- correct-course: Execute task correct-course.md
- story-checklist: Execute task execute-checklist.md with checklist story-draft-checklist.md
- exit: Say goodbye as the Scrum Master, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -384,7 +381,6 @@ story-file-permissions:
commands:
- help: Show numbered list of the following commands to allow selection
- review {story}: execute the task review-story for the highest sequence story in docs/stories unless another is specified - keep any specified technical-preferences in mind as needed
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- exit: Say goodbye as the QA Engineer, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -2072,319 +2068,6 @@ Document sharded successfully:
- **Implicit:** An annotated change-checklist (or the record of its completion) reflecting the discussions, findings, and decisions made during the process.
==================== END: .bmad-core/tasks/correct-course.md ====================
==================== START: .bmad-core/tasks/brownfield-create-epic.md ====================
# Create Brownfield Epic Task
## Purpose
Create a single epic for smaller brownfield enhancements that don't require the full PRD and Architecture documentation process. This task is for isolated features or modifications that can be completed within a focused scope.
## When to Use This Task
**Use this task when:**
- The enhancement can be completed in 1-3 stories
- No significant architectural changes are required
- The enhancement follows existing project patterns
- Integration complexity is minimal
- Risk to existing system is low
**Use the full brownfield PRD/Architecture process when:**
- The enhancement requires multiple coordinated stories
- Architectural planning is needed
- Significant integration work is required
- Risk assessment and mitigation planning is necessary
## Instructions
### 1. Project Analysis (Required)
Before creating the epic, gather essential information about the existing project:
**Existing Project Context:**
- [ ] Project purpose and current functionality understood
- [ ] Existing technology stack identified
- [ ] Current architecture patterns noted
- [ ] Integration points with existing system identified
**Enhancement Scope:**
- [ ] Enhancement clearly defined and scoped
- [ ] Impact on existing functionality assessed
- [ ] Required integration points identified
- [ ] Success criteria established
### 2. Epic Creation
Create a focused epic following this structure:
#### Epic Title
{{Enhancement Name}} - Brownfield Enhancement
#### Epic Goal
{{1-2 sentences describing what the epic will accomplish and why it adds value}}
#### Epic Description
**Existing System Context:**
- Current relevant functionality: {{brief description}}
- Technology stack: {{relevant existing technologies}}
- Integration points: {{where new work connects to existing system}}
**Enhancement Details:**
- What's being added/changed: {{clear description}}
- How it integrates: {{integration approach}}
- Success criteria: {{measurable outcomes}}
#### Stories
List 1-3 focused stories that complete the epic:
1. **Story 1:** {{Story title and brief description}}
2. **Story 2:** {{Story title and brief description}}
3. **Story 3:** {{Story title and brief description}}
#### Compatibility Requirements
- [ ] Existing APIs remain unchanged
- [ ] Database schema changes are backward compatible
- [ ] UI changes follow existing patterns
- [ ] Performance impact is minimal
#### Risk Mitigation
- **Primary Risk:** {{main risk to existing system}}
- **Mitigation:** {{how risk will be addressed}}
- **Rollback Plan:** {{how to undo changes if needed}}
#### Definition of Done
- [ ] All stories completed with acceptance criteria met
- [ ] Existing functionality verified through testing
- [ ] Integration points working correctly
- [ ] Documentation updated appropriately
- [ ] No regression in existing features
### 3. Validation Checklist
Before finalizing the epic, ensure:
**Scope Validation:**
- [ ] Epic can be completed in 1-3 stories maximum
- [ ] No architectural documentation is required
- [ ] Enhancement follows existing patterns
- [ ] Integration complexity is manageable
**Risk Assessment:**
- [ ] Risk to existing system is low
- [ ] Rollback plan is feasible
- [ ] Testing approach covers existing functionality
- [ ] Team has sufficient knowledge of integration points
**Completeness Check:**
- [ ] Epic goal is clear and achievable
- [ ] Stories are properly scoped
- [ ] Success criteria are measurable
- [ ] Dependencies are identified
### 4. Handoff to Story Manager
Once the epic is validated, provide this handoff to the Story Manager:
---
**Story Manager Handoff:**
"Please develop detailed user stories for this brownfield epic. Key considerations:
- This is an enhancement to an existing system running {{technology stack}}
- Integration points: {{list key integration points}}
- Existing patterns to follow: {{relevant existing patterns}}
- Critical compatibility requirements: {{key requirements}}
- Each story must include verification that existing functionality remains intact
The epic should maintain system integrity while delivering {{epic goal}}."
---
## Success Criteria
The epic creation is successful when:
1. Enhancement scope is clearly defined and appropriately sized
2. Integration approach respects existing system architecture
3. Risk to existing functionality is minimized
4. Stories are logically sequenced for safe implementation
5. Compatibility requirements are clearly specified
6. Rollback plan is feasible and documented
## Important Notes
- This task is specifically for SMALL brownfield enhancements
- If the scope grows beyond 3 stories, consider the full brownfield PRD process
- Always prioritize existing system integrity over new functionality
- When in doubt about scope or complexity, escalate to full brownfield planning
==================== END: .bmad-core/tasks/brownfield-create-epic.md ====================
==================== START: .bmad-core/tasks/brownfield-create-story.md ====================
# Create Brownfield Story Task
## Purpose
Create a single user story for very small brownfield enhancements that can be completed in one focused development session. This task is for minimal additions or bug fixes that require existing system integration awareness.
## When to Use This Task
**Use this task when:**
- The enhancement can be completed in a single story
- No new architecture or significant design is required
- The change follows existing patterns exactly
- Integration is straightforward with minimal risk
- Change is isolated with clear boundaries
**Use brownfield-create-epic when:**
- The enhancement requires 2-3 coordinated stories
- Some design work is needed
- Multiple integration points are involved
**Use the full brownfield PRD/Architecture process when:**
- The enhancement requires multiple coordinated stories
- Architectural planning is needed
- Significant integration work is required
## Instructions
### 1. Quick Project Assessment
Gather minimal but essential context about the existing project:
**Current System Context:**
- [ ] Relevant existing functionality identified
- [ ] Technology stack for this area noted
- [ ] Integration point(s) clearly understood
- [ ] Existing patterns for similar work identified
**Change Scope:**
- [ ] Specific change clearly defined
- [ ] Impact boundaries identified
- [ ] Success criteria established
### 2. Story Creation
Create a single focused story following this structure:
#### Story Title
{{Specific Enhancement}} - Brownfield Addition
#### User Story
As a {{user type}},
I want {{specific action/capability}},
So that {{clear benefit/value}}.
#### Story Context
**Existing System Integration:**
- Integrates with: {{existing component/system}}
- Technology: {{relevant tech stack}}
- Follows pattern: {{existing pattern to follow}}
- Touch points: {{specific integration points}}
#### Acceptance Criteria
**Functional Requirements:**
1. {{Primary functional requirement}}
2. {{Secondary functional requirement (if any)}}
3. {{Integration requirement}}
**Integration Requirements:** 4. Existing {{relevant functionality}} continues to work unchanged 5. New functionality follows existing {{pattern}} pattern 6. Integration with {{system/component}} maintains current behavior
**Quality Requirements:** 7. Change is covered by appropriate tests 8. Documentation is updated if needed 9. No regression in existing functionality verified
#### Technical Notes
- **Integration Approach:** {{how it connects to existing system}}
- **Existing Pattern Reference:** {{link or description of pattern to follow}}
- **Key Constraints:** {{any important limitations or requirements}}
#### Definition of Done
- [ ] Functional requirements met
- [ ] Integration requirements verified
- [ ] Existing functionality regression tested
- [ ] Code follows existing patterns and standards
- [ ] Tests pass (existing and new)
- [ ] Documentation updated if applicable
### 3. Risk and Compatibility Check
**Minimal Risk Assessment:**
- **Primary Risk:** {{main risk to existing system}}
- **Mitigation:** {{simple mitigation approach}}
- **Rollback:** {{how to undo if needed}}
**Compatibility Verification:**
- [ ] No breaking changes to existing APIs
- [ ] Database changes (if any) are additive only
- [ ] UI changes follow existing design patterns
- [ ] Performance impact is negligible
### 4. Validation Checklist
Before finalizing the story, confirm:
**Scope Validation:**
- [ ] Story can be completed in one development session
- [ ] Integration approach is straightforward
- [ ] Follows existing patterns exactly
- [ ] No design or architecture work required
**Clarity Check:**
- [ ] Story requirements are unambiguous
- [ ] Integration points are clearly specified
- [ ] Success criteria are testable
- [ ] Rollback approach is simple
## Success Criteria
The story creation is successful when:
1. Enhancement is clearly defined and appropriately scoped for single session
2. Integration approach is straightforward and low-risk
3. Existing system patterns are identified and will be followed
4. Rollback plan is simple and feasible
5. Acceptance criteria include existing functionality verification
## Important Notes
- This task is for VERY SMALL brownfield changes only
- If complexity grows during analysis, escalate to brownfield-create-epic
- Always prioritize existing system integrity
- When in doubt about integration complexity, use brownfield-create-epic instead
- Stories should take no more than 4 hours of focused development work
==================== END: .bmad-core/tasks/brownfield-create-story.md ====================
==================== START: .bmad-core/tasks/validate-next-story.md ====================
# Validate Next Story Task

View File

@@ -225,14 +225,14 @@ persona:
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- create-project-brief: use task create-doc with project-brief-tmpl.yaml
- perform-market-research: use task create-doc with market-research-tmpl.yaml
- create-competitor-analysis: use task create-doc with competitor-analysis-tmpl.yaml
- yolo: Toggle Yolo Mode
- doc-out: Output full document to current destination file
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research-prompt {topic}: execute task create-deep-research-prompt for architectural decisions
- brainstorm {topic}: Facilitate structured brainstorming session
- doc-out: Output full document in progress to current destination file
- research-prompt {topic}: execute task create-deep-research-prompt.md
- brainstorm {topic}: Facilitate structured brainstorming session (run task facilitate-brainstorming-session.md with template brainstorming-output-tmpl.yaml)
- elicit: run the task advanced-elicitation
- document-project: Analyze and document existing project structure comprehensively
- exit: Say goodbye as the Business Analyst, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -285,9 +285,16 @@ persona:
- Strategic thinking & outcome-oriented
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc for template provided, if no template then ONLY list dependencies.templates
- yolo: Toggle Yolo Mode
- create-prd: run task create-doc.md with template prd-tmpl.yaml
- create-brownfield-prd: run task create-doc.md with template brownfield-prd-tmpl.yaml
- create-brownfield-epic: run task brownfield-create-epic.md
- create-brownfield-story: run task brownfield-create-story.md
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- doc-out: Output full document to current destination file
- shard-prd: run the task shard-doc.md for the provided prd.md (ask if not found)
- correct-course: execute the correct-course task
- yolo: Toggle Yolo Mode
- exit: Exit (confirm)
dependencies:
tasks:
@@ -346,11 +353,16 @@ persona:
- Living Architecture - Design for change and adaptation
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- yolo: Toggle Yolo Mode
- create-full-stack-architecture: use create-doc with fullstack-architecture-tmpl.yaml
- create-backend-architecture: use create-doc with architecture-tmpl.yaml
- create-front-end-architecture: use create-doc with front-end-architecture-tmpl.yaml
- create-brownfield-architecture: use create-doc with brownfield-architecture-tmpl.yaml
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (default->architect-checklist)
- research {topic}: execute task create-deep-research-prompt for architectural decisions
- research {topic}: execute task create-deep-research-prompt
- shard-prd: run the task shard-doc.md for the provided architecture.md (ask if not found)
- yolo: Toggle Yolo Mode
- exit: Say goodbye as the Architect, and then abandon inhabiting this persona
dependencies:
tasks:
@@ -406,23 +418,20 @@ persona:
- Documentation Ecosystem Integrity - Maintain consistency across all documents
commands:
- help: Show numbered list of the following commands to allow selection
- create-doc {template}: execute task create-doc (no template = ONLY show available templates listed under dependencies/templates below)
- execute-checklist {checklist}: Run task execute-checklist (default->po-master-checklist)
- execute-checklist-po: Run task execute-checklist (checklist po-master-checklist)
- shard-doc {document} {destination}: run the task shard-doc against the optionally provided document to the specified destination
- correct-course: execute the correct-course task
- create-epic: Create epic for brownfield projects (task brownfield-create-epic)
- create-story: Create user story from requirements (task brownfield-create-story)
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- doc-out: Output full document to current destination file
- validate-story-draft {story}: run the task validate-next-story against the provided story file
- yolo: Toggle Yolo Mode off on - on will skip doc section confirmations
- exit: Exit (confirm)
dependencies:
tasks:
- execute-checklist.md
- shard-doc.md
- correct-course.md
- brownfield-create-epic.md
- brownfield-create-story.md
- validate-next-story.md
templates:
- story-tmpl.yaml

View File

@@ -1,5 +1,5 @@
name: bmad-2d-phaser-game-dev
version: 1.11.0
version: 1.12.0
short-title: Phaser 3 2D Game Dev Pack
description: >-
2D Game Development expansion pack for BMad Method - Phaser 3 & TypeScript

View File

@@ -6,6 +6,7 @@ agents:
- analyst
- bmad-orchestrator
- game-designer
- game-architect
- game-developer
- game-sm
workflows:

View File

@@ -0,0 +1,80 @@
# game-architect
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!
- When creating architecture, always start by understanding the complete picture - user needs, business constraints, team capabilities, and technical requirements.
- 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: Pixel
id: game-architect
title: Game Architect
icon: 🎮
whenToUse: Use for Unity 2D game architecture, system design, technical game architecture documents, Unity technology selection, and game infrastructure planning
customization: null
persona:
role: Unity 2D Game System Architect & Technical Game Design Expert
style: Game-focused, performance-oriented, Unity-native, scalable system design
identity: Master of Unity 2D game architecture who bridges game design, Unity systems, and C# implementation
focus: Complete game systems architecture, Unity-specific optimization, scalable game development patterns
core_principles:
- Game-First Thinking - Every technical decision serves gameplay and player experience
- Unity Way Architecture - Leverage Unity's component system, prefabs, and asset pipeline effectively
- Performance by Design - Build for stable frame rates and smooth gameplay from day one
- Scalable Game Systems - Design systems that can grow from prototype to full production
- C# Best Practices - Write clean, maintainable, performant C# code for game development
- Data-Driven Design - Use ScriptableObjects and Unity's serialization for flexible game tuning
- Cross-Platform by Default - Design for multiple platforms with Unity's build pipeline
- Player Experience Drives Architecture - Technical decisions must enhance, never hinder, player experience
- Testable Game Code - Enable automated testing of game logic and systems
- Living Game Architecture - Design for iterative development and content updates
# All commands require * prefix when used (e.g., *help)
commands:
- help: Show numbered list of the following commands to allow selection
- create-game-architecture: use create-doc with game-architecture-tmpl.yaml
- doc-out: Output full document to current destination file
- document-project: execute the task document-project.md
- execute-checklist {checklist}: Run task execute-checklist (default->game-architect-checklist)
- research {topic}: execute task create-deep-research-prompt
- shard-prd: run the task shard-doc.md for the provided architecture.md (ask if not found)
- yolo: Toggle Yolo Mode
- exit: Say goodbye as the Game Architect, and then abandon inhabiting this persona
dependencies:
tasks:
- create-doc.md
- create-deep-research-prompt.md
- shard-doc.md
- document-project.md
- execute-checklist.md
- advanced-elicitation.md
templates:
- game-architecture-tmpl.yaml
checklists:
- game-architect-checklist.md
data:
- development-guidelines.md
- bmad-kb.md
```

View File

@@ -39,27 +39,30 @@ persona:
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
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 selections
# All commands require * prefix when used (e.g., *help)
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'
- 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
- shard-gdd: run the task shard-doc.md for the provided game-design-doc.md (ask if not found)
- exit: Say goodbye as the Game Designer, and then abandon inhabiting this persona
dependencies:
tasks:
- create-doc.md
- execute-checklist.md
- shard-doc.md
- game-design-brainstorming.md
- create-deep-research-prompt.md
- advanced-elicitation.md
@@ -69,4 +72,6 @@ dependencies:
- game-brief-tmpl.yaml
checklists:
- game-design-checklist.md
data:
- bmad-kb.md
```

View File

@@ -26,13 +26,17 @@ activation-instructions:
- 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: Read the following full files as these are your explicit rules for development standards for this project - {root}/core-config.yaml devLoadAlwaysFiles list
- CRITICAL: The path for the Unity Editor is specified by unityEditorLocation in {root}/core-config.yaml
- CRITICAL: Do NOT load any other files during startup aside from the assigned story and devLoadAlwaysFiles items, unless user requested you do or the following contradicts
- CRITICAL: Do NOT begin development until a story is not in draft mode and you are told to proceed
- 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
name: Pinky
id: game-developer
title: Game Developer (Unity & C#)
icon: 👾
whenToUse: Use for Unity implementation, game story development, technical architecture, and C# code implementation
whenToUse: Use for Unity implementation, game story development, and C# code implementation
customization: null
persona:
role: Expert Unity Game Developer & C# Specialist
@@ -40,39 +44,35 @@ persona:
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
- CRITICAL: Story has ALL info you will need aside from what you loaded during the startup commands. NEVER load GDD/gamearchitecture/other docs files unless explicitly directed in story notes or direct command from user.
- CRITICAL: ONLY update story file Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log)
- CRITICAL: FOLLOW THE develop-story command when the user tells you to implement the story
- 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
- Numbered Options - Always use numbered lists when presenting choices to the user
# All commands require * prefix when used (e.g., *help)
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
- help: Show numbered list of the following commands to allow selection
- run-tests: Execute Unity-specific linting and tests
- explain: teach me what and why you did whatever you just did in detail so I can learn. Explain to me as if you were training a junior Unity developer.
- exit: Say goodbye as the Game Developer, and then abandon inhabiting this persona
develop-story:
order-of-execution: "Read (first or next) task→Implement Task and its subtasks→Write tests→Execute validations→Only if ALL pass, then update the task checkbox with [x]→Update story section File List to ensure it lists and new or modified or deleted source file→repeat order-of-execution until complete"
story-file-updates-ONLY:
- CRITICAL: ONLY UPDATE THE STORY FILE WITH UPDATES TO SECTIONS INDICATED BELOW. DO NOT MODIFY ANY OTHER SECTIONS.
- CRITICAL: You are ONLY authorized to edit these specific sections of story files - Tasks / Subtasks Checkboxes, Dev Agent Record section and all its subsections, Agent Model Used, Debug Log References, Completion Notes List, File List, Change Log, Status
- CRITICAL: DO NOT modify Status, Story, Acceptance Criteria, Dev Notes, Testing sections, or any other sections not listed above
blocking: "HALT for: Unapproved deps needed, confirm with user | Ambiguous after story check | 3 failures attempting to implement or fix something repeatedly | Missing config | Failing regression"
ready-for-review: "Code matches requirements + All validations pass + Follows Unity & C# standards + File List complete + Stable FPS"
completion: "All Tasks and Subtasks marked [x] and have tests→Validations and full regression passes (DON'T BE LAZY, EXECUTE ALL TESTS and CONFIRM)→Ensure File List is Complete→run the task execute-checklist for the checklist game-story-dod-checklist→set story status: 'Ready for Review'→HALT"
dependencies:
tasks:
- execute-checklist.md
templates:
- game-architecture-tmpl.yaml
- validate-next-story.md
checklists:
- game-story-dod-checklist.md
data:
- development-guidelines.md
```

View File

@@ -27,7 +27,6 @@ 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: Jordan
id: game-sm
@@ -40,25 +39,27 @@ persona:
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
core_principles:
- Rigorously follow `create-game-story` procedure to generate detailed user stories
- Apply `game-story-dod-checklist` meticulously for validation
- Ensure all information comes from GDD and Architecture to guide the dev agent
- Focus on one story at a time - complete one before starting next
- Understand Unity, C#, component-based architecture, and performance requirements
- You are NOT allowed to implement stories or modify code EVER!
# All commands require * prefix when used (e.g., *help)
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'
- help: Show numbered list of the following commands to allow selection
- draft: Execute task create-game-story.md
- correct-course: Execute task correct-course-game.md
- story-checklist: Execute task execute-checklist.md with checklist game-story-dod-checklist.md
- exit: Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona
dependencies:
tasks:
- create-game-story.md
- execute-checklist.md
- correct-course-game.md
templates:
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
- game-change-checklist.md
```

View File

@@ -0,0 +1,396 @@
# Game Architect Solution Validation Checklist
This checklist serves as a comprehensive framework for the Game Architect to validate the technical design and architecture before game development execution. The Game Architect should systematically work through each item, ensuring the game architecture is robust, scalable, performant, and aligned with the Game Design Document requirements.
[[LLM: INITIALIZATION INSTRUCTIONS - REQUIRED ARTIFACTS
Before proceeding with this checklist, ensure you have access to:
1. game-architecture.md - The primary game architecture document (check docs/game-architecture.md)
2. game-design-doc.md - Game Design Document for game requirements alignment (check docs/game-design-doc.md)
3. Any system diagrams referenced in the architecture
4. Unity project structure documentation
5. Game balance and configuration specifications
6. Platform target specifications
IMPORTANT: If any required documents are missing or inaccessible, immediately ask the user for their location or content before proceeding.
GAME PROJECT TYPE DETECTION:
First, determine the game project type by checking:
- Is this a 2D Unity game project?
- What platforms are targeted?
- What are the core game mechanics from the GDD?
- Are there specific performance requirements?
VALIDATION APPROACH:
For each section, you must:
1. Deep Analysis - Don't just check boxes, thoroughly analyze each item against the provided documentation
2. Evidence-Based - Cite specific sections or quotes from the documents when validating
3. Critical Thinking - Question assumptions and identify gaps, not just confirm what's present
4. Performance Focus - Consider frame rate impact and mobile optimization for every architectural decision
EXECUTION MODE:
Ask the user if they want to work through the checklist:
- Section by section (interactive mode) - Review each section, present findings, get confirmation before proceeding
- All at once (comprehensive mode) - Complete full analysis and present comprehensive report at end]]
## 1. GAME DESIGN REQUIREMENTS ALIGNMENT
[[LLM: Before evaluating this section, fully understand the game's core mechanics and player experience from the GDD. What type of gameplay is this? What are the player's primary actions? What must feel responsive and smooth? Keep these in mind as you validate the technical architecture serves the game design.]]
### 1.1 Core Mechanics Coverage
- [ ] Architecture supports all core game mechanics from GDD
- [ ] Technical approaches for all game systems are addressed
- [ ] Player controls and input handling are properly architected
- [ ] Game state management covers all required states
- [ ] All gameplay features have corresponding technical systems
### 1.2 Performance & Platform Requirements
- [ ] Target frame rate requirements are addressed with specific solutions
- [ ] Mobile platform constraints are considered in architecture
- [ ] Memory usage optimization strategies are defined
- [ ] Battery life considerations are addressed
- [ ] Cross-platform compatibility is properly architected
### 1.3 Unity-Specific Requirements Adherence
- [ ] Unity version and LTS requirements are satisfied
- [ ] Unity Package Manager dependencies are specified
- [ ] Target platform build settings are addressed
- [ ] Unity asset pipeline usage is optimized
- [ ] MonoBehaviour lifecycle usage is properly planned
## 2. GAME ARCHITECTURE FUNDAMENTALS
[[LLM: Game architecture must be clear for rapid iteration. As you review this section, think about how a game developer would implement these systems. Are the component responsibilities clear? Would the architecture support quick gameplay tweaks and balancing changes? Look for Unity-specific patterns and clear separation of game logic.]]
### 2.1 Game Systems Clarity
- [ ] Game architecture is documented with clear system diagrams
- [ ] Major game systems and their responsibilities are defined
- [ ] System interactions and dependencies are mapped
- [ ] Game data flows are clearly illustrated
- [ ] Unity-specific implementation approaches are specified
### 2.2 Unity Component Architecture
- [ ] Clear separation between GameObjects, Components, and ScriptableObjects
- [ ] MonoBehaviour usage follows Unity best practices
- [ ] Prefab organization and instantiation patterns are defined
- [ ] Scene management and loading strategies are clear
- [ ] Unity's component-based architecture is properly leveraged
### 2.3 Game Design Patterns & Practices
- [ ] Appropriate game programming patterns are employed (Singleton, Observer, State Machine, etc.)
- [ ] Unity best practices are followed throughout
- [ ] Common game development anti-patterns are avoided
- [ ] Consistent architectural style across game systems
- [ ] Pattern usage is documented with Unity-specific examples
### 2.4 Scalability & Iteration Support
- [ ] Game systems support rapid iteration and balancing changes
- [ ] Components can be developed and tested independently
- [ ] Game configuration changes can be made without code changes
- [ ] Architecture supports adding new content and features
- [ ] System designed for AI agent implementation of game features
## 3. UNITY TECHNOLOGY STACK & DECISIONS
[[LLM: Unity technology choices impact long-term maintainability. For each Unity-specific decision, consider: Is this using Unity's strengths? Will this scale to full production? Are we fighting against Unity's paradigms? Verify that specific Unity versions and package versions are defined.]]
### 3.1 Unity Technology Selection
- [ ] Unity version (preferably LTS) is specifically defined
- [ ] Required Unity packages are listed with versions
- [ ] Unity features used are appropriate for 2D game development
- [ ] Third-party Unity assets are justified and documented
- [ ] Technology choices leverage Unity's 2D toolchain effectively
### 3.2 Game Systems Architecture
- [ ] Game Manager and core systems architecture is defined
- [ ] Audio system using Unity's AudioMixer is specified
- [ ] Input system using Unity's new Input System is outlined
- [ ] UI system using Unity's UI Toolkit or UGUI is determined
- [ ] Scene management and loading architecture is clear
- [ ] Gameplay systems architecture covers core game mechanics and player interactions
- [ ] Component architecture details define MonoBehaviour and ScriptableObject patterns
- [ ] Physics configuration for Unity 2D is comprehensively defined
- [ ] State machine architecture covers game states, player states, and entity behaviors
- [ ] UI component system and data binding patterns are established
- [ ] UI state management across screens and game states is defined
- [ ] Data persistence and save system architecture is fully specified
- [ ] Analytics integration approach is defined (if applicable)
- [ ] Multiplayer architecture is detailed (if applicable)
- [ ] Rendering pipeline configuration and optimization strategies are clear
- [ ] Shader guidelines and performance considerations are documented
- [ ] Sprite management and optimization strategies are defined
- [ ] Particle system architecture and performance budgets are established
- [ ] Audio architecture includes system design and category management
- [ ] Audio mixing configuration with Unity AudioMixer is detailed
- [ ] Sound bank management and asset organization is specified
- [ ] Unity development conventions and best practices are documented
### 3.3 Data Architecture & Game Balance
- [ ] ScriptableObject usage for game data is properly planned
- [ ] Game balance data structures are fully defined
- [ ] Save/load system architecture is specified
- [ ] Data serialization approach is documented
- [ ] Configuration and tuning data management is outlined
### 3.4 Asset Pipeline & Management
- [ ] Sprite and texture management approach is defined
- [ ] Audio asset organization is specified
- [ ] Prefab organization and management is planned
- [ ] Asset loading and memory management strategies are outlined
- [ ] Build pipeline and asset bundling approach is defined
## 4. GAME PERFORMANCE & OPTIMIZATION
[[LLM: Performance is critical for games. This section focuses on Unity-specific performance considerations. Think about frame rate stability, memory allocation, and mobile constraints. Look for specific Unity profiling and optimization strategies.]]
### 4.1 Rendering Performance
- [ ] 2D rendering pipeline optimization is addressed
- [ ] Sprite batching and draw call optimization is planned
- [ ] UI rendering performance is considered
- [ ] Particle system performance limits are defined
- [ ] Target platform rendering constraints are addressed
### 4.2 Memory Management
- [ ] Object pooling strategies are defined for frequently instantiated objects
- [ ] Memory allocation minimization approaches are specified
- [ ] Asset loading and unloading strategies prevent memory leaks
- [ ] Garbage collection impact is minimized through design
- [ ] Mobile memory constraints are properly addressed
### 4.3 Game Logic Performance
- [ ] Update loop optimization strategies are defined
- [ ] Physics system performance considerations are addressed
- [ ] Coroutine usage patterns are optimized
- [ ] Event system performance impact is minimized
- [ ] AI and game logic performance budgets are established
### 4.4 Mobile & Cross-Platform Performance
- [ ] Mobile-specific performance optimizations are planned
- [ ] Battery life optimization strategies are defined
- [ ] Platform-specific performance tuning is addressed
- [ ] Scalable quality settings system is designed
- [ ] Performance testing approach for target devices is outlined
## 5. GAME SYSTEMS RESILIENCE & TESTING
[[LLM: Games need robust systems that handle edge cases gracefully. Consider what happens when the player does unexpected things, when systems fail, or when running on low-end devices. Look for specific testing strategies for game logic and Unity systems.]]
### 5.1 Game State Resilience
- [ ] Save/load system error handling is comprehensive
- [ ] Game state corruption recovery is addressed
- [ ] Invalid player input handling is specified
- [ ] Game system failure recovery approaches are defined
- [ ] Edge case handling in game logic is documented
### 5.2 Unity-Specific Testing
- [ ] Unity Test Framework usage is defined
- [ ] Game logic unit testing approach is specified
- [ ] Play mode testing strategies are outlined
- [ ] Performance testing with Unity Profiler is planned
- [ ] Device testing approach across target platforms is defined
### 5.3 Game Balance & Configuration Testing
- [ ] Game balance testing methodology is defined
- [ ] Configuration data validation is specified
- [ ] A/B testing support is considered if needed
- [ ] Game metrics collection is planned
- [ ] Player feedback integration approach is outlined
## 6. GAME DEVELOPMENT WORKFLOW
[[LLM: Efficient game development requires clear workflows. Consider how designers, artists, and programmers will collaborate. Look for clear asset pipelines, version control strategies, and build processes that support the team.]]
### 6.1 Unity Project Organization
- [ ] Unity project folder structure is clearly defined
- [ ] Asset naming conventions are specified
- [ ] Scene organization and workflow is documented
- [ ] Prefab organization and usage patterns are defined
- [ ] Version control strategy for Unity projects is outlined
### 6.2 Content Creation Workflow
- [ ] Art asset integration workflow is defined
- [ ] Audio asset integration process is specified
- [ ] Level design and creation workflow is outlined
- [ ] Game data configuration process is clear
- [ ] Iteration and testing workflow supports rapid changes
### 6.3 Build & Deployment
- [ ] Unity build pipeline configuration is specified
- [ ] Multi-platform build strategy is defined
- [ ] Build automation approach is outlined
- [ ] Testing build deployment is addressed
- [ ] Release build optimization is planned
## 7. GAME-SPECIFIC IMPLEMENTATION GUIDANCE
[[LLM: Clear implementation guidance prevents game development mistakes. Consider Unity-specific coding patterns, common pitfalls in game development, and clear examples of how game systems should be implemented.]]
### 7.1 Unity C# Coding Standards
- [ ] Unity-specific C# coding standards are defined
- [ ] MonoBehaviour lifecycle usage patterns are specified
- [ ] Coroutine usage guidelines are outlined
- [ ] Event system usage patterns are defined
- [ ] ScriptableObject creation and usage patterns are documented
### 7.2 Game System Implementation Patterns
- [ ] Singleton pattern usage for game managers is specified
- [ ] State machine implementation patterns are defined
- [ ] Observer pattern usage for game events is outlined
- [ ] Object pooling implementation patterns are documented
- [ ] Component communication patterns are clearly defined
### 7.3 Unity Development Environment
- [ ] Unity project setup and configuration is documented
- [ ] Required Unity packages and versions are specified
- [ ] Unity Editor workflow and tools usage is outlined
- [ ] Debug and testing tools configuration is defined
- [ ] Unity development best practices are documented
## 8. GAME CONTENT & ASSET MANAGEMENT
[[LLM: Games require extensive asset management. Consider how sprites, audio, prefabs, and data will be organized, loaded, and managed throughout the game's lifecycle. Look for scalable approaches that work with Unity's asset pipeline.]]
### 8.1 Game Asset Organization
- [ ] Sprite and texture organization is clearly defined
- [ ] Audio asset organization and management is specified
- [ ] Prefab organization and naming conventions are outlined
- [ ] ScriptableObject organization for game data is defined
- [ ] Asset dependency management is addressed
### 8.2 Dynamic Asset Loading
- [ ] Runtime asset loading strategies are specified
- [ ] Asset bundling approach is defined if needed
- [ ] Memory management for loaded assets is outlined
- [ ] Asset caching and unloading strategies are defined
- [ ] Platform-specific asset loading is addressed
### 8.3 Game Content Scalability
- [ ] Level and content organization supports growth
- [ ] Modular content design patterns are defined
- [ ] Content versioning and updates are addressed
- [ ] User-generated content support is considered if needed
- [ ] Content validation and testing approaches are specified
## 9. AI AGENT GAME DEVELOPMENT SUITABILITY
[[LLM: This game architecture may be implemented by AI agents. Review with game development clarity in mind. Are Unity patterns consistent? Is game logic complexity minimized? Would an AI agent understand Unity-specific concepts? Look for clear component responsibilities and implementation patterns.]]
### 9.1 Unity System Modularity
- [ ] Game systems are appropriately sized for AI implementation
- [ ] Unity component dependencies are minimized and clear
- [ ] MonoBehaviour responsibilities are singular and well-defined
- [ ] ScriptableObject usage patterns are consistent
- [ ] Prefab organization supports systematic implementation
### 9.2 Game Logic Clarity
- [ ] Game mechanics are broken down into clear, implementable steps
- [ ] Unity-specific patterns are documented with examples
- [ ] Complex game logic is simplified into component interactions
- [ ] State machines and game flow are explicitly defined
- [ ] Component communication patterns are predictable
### 9.3 Implementation Support
- [ ] Unity project structure templates are provided
- [ ] Component implementation patterns are documented
- [ ] Common Unity pitfalls are identified with solutions
- [ ] Game system testing patterns are clearly defined
- [ ] Performance optimization guidelines are explicit
## 10. PLATFORM & PUBLISHING CONSIDERATIONS
[[LLM: Different platforms have different requirements and constraints. Consider mobile app stores, desktop platforms, and web deployment. Look for platform-specific optimizations and compliance requirements.]]
### 10.1 Platform-Specific Architecture
- [ ] Mobile platform constraints are properly addressed
- [ ] Desktop platform features are leveraged appropriately
- [ ] Web platform limitations are considered if applicable
- [ ] Console platform requirements are addressed if applicable
- [ ] Platform-specific input handling is planned
### 10.2 Publishing & Distribution
- [ ] App store compliance requirements are addressed
- [ ] Platform-specific build configurations are defined
- [ ] Update and patch deployment strategy is planned
- [ ] Platform analytics integration is considered
- [ ] Platform-specific monetization is addressed if applicable
[[LLM: FINAL GAME ARCHITECTURE VALIDATION REPORT
Generate a comprehensive validation report that includes:
1. Executive Summary
- Overall game architecture readiness (High/Medium/Low)
- Critical risks for game development
- Key strengths of the game architecture
- Unity-specific assessment
2. Game Systems Analysis
- Pass rate for each major system section
- Most concerning gaps in game architecture
- Systems requiring immediate attention
- Unity integration completeness
3. Performance Risk Assessment
- Top 5 performance risks for the game
- Mobile platform specific concerns
- Frame rate stability risks
- Memory usage concerns
4. Implementation Recommendations
- Must-fix items before development
- Unity-specific improvements needed
- Game development workflow enhancements
5. AI Agent Implementation Readiness
- Game-specific concerns for AI implementation
- Unity component complexity assessment
- Areas needing additional clarification
6. Game Development Workflow Assessment
- Asset pipeline completeness
- Team collaboration workflow clarity
- Build and deployment readiness
- Testing strategy completeness
After presenting the report, ask the user if they would like detailed analysis of any specific game system or Unity-specific concerns.]]

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@@ -0,0 +1,203 @@
# Game Development Change Navigation Checklist
**Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Unity game development.
**Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
[[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
Before proceeding, understand:
1. This checklist is for SIGNIFICANT changes affecting game architecture or features
2. Minor tweaks (shader adjustments, UI positioning) don't require this process
3. The goal is to maintain playability while adapting to technical realities
4. Performance and player experience are paramount
Required context:
- The triggering issue (performance metrics, crash logs, feedback)
- Current development state (implemented features, current sprint)
- Access to GDD, technical specs, and performance budgets
- Understanding of remaining features and milestones
APPROACH:
This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Unity/game dev guidance.
REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
---
## 1. Understand the Trigger & Context
[[LLM: Start by understanding the game-specific issue. Ask technical questions:
- What performance metrics triggered this? (FPS, memory, load times)
- Is this platform-specific or universal?
- Can we reproduce it consistently?
- What Unity profiler data do we have?
- Is this a gameplay issue or technical constraint?
Focus on measurable impacts and technical specifics.]]
- [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
- [ ] **Define the Issue:** Articulate the core problem precisely.
- [ ] Performance bottleneck (CPU/GPU/Memory)?
- [ ] Platform-specific limitation?
- [ ] Unity engine constraint?
- [ ] Gameplay/balance issue from playtesting?
- [ ] Asset pipeline or build size problem?
- [ ] Third-party SDK/plugin conflict?
- [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target FPS, memory usage, build size).
- [ ] **Gather Technical Evidence:** Note profiler data, crash logs, platform test results, player feedback.
## 2. Game Feature Impact Assessment
[[LLM: Game features are interconnected. Evaluate systematically:
1. Can we optimize the current feature without changing gameplay?
2. Do dependent features need adjustment?
3. Are there platform-specific workarounds?
4. Does this affect our performance budget allocation?
Consider both technical and gameplay impacts.]]
- [ ] **Analyze Current Sprint Features:**
- [ ] Can the current feature be optimized (LOD, pooling, batching)?
- [ ] Does it need gameplay simplification?
- [ ] Should it be platform-specific (high-end only)?
- [ ] **Analyze Dependent Systems:**
- [ ] Review all game systems interacting with the affected feature.
- [ ] Do physics systems need adjustment?
- [ ] Are UI/HUD systems impacted?
- [ ] Do save/load systems require changes?
- [ ] Are multiplayer systems affected?
- [ ] **Summarize Feature Impact:** Document effects on gameplay systems and technical architecture.
## 3. Game Artifact Conflict & Impact Analysis
[[LLM: Game documentation drives development. Check each artifact:
1. Does this invalidate GDD mechanics?
2. Are technical architecture assumptions still valid?
3. Do performance budgets need reallocation?
4. Are platform requirements still achievable?
Missing conflicts cause performance issues later.]]
- [ ] **Review GDD:**
- [ ] Does the issue conflict with core gameplay mechanics?
- [ ] Do game features need scaling for performance?
- [ ] Are progression systems affected?
- [ ] Do balance parameters need adjustment?
- [ ] **Review Technical Architecture:**
- [ ] Does the issue conflict with Unity architecture (scene structure, prefab hierarchy)?
- [ ] Are component systems impacted?
- [ ] Do shader/rendering approaches need revision?
- [ ] Are data structures optimal for the scale?
- [ ] **Review Performance Specifications:**
- [ ] Are target framerates still achievable?
- [ ] Do memory budgets need reallocation?
- [ ] Are load time targets realistic?
- [ ] Do we need platform-specific targets?
- [ ] **Review Asset Specifications:**
- [ ] Do texture resolutions need adjustment?
- [ ] Are model poly counts appropriate?
- [ ] Do audio compression settings need changes?
- [ ] Is the animation budget sustainable?
- [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
## 4. Path Forward Evaluation
[[LLM: Present game-specific solutions with technical trade-offs:
1. What's the performance gain?
2. How much rework is required?
3. What's the player experience impact?
4. Are there platform-specific solutions?
5. Is this maintainable across updates?
Be specific about Unity implementation details.]]
- [ ] **Option 1: Optimization Within Current Design:**
- [ ] Can performance be improved through Unity optimizations?
- [ ] Object pooling implementation?
- [ ] LOD system addition?
- [ ] Texture atlasing?
- [ ] Draw call batching?
- [ ] Shader optimization?
- [ ] Define specific optimization techniques.
- [ ] Estimate performance improvement potential.
- [ ] **Option 2: Feature Scaling/Simplification:**
- [ ] Can the feature be simplified while maintaining fun?
- [ ] Identify specific elements to scale down.
- [ ] Define platform-specific variations.
- [ ] Assess player experience impact.
- [ ] **Option 3: Architecture Refactor:**
- [ ] Would restructuring improve performance significantly?
- [ ] Identify Unity-specific refactoring needs:
- [ ] Scene organization changes?
- [ ] Prefab structure optimization?
- [ ] Component system redesign?
- [ ] State machine optimization?
- [ ] Estimate development effort.
- [ ] **Option 4: Scope Adjustment:**
- [ ] Can we defer features to post-launch?
- [ ] Should certain features be platform-exclusive?
- [ ] Do we need to adjust milestone deliverables?
- [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
## 5. Game Development Change Proposal Components
[[LLM: The proposal must include technical specifics:
1. Performance metrics (before/after projections)
2. Unity implementation details
3. Platform-specific considerations
4. Testing requirements
5. Risk mitigation strategies
Make it actionable for game developers.]]
(Ensure all points from previous sections are captured)
- [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
- [ ] **Feature Impact Summary:** Affected game systems and dependencies.
- [ ] **Performance Projections:** Expected improvements from chosen solution.
- [ ] **Implementation Plan:** Unity-specific technical approach.
- [ ] **Platform Considerations:** Any platform-specific implementations.
- [ ] **Testing Strategy:** Performance benchmarks and validation approach.
- [ ] **Risk Assessment:** Technical risks and mitigation plans.
- [ ] **Updated Game Stories:** Revised stories with technical constraints.
## 6. Final Review & Handoff
[[LLM: Game changes require technical validation. Before concluding:
1. Are performance targets clearly defined?
2. Is the Unity implementation approach clear?
3. Do we have rollback strategies?
4. Are test scenarios defined?
5. Is platform testing covered?
Get explicit approval on technical approach.
FINAL REPORT:
Provide a technical summary:
- Performance issue and root cause
- Chosen solution with expected gains
- Implementation approach in Unity
- Testing and validation plan
- Timeline and milestone impacts
Keep it technically precise and actionable.]]
- [ ] **Review Checklist:** Confirm all technical aspects discussed.
- [ ] **Review Change Proposal:** Ensure Unity implementation details are clear.
- [ ] **Performance Validation:** Define how we'll measure success.
- [ ] **User Approval:** Obtain approval for technical approach.
- [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
---

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@@ -176,7 +176,7 @@
- [ ] **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
- [ ] **Asset Production** - Asset requirements enable art and audio production
- [ ] **Development Workflow** - Clear path from design to implementation
- [ ] **Quality Assurance** - Testing and validation processes established

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@@ -1,160 +1,132 @@
# Game Development Story Definition of Done Checklist
# Game Development Story Definition of Done (DoD) Checklist
## Story Completeness
## Instructions for Developer Agent
### Basic Story Elements
Before marking a story as 'Review', please go through each item in this checklist. Report the status of each item (e.g., [x] Done, [ ] Not Done, [N/A] Not Applicable) and provide brief comments if necessary.
- [ ] **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
[[LLM: INITIALIZATION INSTRUCTIONS - GAME STORY DOD VALIDATION
### Game Design Alignment
This checklist is for GAME DEVELOPER AGENTS to self-validate their work before marking a story complete.
- [ ] **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
IMPORTANT: This is a self-assessment. Be honest about what's actually done vs what should be done. It's better to identify issues now than have them found in review.
## Technical Specifications
EXECUTION APPROACH:
### Architecture Compliance
1. Go through each section systematically
2. Mark items as [x] Done, [ ] Not Done, or [N/A] Not Applicable
3. Add brief comments explaining any [ ] or [N/A] items
4. Be specific about what was actually implemented
5. Flag any concerns or technical debt created
- [ ] **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
The goal is quality delivery, not just checking boxes.]]
### Unity Requirements
## Checklist Items
- [ ] **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
1. **Requirements Met:**
### Code Quality Standards
[[LLM: Be specific - list each requirement and whether it's complete. Include game-specific requirements from GDD]]
- [ ] **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
- [ ] All functional requirements specified in the story are implemented.
- [ ] All acceptance criteria defined in the story are met.
- [ ] Game Design Document (GDD) requirements referenced in the story are implemented.
- [ ] Player experience goals specified in the story are achieved.
## Implementation Readiness
2. **Coding Standards & Project Structure:**
### Acceptance Criteria
[[LLM: Code quality matters for maintainability. Check Unity-specific patterns and C# standards]]
- [ ] **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
- [ ] All new/modified code strictly adheres to `Operational Guidelines`.
- [ ] All new/modified code aligns with `Project Structure` (Scripts/, Prefabs/, Scenes/, etc.).
- [ ] Adherence to `Tech Stack` for Unity version and packages used.
- [ ] Adherence to `Api Reference` and `Data Models` (if story involves API or data model changes).
- [ ] Unity best practices followed (prefab usage, component design, event handling).
- [ ] C# coding standards followed (naming conventions, error handling, memory management).
- [ ] Basic security best practices applied for new/modified code.
- [ ] No new linter errors or warnings introduced.
- [ ] Code is well-commented where necessary (clarifying complex logic, not obvious statements).
### Implementation Tasks
3. **Testing:**
- [ ] **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
[[LLM: Testing proves your code works. Include Unity-specific testing with NUnit and manual testing]]
### Dependencies
- [ ] All required unit tests (NUnit) as per the story and testing strategy are implemented.
- [ ] All required integration tests (if applicable) are implemented.
- [ ] Manual testing performed in Unity Editor for all game functionality.
- [ ] All tests (unit, integration, manual) pass successfully.
- [ ] Test coverage meets project standards (if defined).
- [ ] Performance tests conducted (frame rate, memory usage).
- [ ] Edge cases and error conditions tested.
- [ ] **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
4. **Functionality & Verification:**
## Testing Requirements
[[LLM: Did you actually run and test your code in Unity? Be specific about game mechanics tested]]
### Test Coverage
- [ ] Functionality has been manually verified in Unity Editor and play mode.
- [ ] Game mechanics work as specified in the GDD.
- [ ] Player controls and input handling work correctly.
- [ ] UI elements function properly (if applicable).
- [ ] Audio integration works correctly (if applicable).
- [ ] Visual feedback and animations work as intended.
- [ ] Edge cases and potential error conditions handled gracefully.
- [ ] Cross-platform functionality verified (desktop/mobile as applicable).
- [ ] **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
5. **Story Administration:**
### Test Implementation
[[LLM: Documentation helps the next developer. Include Unity-specific implementation notes]]
- [ ] **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
- [ ] All tasks within the story file are marked as complete.
- [ ] Any clarifications or decisions made during development are documented.
- [ ] Unity-specific implementation details documented (scene changes, prefab modifications).
- [ ] The story wrap up section has been completed with notes of changes.
- [ ] Changelog properly updated with Unity version and package changes.
## Game-Specific Quality
6. **Dependencies, Build & Configuration:**
### Gameplay Implementation
[[LLM: Build issues block everyone. Ensure Unity project builds for all target platforms]]
- [ ] **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
- [ ] Unity project builds successfully without errors.
- [ ] Project builds for all target platforms (desktop/mobile as specified).
- [ ] Any new Unity packages or Asset Store items were pre-approved OR approved by user.
- [ ] If new dependencies were added, they are recorded with justification.
- [ ] No known security vulnerabilities in newly added dependencies.
- [ ] Project settings and configurations properly updated.
- [ ] Asset import settings optimized for target platforms.
### User Experience
7. **Game-Specific Quality:**
- [ ] **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
[[LLM: Game quality matters. Check performance, game feel, and player experience]]
### Performance Optimization
- [ ] Frame rate meets target (30/60 FPS) on all platforms.
- [ ] Memory usage within acceptable limits.
- [ ] Game feel and responsiveness meet design requirements.
- [ ] Balance parameters from GDD correctly implemented.
- [ ] State management and persistence work correctly.
- [ ] Loading times and scene transitions acceptable.
- [ ] Mobile-specific requirements met (touch controls, aspect ratios).
- [ ] **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
8. **Documentation (If Applicable):**
## Documentation and Communication
[[LLM: Good documentation prevents future confusion. Include Unity-specific docs]]
### Story Documentation
- [ ] Code documentation (XML comments) for public APIs complete.
- [ ] Unity component documentation in Inspector updated.
- [ ] User-facing documentation updated, if changes impact players.
- [ ] Technical documentation (architecture, system diagrams) updated.
- [ ] Asset documentation (prefab usage, scene setup) complete.
- [ ] **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
## Final Confirmation
### Developer Handoff
[[LLM: FINAL GAME DOD SUMMARY
- [ ] **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
After completing the checklist:
## Final Validation
1. Summarize what game features/mechanics were implemented
2. List any items marked as [ ] Not Done with explanations
3. Identify any technical debt or performance concerns
4. Note any challenges with Unity implementation or game design
5. Confirm whether the story is truly ready for review
6. Report final performance metrics (FPS, memory usage)
### Story Readiness
Be honest - it's better to flag issues now than have them discovered during playtesting.]]
- [ ] **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._
- [ ] I, the Game Developer Agent, confirm that all applicable items above have been addressed.

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@@ -1,5 +1,5 @@
name: bmad-2d-unity-game-dev
version: 1.2.0
version: 1.5.0
short-title: Unity C# 2D Game Dev Pack
description: 2D Game Development expansion pack for BMad Method - Unity & C# focused
author: pbean (PinkyD)

View File

@@ -1,85 +1,494 @@
# Game Development BMad Knowledge Base
# BMad Knowledge Base - 2D Unity Game Development
## 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.
This is the game development expansion of BMad-Method (Breakthrough Method of Agile AI-driven Development), specializing in creating 2D games using Unity and C#. The v4 system introduces a modular architecture with improved dependency management, bundle optimization, and support for both web and IDE environments, specifically optimized for game development workflows.
### Key Features for Game Development
- **Game-Specialized Agent System**: AI agents for each game development role (Designer, Developer, Scrum Master)
- **Unity-Optimized Build System**: Automated dependency resolution for game assets and scripts
- **Dual Environment Support**: Optimized for both web UIs and game development IDEs
- **Game Development Resources**: Specialized templates, tasks, and checklists for 2D Unity games
- **Performance-First Approach**: Built-in optimization patterns for cross-platform game deployment
### 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
- **Development Approach**: Agile story-driven development with game-specific workflows
- **Performance Target**: Stable frame rate on target devices
- **Architecture**: Component-based architecture using Unity's best practices
## Core Game Development Philosophy
### When to Use BMad for Game Development
### Player-First Development
- **New Game Projects (Greenfield)**: Complete end-to-end game development from concept to deployment
- **Existing Game Projects (Brownfield)**: Feature additions, level expansions, and gameplay enhancements
- **Game Team Collaboration**: Multiple specialized roles working together on game features
- **Game Quality Assurance**: Structured testing, performance validation, and gameplay balance
- **Game Documentation**: Professional Game Design Documents, technical architecture, user stories
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:
## How BMad Works for Game Development
- **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
### The Core Method
### Game Development Principles
BMad transforms you into a "Player Experience CEO" - directing a team of specialized game development AI agents through structured workflows. Here's how:
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
1. **You Direct, AI Executes**: You provide game vision and creative decisions; agents handle implementation details
2. **Specialized Game Agents**: Each agent masters one game development role (Designer, Developer, Scrum Master)
3. **Game-Focused Workflows**: Proven patterns guide you from game concept to deployed 2D Unity game
4. **Clean Handoffs**: Fresh context windows ensure agents stay focused and effective for game development
## Game Development Workflow
### The Two-Phase Game Development Approach
### Phase 1: Game Concept and Design
#### Phase 1: Game Design & Planning (Web UI - Cost Effective)
1. **Game Designer**: Start with brainstorming and concept development
- Use large context windows for comprehensive game design
- Generate complete Game Design Documents and technical architecture
- Leverage multiple agents for creative brainstorming and mechanics refinement
- Create once, use throughout game development
- Use \*brainstorm to explore game concepts and mechanics
- Create Game Brief using game-brief-tmpl
- Develop core game pillars and player experience goals
#### Phase 2: Game Development (IDE - Implementation)
2. **Game Designer**: Create comprehensive Game Design Document
- Shard game design documents into manageable pieces
- Execute focused SM → Dev cycles for game features
- One game story at a time, sequential progress
- Real-time Unity operations, C# coding, and game testing
- Use game-design-doc-tmpl to create detailed GDD
- Define all game mechanics, progression, and balance
- Specify technical requirements and platform targets
### The Game Development Loop
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
```text
1. Game SM Agent (New Chat) → Creates next game story from sharded docs
2. You → Review and approve game story
3. Game Dev Agent (New Chat) → Implements approved game feature in Unity
4. QA Agent (New Chat) → Reviews code and tests gameplay
5. You → Verify game feature completion
6. Repeat until game epic complete
```
### Phase 2: Technical Architecture
### Why This Works for Games
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
- **Context Optimization**: Clean chats = better AI performance for complex game logic
- **Role Clarity**: Agents don't context-switch = higher quality game features
- **Incremental Progress**: Small game stories = manageable complexity
- **Player-Focused Oversight**: You validate each game feature = quality control
- **Design-Driven**: Game specs guide everything = consistent player experience
### Phase 3: Story-Driven Development
### Core Game Development Philosophy
5. **Game Scrum Master**: Break down design into development stories
#### Player-First Development
- 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
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.
6. **Game Developer**: Implement game features story by story
#### Game Development Principles
- 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
1. **MAXIMIZE_PLAYER_ENGAGEMENT**: Push the AI to create compelling gameplay. Challenge mechanics and iterate.
2. **GAMEPLAY_QUALITY_CONTROL**: You are the ultimate arbiter of fun. Review all game features.
3. **CREATIVE_OVERSIGHT**: Maintain the high-level game vision and ensure design alignment.
4. **ITERATIVE_REFINEMENT**: Expect to revisit game mechanics. Game development is not linear.
5. **CLEAR_GAME_INSTRUCTIONS**: Precise game requirements lead to better implementations.
6. **DOCUMENTATION_IS_KEY**: Good game design docs lead to good game features.
7. **START_SMALL_SCALE_FAST**: Test core mechanics, then expand and polish.
8. **EMBRACE_CREATIVE_CHAOS**: Adapt and overcome game development challenges.
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
## Getting Started with Game Development
### Quick Start Options for Game Development
#### Option 1: Web UI for Game Design
**Best for**: Game designers who want to start with comprehensive planning
1. Navigate to `dist/teams/` (after building)
2. Copy `unity-2d-game-team.txt` content
3. Create new Gemini Gem or CustomGPT
4. Upload file with instructions: "Your critical operating instructions are attached, do not break character as directed"
5. Type `/help` to see available game development commands
#### Option 2: IDE Integration for Game Development
**Best for**: Unity developers using Cursor, Claude Code, Windsurf, Trae, Cline, Roo Code, Github Copilot
```bash
# Interactive installation (recommended)
npx bmad-method install
# Select the bmad-2d-unity-game-dev expansion pack when prompted
```
**Installation Steps for Game Development**:
- Choose "Install expansion pack" when prompted
- Select "bmad-2d-unity-game-dev" from the list
- Select your IDE from supported options:
- **Cursor**: Native AI integration with Unity support
- **Claude Code**: Anthropic's official IDE
- **Windsurf**: Built-in AI capabilities
- **Trae**: Built-in AI capabilities
- **Cline**: VS Code extension with AI features
- **Roo Code**: Web-based IDE with agent support
- **GitHub Copilot**: VS Code extension with AI peer programming assistant
**Verify Game Development Installation**:
- `.bmad-core/` folder created with all core agents
- `.bmad-2d-unity-game-dev/` folder with game development agents
- IDE-specific integration files created
- Game development agents available with `/bmad2du` prefix (per config.yaml)
### Environment Selection Guide for Game Development
**Use Web UI for**:
- Game design document creation and brainstorming
- Cost-effective comprehensive game planning (especially with Gemini)
- Multi-agent game design consultation
- Creative ideation and mechanics refinement
**Use IDE for**:
- Unity project development and C# coding
- Game asset operations and project integration
- Game story management and implementation workflow
- Unity testing, profiling, and debugging
**Cost-Saving Tip for Game Development**: Create large game design documents in web UI, then copy to `docs/game-design-doc.md` and `docs/game-architecture.md` in your Unity project before switching to IDE for development.
### IDE-Only Game Development Workflow Considerations
**Can you do everything in IDE?** Yes, but understand the game development tradeoffs:
**Pros of IDE-Only Game Development**:
- Single environment workflow from design to Unity deployment
- Direct Unity project operations from start
- No copy/paste between environments
- Immediate Unity project integration
**Cons of IDE-Only Game Development**:
- Higher token costs for large game design document creation
- Smaller context windows for comprehensive game planning
- May hit limits during creative brainstorming phases
- Less cost-effective for extensive game design iteration
**CRITICAL RULE for Game Development**:
- **ALWAYS use Game SM agent for story creation** - Never use bmad-master or bmad-orchestrator
- **ALWAYS use Game Dev agent for Unity implementation** - Never use bmad-master or bmad-orchestrator
- **Why this matters**: Game SM and Game Dev agents are specifically optimized for Unity workflows
- **No exceptions**: Even if using bmad-master for design, switch to Game SM → Game Dev for implementation
## Core Configuration for Game Development (core-config.yaml)
**New in V4**: The `expansion-packs/bmad-2d-unity-game-dev/core-config.yaml` file enables BMad to work seamlessly with any Unity project structure, providing maximum flexibility for game development.
### Game Development Configuration
The expansion pack follows the standard BMad configuration patterns. Copy your core-config.yaml file to expansion-packs/bmad-2d-unity-game-dev/ and add Game-specific configurations to your project's `core-config.yaml`:
```yaml
markdownExploder: true
prd:
prdFile: docs/prd.md
prdVersion: v4
prdSharded: true
prdShardedLocation: docs/prd
epicFilePattern: epic-{n}*.md
architecture:
architectureFile: docs/architecture.md
architectureVersion: v4
architectureSharded: true
architectureShardedLocation: docs/architecture
gdd:
gddVersion: v4
gddSharded: true
gddLocation: docs/game-design-doc.md
gddShardedLocation: docs/gdd
epicFilePattern: epic-{n}*.md
gamearchitecture:
gamearchitectureFile: docs/architecture.md
gamearchitectureVersion: v3
gamearchitectureLocation: docs/game-architecture.md
gamearchitectureSharded: true
gamearchitectureShardedLocation: docs/game-architecture
gamebriefdocLocation: docs/game-brief.md
levelDesignLocation: docs/level-design.md
#Specify the location for your unity editor
unityEditorLocation: /home/USER/Unity/Hub/Editor/VERSION/Editor/Unity
customTechnicalDocuments: null
devDebugLog: .ai/debug-log.md
devStoryLocation: docs/stories
slashPrefix: bmad2du
#replace old devLoadAlwaysFiles with this once you have sharded your gamearchitecture document
devLoadAlwaysFiles:
- docs/game-architecture/9-coding-standards.md
- docs/game-architecture/3-tech-stack.md
- docs/game-architecture/8-unity-project-structure.md
```
## Complete Game Development Workflow
### Planning Phase (Web UI Recommended - Especially Gemini for Game Design!)
**Ideal for cost efficiency with Gemini's massive context for game brainstorming:**
**For All Game Projects**:
1. **Game Concept Brainstorming**: `/bmad2du/game-designer` - Use `*game-design-brainstorming` task
2. **Game Brief**: Create foundation game document using `game-brief-tmpl`
3. **Game Design Document Creation**: `/bmad2du/game-designer` - Use `game-design-doc-tmpl` for comprehensive game requirements
4. **Game Architecture Design**: `/bmad2du/game-architect` - Use `game-architecture-tmpl` for Unity technical foundation
5. **Level Design Framework**: `/bmad2du/game-designer` - Use `level-design-doc-tmpl` for level structure planning
6. **Document Preparation**: Copy final documents to Unity project as `docs/game-design-doc.md`, `docs/game-brief.md`, `docs/level-design.md` and `docs/game-architecture.md`
#### Example Game Planning Prompts
**For Game Design Document Creation**:
```text
"I want to build a [genre] 2D game that [core gameplay].
Help me brainstorm mechanics and create a comprehensive Game Design Document."
```
**For Game Architecture Design**:
```text
"Based on this Game Design Document, design a scalable Unity architecture
that can handle [specific game requirements] with stable performance."
```
### Critical Transition: Web UI to Unity IDE
**Once game planning is complete, you MUST switch to IDE for Unity development:**
- **Why**: Unity development workflow requires C# operations, asset management, and real-time Unity testing
- **Cost Benefit**: Web UI is more cost-effective for large game design creation; IDE is optimized for Unity development
- **Required Files**: Ensure `docs/game-design-doc.md` and `docs/game-architecture.md` exist in your Unity project
### Unity IDE Development Workflow
**Prerequisites**: Game planning documents must exist in `docs/` folder of Unity project
1. **Document Sharding** (CRITICAL STEP for Game Development):
- Documents created by Game Designer/Architect (in Web or IDE) MUST be sharded for development
- Use core BMad agents or tools to shard:
a) **Manual**: Use core BMad `shard-doc` task if available
b) **Agent**: Ask core `@bmad-master` agent to shard documents
- Shards `docs/game-design-doc.md``docs/game-design/` folder
- Shards `docs/game-architecture.md``docs/game-architecture/` folder
- **WARNING**: Do NOT shard in Web UI - copying many small files to Unity is painful!
2. **Verify Sharded Game Content**:
- At least one `feature-n.md` file in `docs/game-design/` with game stories in development order
- Unity system documents and coding standards for game dev agent reference
- Sharded docs for Game SM agent story creation
Resulting Unity Project Folder Structure:
- `docs/game-design/` - Broken down game design sections
- `docs/game-architecture/` - Broken down Unity architecture sections
- `docs/game-stories/` - Generated game development stories
3. **Game Development Cycle** (Sequential, one game story at a time):
**CRITICAL CONTEXT MANAGEMENT for Unity Development**:
- **Context windows matter!** Always use fresh, clean context windows
- **Model selection matters!** Use most powerful thinking model for Game SM story creation
- **ALWAYS start new chat between Game SM, Game Dev, and QA work**
**Step 1 - Game Story Creation**:
- **NEW CLEAN CHAT** → Select powerful model → `/bmad2du/game-sm``*draft`
- Game SM executes create-game-story task using `game-story-tmpl`
- Review generated story in `docs/game-stories/`
- Update status from "Draft" to "Approved"
**Step 2 - Unity Game Story Implementation**:
- **NEW CLEAN CHAT** → `/bmad2du/game-developer`
- Agent asks which game story to implement
- Include story file content to save game dev agent lookup time
- Game Dev follows tasks/subtasks, marking completion
- Game Dev maintains File List of all Unity/C# changes
- Game Dev marks story as "Review" when complete with all Unity tests passing
**Step 3 - Game QA Review**:
- **NEW CLEAN CHAT** → Use core `@qa` agent → execute review-story task
- QA performs senior Unity developer code review
- QA can refactor and improve Unity code directly
- QA appends results to story's QA Results section
- If approved: Status → "Done"
- If changes needed: Status stays "Review" with unchecked items for game dev
**Step 4 - Repeat**: Continue Game SM → Game Dev → QA cycle until all game feature stories complete
**Important**: Only 1 game story in progress at a time, worked sequentially until all game feature stories complete.
### Game Story Status Tracking Workflow
Game stories progress through defined statuses:
- **Draft** → **Approved****InProgress****Done**
Each status change requires user verification and approval before proceeding.
### Game Development Workflow Types
#### Greenfield Game Development
- Game concept brainstorming and mechanics design
- Game design requirements and feature definition
- Unity system architecture and technical design
- Game development execution
- Game testing, performance optimization, and deployment
#### Brownfield Game Enhancement (Existing Unity Projects)
**Key Concept**: Brownfield game development requires comprehensive documentation of your existing Unity project for AI agents to understand game mechanics, Unity patterns, and technical constraints.
**Brownfield Game Enhancement Workflow**:
Since this expansion pack doesn't include specific brownfield templates, you'll adapt the existing templates:
1. **Upload Unity project to Web UI** (GitHub URL, files, or zip)
2. **Create adapted Game Design Document**: `/bmad2du/game-designer` - Modify `game-design-doc-tmpl` to include:
- Analysis of existing game systems
- Integration points for new features
- Compatibility requirements
- Risk assessment for changes
3. **Game Architecture Planning**:
- Use `/bmad2du/game-architect` with `game-architecture-tmpl`
- Focus on how new features integrate with existing Unity systems
- Plan for gradual rollout and testing
4. **Story Creation for Enhancements**:
- Use `/bmad2du/game-sm` with `*create-game-story`
- Stories should explicitly reference existing code to modify
- Include integration testing requirements
**When to Use Each Game Development Approach**:
**Full Game Enhancement Workflow** (Recommended for):
- Major game feature additions
- Game system modernization
- Complex Unity integrations
- Multiple related gameplay changes
**Quick Story Creation** (Use when):
- Single, focused game enhancement
- Isolated gameplay fixes
- Small feature additions
- Well-documented existing Unity game
**Critical Success Factors for Game Development**:
1. **Game Documentation First**: Always document existing code thoroughly before making changes
2. **Unity Context Matters**: Provide agents access to relevant Unity scripts and game systems
3. **Gameplay Integration Focus**: Emphasize compatibility and non-breaking changes to game mechanics
4. **Incremental Approach**: Plan for gradual rollout and extensive game testing
## Document Creation Best Practices for Game Development
### Required File Naming for Game Framework Integration
- `docs/game-design-doc.md` - Game Design Document
- `docs/game-architecture.md` - Unity System Architecture Document
**Why These Names Matter for Game Development**:
- Game agents automatically reference these files during Unity development
- Game sharding tasks expect these specific filenames
- Game workflow automation depends on standard naming
### Cost-Effective Game Document Creation Workflow
**Recommended for Large Game Documents (Game Design Document, Game Architecture):**
1. **Use Web UI**: Create game documents in web interface for cost efficiency
2. **Copy Final Output**: Save complete markdown to your Unity project
3. **Standard Names**: Save as `docs/game-design-doc.md` and `docs/game-architecture.md`
4. **Switch to Unity IDE**: Use IDE agents for Unity development and smaller game documents
### Game Document Sharding
Game templates with Level 2 headings (`##`) can be automatically sharded:
**Original Game Design Document**:
```markdown
## Core Gameplay Mechanics
## Player Progression System
## Level Design Framework
## Technical Requirements
```
**After Sharding**:
- `docs/game-design/core-gameplay-mechanics.md`
- `docs/game-design/player-progression-system.md`
- `docs/game-design/level-design-framework.md`
- `docs/game-design/technical-requirements.md`
Use the `shard-doc` task or `@kayvan/markdown-tree-parser` tool for automatic game document sharding.
## Game Agent System
### Core Game Development Team
| Agent | Role | Primary Functions | When to Use |
| ---------------- | ----------------- | ------------------------------------------- | ------------------------------------------- |
| `game-designer` | Game Designer | Game mechanics, creative design, GDD | Game concept, mechanics, creative direction |
| `game-developer` | Unity Developer | C# implementation, Unity optimization | All Unity development tasks |
| `game-sm` | Game Scrum Master | Game story creation, sprint planning | Game project management, workflow |
| `game-architect` | Game Architect | Unity system design, technical architecture | Complex Unity systems, performance planning |
**Note**: For QA and other roles, use the core BMad agents (e.g., `@qa` from bmad-core).
### Game Agent Interaction Commands
#### IDE-Specific Syntax for Game Development
**Game Agent Loading by IDE**:
- **Claude Code**: `/bmad2du/game-designer`, `/bmad2du/game-developer`, `/bmad2du/game-sm`, `/bmad2du/game-architect`
- **Cursor**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Windsurf**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Trae**: `@bmad2du/game-designer`, `@bmad2du/game-developer`, `@bmad2du/game-sm`, `@bmad2du/game-architect`
- **Roo Code**: Select mode from mode selector with bmad2du prefix
- **GitHub Copilot**: Open the Chat view (`⌃⌘I` on Mac, `Ctrl+Alt+I` on Windows/Linux) and select the appropriate game agent.
**Common Game Development Task Commands**:
- `*help` - Show available game development commands
- `*status` - Show current game development context/progress
- `*exit` - Exit the game agent mode
- `*game-design-brainstorming` - Brainstorm game concepts and mechanics (Game Designer)
- `*draft` - Create next game development story (Game SM agent)
- `*validate-game-story` - Validate a game story implementation (with core QA agent)
- `*correct-course-game` - Course correction for game development issues
- `*advanced-elicitation` - Deep dive into game requirements
**In Web UI (after building with unity-2d-game-team)**:
```text
/bmad2du/game-designer - Access game designer agent
/bmad2du/game-architect - Access game architect agent
/bmad2du/game-developer - Access game developer agent
/bmad2du/game-sm - Access game scrum master agent
/help - Show available game development commands
/switch agent-name - Change active agent (if orchestrator available)
```
## Game-Specific Development Guidelines
@@ -90,17 +499,18 @@ You are developing games as a "Player Experience CEO" - thinking like a game dir
```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/
── _Project
├── 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
```
@@ -155,23 +565,59 @@ UnityProject/
- Input responsiveness validation
- Battery usage optimization (mobile)
## Usage Patterns and Best Practices for Game Development
### Environment-Specific Usage for Games
**Web UI Best For Game Development**:
- Initial game design and creative brainstorming phases
- Cost-effective large game document creation
- Game agent consultation and mechanics refinement
- Multi-agent game workflows with orchestrator
**Unity IDE Best For Game Development**:
- Active Unity development and C# implementation
- Unity asset operations and project integration
- Game story management and development cycles
- Unity testing, profiling, and debugging
### Quality Assurance for Game Development
- Use appropriate game agents for specialized tasks
- Follow Agile ceremonies and game review processes
- Use game-specific checklists:
- `game-architect-checklist` for architecture reviews
- `game-change-checklist` for change validation
- `game-design-checklist` for design reviews
- `game-story-dod-checklist` for story quality
- Regular validation with game templates
### Performance Optimization for Game Development
- Use specific game agents vs. `bmad-master` for focused Unity tasks
- Choose appropriate game team size for project needs
- Leverage game-specific technical preferences for consistency
- Regular context management and cache clearing for Unity workflows
## Game Development Team Roles
### Game Designer (Alex)
### Game Designer
- **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)
### Game Developer
- **Primary Focus**: Unity implementation, C# excellence, performance
- **Key Outputs**: Working game features, optimized code, technical architecture
- **Primary Focus**: Unity implementation, C# excellence, performance optimization
- **Key Outputs**: Working game features, optimized Unity code, technical architecture
- **Specialties**: C#/Unity, performance optimization, cross-platform development
### Game Scrum Master (Jordan)
### Game Scrum Master
- **Primary Focus**: Story creation, development planning, agile process
- **Primary Focus**: Game story creation, development planning, agile process
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
- **Specialties**: Story breakdown, developer handoffs, process optimization
@@ -248,4 +694,83 @@ UnityProject/
- Optimize physics settings and collision detection
- Use LOD (Level of Detail) for complex models
## Success Tips for Game Development
- **Use Gemini for game design planning** - The team-game-dev bundle provides collaborative game expertise
- **Use bmad-master for game document organization** - Sharding creates manageable game feature chunks
- **Follow the Game SM → Game Dev cycle religiously** - This ensures systematic game progress
- **Keep conversations focused** - One game agent, one Unity task per conversation
- **Review everything** - Always review and approve before marking game features complete
## Contributing to BMad-Method Game Development
### Game Development Contribution Guidelines
For full details, see `CONTRIBUTING.md`. Key points for game development:
**Fork Workflow for Game Development**:
1. Fork the repository
2. Create game development feature branches
3. Submit PRs to `next` branch (default) or `main` for critical game development fixes only
4. Keep PRs small: 200-400 lines ideal, 800 lines maximum
5. One game feature/fix per PR
**Game Development PR Requirements**:
- Clear descriptions (max 200 words) with What/Why/How/Testing for game features
- Use conventional commits (feat:, fix:, docs:) with game context
- Atomic commits - one logical game change per commit
- Must align with game development guiding principles
**Game Development Core Principles**:
- **Game Dev Agents Must Be Lean**: Minimize dependencies, save context for Unity code
- **Natural Language First**: Everything in markdown, no code in game development core
- **Core vs Game Expansion Packs**: Core for universal needs, game packs for Unity specialization
- **Game Design Philosophy**: "Game dev agents code Unity, game planning agents plan gameplay"
## Game Development Expansion Pack System
### This Game Development Expansion Pack
This 2D Unity Game Development expansion pack extends BMad-Method beyond traditional software development into professional game development. It provides specialized game agent teams, Unity templates, and game workflows while keeping the core framework lean and focused on general development.
### Why Use This Game Development Expansion Pack?
1. **Keep Core Lean**: Game dev agents maintain maximum context for Unity coding
2. **Game Domain Expertise**: Deep, specialized Unity and game development knowledge
3. **Community Game Innovation**: Game developers can contribute and share Unity patterns
4. **Modular Game Design**: Install only game development capabilities you need
### Using This Game Development Expansion Pack
1. **Install via CLI**:
```bash
npx bmad-method install
# Select "Install game development expansion pack" option
```
2. **Use in Your Game Workflow**: Installed game agents integrate seamlessly with existing BMad agents
### Creating Custom Game Development Extensions
Use the **expansion-creator** pack to build your own game development extensions:
1. **Define Game Domain**: What game development expertise are you capturing?
2. **Design Game Agents**: Create specialized game roles with clear Unity boundaries
3. **Build Game Resources**: Tasks, templates, checklists for your game domain
4. **Test & Share**: Validate with real Unity use cases, share with game development community
**Key Principle**: Game development expansion packs democratize game development expertise by making specialized Unity and game design knowledge accessible through AI agents.
## Getting Help with Game Development
- **Commands**: Use `*/*help` in any environment to see available game development commands
- **Game Agent Switching**: Use `*/*switch game-agent-name` with orchestrator for role changes
- **Game Documentation**: Check `docs/` folder for Unity project-specific context
- **Game Community**: Discord and GitHub resources available for game development support
- **Game Contributing**: See `CONTRIBUTING.md` for full game development guidelines
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#.

View File

@@ -9,15 +9,18 @@ This document establishes coding standards, architectural patterns, and developm
### 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`
@@ -26,6 +29,7 @@ This document establishes coding standards, architectural patterns, and developm
- 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`
@@ -39,7 +43,9 @@ This document establishes coding standards, architectural patterns, and developm
## Unity Architecture Patterns
### Scene Lifecycle Management
**Loading and Transitioning Between Scenes:**
```csharp
// SceneLoader.cs - A singleton for managing scene transitions.
using UnityEngine;
@@ -97,7 +103,9 @@ public class SceneLoader : MonoBehaviour
```
### MonoBehaviour Lifecycle
**Understanding Core MonoBehaviour Events:**
```csharp
// Example of a standard MonoBehaviour lifecycle
using UnityEngine;
@@ -138,7 +146,7 @@ public class PlayerController : MonoBehaviour
{
// 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()
@@ -165,6 +173,7 @@ public class PlayerController : MonoBehaviour
### Game Object Patterns
**Component-Based Architecture:**
```csharp
// Player.cs - The main GameObject class, acts as a container for components.
using UnityEngine;
@@ -214,6 +223,7 @@ public class PlayerHealth : MonoBehaviour
### Data-Driven Design with ScriptableObjects
**Define Data Containers:**
```csharp
// EnemyData.cs - A ScriptableObject to hold data for an enemy type.
using UnityEngine;
@@ -239,7 +249,7 @@ public class Enemy : MonoBehaviour
_currentHealth = _enemyData.maxHealth;
GetComponent<SpriteRenderer>().sprite = _enemyData.sprite;
}
// ... other enemy logic
}
```
@@ -247,6 +257,7 @@ public class Enemy : MonoBehaviour
### System Management
**Singleton Managers:**
```csharp
// GameManager.cs - A singleton to manage the overall game state.
using UnityEngine;
@@ -280,6 +291,7 @@ public class GameManager : MonoBehaviour
### Object Pooling
**Required for High-Frequency Objects (e.g., bullets, effects):**
```csharp
// ObjectPool.cs - A generic object pooling system.
using UnityEngine;
@@ -325,10 +337,12 @@ public class ObjectPool : MonoBehaviour
### 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.
@@ -339,6 +353,7 @@ public class ObjectPool : MonoBehaviour
**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`.
@@ -372,7 +387,9 @@ public class PlayerInputHandler : MonoBehaviour
### 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");
@@ -386,8 +403,10 @@ if (playerSprite == null)
### 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;
@@ -404,6 +423,7 @@ void Awake()
### Unit Testing (Edit Mode)
**Game Logic Testing:**
```csharp
// HealthSystemTests.cs - Example test for a simple health system.
using NUnit.Framework;
@@ -418,7 +438,7 @@ public class HealthSystemTests
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);
@@ -432,8 +452,10 @@ public class HealthSystemTests
### 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;
@@ -453,7 +475,7 @@ public class PlayerJumpTest
// 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();
// player.Jump();
// Wait for a few physics frames
yield return new WaitForSeconds(0.5f);

View File

@@ -0,0 +1,151 @@
# Correct Course Task - Game Development
## Purpose
- Guide a structured response to game development change triggers using the `{root}/checklists/game-change-checklist`.
- Analyze the impacts of changes on game features, technical systems, and milestone deliverables.
- Explore game-specific solutions (e.g., performance optimizations, feature scaling, platform adjustments).
- Draft specific, actionable proposed updates to affected game artifacts (e.g., GDD sections, technical specs, Unity configurations).
- Produce a consolidated "Game Development Change Proposal" document for review and approval.
- Ensure clear handoff path for changes requiring fundamental redesign or technical architecture updates.
## Instructions
### 1. Initial Setup & Mode Selection
- **Acknowledge Task & Inputs:**
- Confirm with the user that the "Game Development Correct Course Task" is being initiated.
- Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
- Confirm access to relevant game artifacts:
- Game Design Document (GDD)
- Technical Design Documents
- Unity Architecture specifications
- Performance budgets and platform requirements
- Current sprint's game stories and epics
- Asset specifications and pipelines
- Confirm access to `{root}/checklists/game-change-checklist`.
- **Establish Interaction Mode:**
- Ask the user their preferred interaction mode:
- **"Incrementally (Default & Recommended):** Work through the game-change-checklist section by section, discussing findings and drafting changes collaboratively. Best for complex technical or gameplay changes."
- **"YOLO Mode (Batch Processing):** Conduct batched analysis and present consolidated findings. Suitable for straightforward performance optimizations or minor adjustments."
- Confirm the selected mode and inform: "We will now use the game-change-checklist to analyze the change and draft proposed updates specific to our Unity game development context."
### 2. Execute Game Development Checklist Analysis
- Systematically work through the game-change-checklist sections:
1. **Change Context & Game Impact**
2. **Feature/System Impact Analysis**
3. **Technical Artifact Conflict Resolution**
4. **Performance & Platform Evaluation**
5. **Path Forward Recommendation**
- For each checklist section:
- Present game-specific prompts and considerations
- Analyze impacts on:
- Unity scenes and prefabs
- Component dependencies
- Performance metrics (FPS, memory, build size)
- Platform-specific code paths
- Asset loading and management
- Third-party plugins/SDKs
- Discuss findings with clear technical context
- Record status: `[x] Addressed`, `[N/A]`, `[!] Further Action Needed`
- Document Unity-specific decisions and constraints
### 3. Draft Game-Specific Proposed Changes
Based on the analysis and agreed path forward:
- **Identify affected game artifacts requiring updates:**
- GDD sections (mechanics, systems, progression)
- Technical specifications (architecture, performance targets)
- Unity-specific configurations (build settings, quality settings)
- Game story modifications (scope, acceptance criteria)
- Asset pipeline adjustments
- Platform-specific adaptations
- **Draft explicit changes for each artifact:**
- **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
- **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
- **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
- **GDD Updates:** Modify feature descriptions, balance parameters, progression systems
- **Asset Specifications:** Adjust texture sizes, model complexity, audio compression
- **Performance Targets:** Update FPS goals, memory limits, load time requirements
- **Include Unity-specific details:**
- Prefab structure changes
- Scene organization updates
- Component refactoring needs
- Shader/material optimizations
- Build pipeline modifications
### 4. Generate "Game Development Change Proposal"
- Create a comprehensive proposal document containing:
**A. Change Summary:**
- Original issue (performance, gameplay, technical constraint)
- Game systems affected
- Platform/performance implications
- Chosen solution approach
**B. Technical Impact Analysis:**
- Unity architecture changes needed
- Performance implications (with metrics)
- Platform compatibility effects
- Asset pipeline modifications
- Third-party dependency impacts
**C. Specific Proposed Edits:**
- For each game story: "Change Story GS-X.Y from: [old] To: [new]"
- For technical specs: "Update Unity Architecture Section X: [changes]"
- For GDD: "Modify [Feature] in Section Y: [updates]"
- For configurations: "Change [Setting] from [old_value] to [new_value]"
**D. Implementation Considerations:**
- Required Unity version updates
- Asset reimport needs
- Shader recompilation requirements
- Platform-specific testing needs
### 5. Finalize & Determine Next Steps
- Obtain explicit approval for the "Game Development Change Proposal"
- Provide the finalized document to the user
- **Based on change scope:**
- **Minor adjustments (can be handled in current sprint):**
- Confirm task completion
- Suggest handoff to game-dev agent for implementation
- Note any required playtesting validation
- **Major changes (require replanning):**
- Clearly state need for deeper technical review
- Recommend engaging Game Architect or Technical Lead
- Provide proposal as input for architecture revision
- Flag any milestone/deadline impacts
## Output Deliverables
- **Primary:** "Game Development Change Proposal" document containing:
- Game-specific change analysis
- Technical impact assessment with Unity context
- Platform and performance considerations
- Clearly drafted updates for all affected game artifacts
- Implementation guidance and constraints
- **Secondary:** Annotated game-change-checklist showing:
- Technical decisions made
- Performance trade-offs considered
- Platform-specific accommodations
- Unity-specific implementation notes

View File

@@ -1,217 +1,184 @@
# Create Game Development Story Task
# Create Game 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.
To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
## When to Use
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
- 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
### 0. Load Core Configuration and Check Workflow
## Prerequisites
- Load `{root}/core-config.yaml` from the project root
- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
- Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
Before creating stories, ensure you have:
### 1. Identify Next Story for Preparation
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
#### 1.1 Locate Epic Files and Review Existing Stories
## Process
- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
- **If highest story exists:**
- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
- If proceeding, select next sequential story in the current epic
- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
### 1. Story Identification
### 2. Gather Story Requirements and Previous Story Context
**Review Epic Context:**
- Extract story requirements from the identified epic file or GDD section
- If previous story exists, review Dev Agent Record sections for:
- Completion Notes and Debug Log References
- Implementation deviations and technical decisions
- Unity-specific challenges (prefab issues, scene management, performance)
- Asset pipeline decisions and optimizations
- Extract relevant insights that inform the current story's preparation
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
### 3. Gather Architecture Context
**Feature Analysis:**
#### 3.1 Determine Architecture Reading Strategy
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
- **If `gamearchitectureVersion: >= v3` and `gamearchitectureSharded: true`**: Read `{gamearchitectureShardedLocation}/index.md` then follow structured reading order below
- **Else**: Use monolithic `gamearchitectureFile` for similar sections
### 2. Story Scoping
#### 3.2 Read Architecture Documents Based on Story Type
**Single Responsibility:**
**For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
- 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
**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
**Implementation Clarity:**
**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
**For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
### 3. Template Execution
**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
**Load Template:**
Use `templates#game-story-tmpl` following all embedded LLM instructions
**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
**Key Focus Areas:**
#### 3.3 Extract Story-Specific Technical Details
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
### 4. Story Validation
Extract:
**Technical Review:**
- Specific Unity components and MonoBehaviours the story will use
- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
- Package-specific configurations and setup requirements
- Prefab structures and scene organization requirements
- Input system bindings and configurations
- Physics settings and collision layers
- UI canvas and layout specifications
- Asset naming conventions and folder structures
- Performance budgets (target FPS, memory limits, draw calls)
- Platform-specific considerations (mobile vs desktop)
- Testing requirements specific to Unity features
- 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
ALWAYS cite source documents: `[Source: gamearchitecture/{filename}.md#{section}]`
**Game Design Alignment:**
### 4. Unity-Specific Technical Analysis
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
#### 4.1 Package Dependencies Analysis
**Implementation Readiness:**
- Identify Unity Package Manager packages required for the story
- Document package versions from manifest.json
- Note any package-specific APIs or components being used
- List package configuration requirements (e.g., Input System settings, URP asset config)
- Identify any third-party Asset Store packages and their integration points
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
#### 4.2 Scene and Prefab Planning
### 5. Quality Assurance
- Identify which scenes will be modified or created
- List prefabs that need to be created or updated
- Document prefab variant requirements
- Specify scene loading/unloading requirements
**Apply Checklist:**
Execute `checklists#game-story-dod-checklist` against completed story
#### 4.3 Component Architecture
**Story Criteria:**
- Define MonoBehaviour scripts needed
- Specify ScriptableObject assets required
- Document component dependencies and execution order
- Identify required Unity Events and UnityActions
- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
#### 4.4 Asset Requirements
### 6. Story Refinement
- List sprite/texture requirements with resolution specs
- Define animation clips and animator controllers needed
- Specify audio clips and their import settings
- Document any shader or material requirements
- Note any package-specific assets (e.g., URP materials, Input Action maps)
**Developer Perspective:**
### 5. Populate Story Template with Full Context
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
- **`Dev Notes` section (CRITICAL):**
- CRITICAL: This section MUST contain ONLY information extracted from gamearchitecture documents and GDD. NEVER invent or assume technical details.
- Include ALL relevant technical details from Steps 2-4, organized by category:
- **Previous Story Insights**: Key learnings from previous story implementation
- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
- **Input Configuration**: Input actions, bindings, control schemes [with source references]
- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
- **Asset Pipeline**: Asset requirements, import settings, optimization notes
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
- **Platform Considerations**: Mobile vs desktop differences, input variations
- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
- Every technical detail MUST include its source reference: `[Source: gamearchitecture/{filename}.md#{section}]`
- If information for a category is not found in the gamearchitecture docs, explicitly state: "No specific guidance found in gamearchitecture docs"
- **`Tasks / Subtasks` section:**
- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed GameArchitecture Information
- Include Unity-specific tasks:
- Scene setup and configuration
- Prefab creation and testing
- Component implementation with proper lifecycle methods
- Input system integration
- Physics configuration
- UI implementation with proper anchoring
- Performance profiling checkpoints
- Each task must reference relevant gamearchitecture documentation
- Include PlayMode testing as explicit subtasks
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
- Add notes on Unity project structure alignment or discrepancies found in Step 4
**Iterative Improvement:**
### 6. Story Draft Completion and Review
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
- Review all sections for completeness and accuracy
- Verify all source references are included for technical details
- Ensure Unity-specific requirements are comprehensive:
- All scenes and prefabs documented
- Component dependencies clear
- Asset requirements specified
- Performance targets defined
- Update status to "Draft" and save the story file
- Execute `{root}/tasks/execute-checklist` `{root}/checklists/game-story-dod-checklist`
- Provide summary to user including:
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
- Status: Draft
- Key Unity components and systems included
- Scene/prefab modifications required
- Asset requirements identified
- Any deviations or conflicts noted between GDD and gamearchitecture
- Checklist Results
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
## Story Elements Checklist
### 7. Unity-Specific Validation
### Required Sections
Before finalizing, ensure:
- [ ] 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
- [ ] All required Unity packages are documented with versions
- [ ] Package-specific APIs and configurations are included
- [ ] All MonoBehaviour lifecycle methods are considered
- [ ] Prefab workflows are clearly defined
- [ ] Scene management approach is specified
- [ ] Input system integration is complete (legacy or new Input System)
- [ ] UI canvas setup follows Unity best practices
- [ ] Performance profiling points are identified
- [ ] Asset import settings are documented
- [ ] Platform-specific code paths are noted
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
### 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.
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.

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@@ -0,0 +1,200 @@
# Validate Game Story Task
## Purpose
To comprehensively validate a Unity 2D game development story draft before implementation begins, ensuring it contains all necessary Unity-specific technical context, game development requirements, and implementation details. This specialized validation prevents hallucinations, ensures Unity development readiness, and validates game-specific acceptance criteria and testing approaches.
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
### 0. Load Core Configuration and Inputs
- Load `{root}/core-config.yaml` from the project root
- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story validation."
- Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
- Identify and load the following inputs:
- **Story file**: The drafted game story to validate (provided by user or discovered in `devStoryLocation`)
- **Parent epic**: The epic containing this story's requirements from GDD
- **Architecture documents**: Based on configuration (sharded or monolithic)
- **Game story template**: `expansion-packs/bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml` for completeness validation
### 1. Game Story Template Completeness Validation
- Load `expansion-packs/bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml` and extract all required sections
- **Missing sections check**: Compare story sections against game story template sections to verify all Unity-specific sections are present:
- Unity Technical Context
- Component Architecture
- Scene & Prefab Requirements
- Asset Dependencies
- Performance Requirements
- Platform Considerations
- Integration Points
- Testing Strategy (Unity Test Framework)
- **Placeholder validation**: Ensure no template placeholders remain unfilled (e.g., `{{EpicNum}}`, `{{StoryNum}}`, `{{GameMechanic}}`, `_TBD_`)
- **Game-specific sections**: Verify presence of Unity development specific sections
- **Structure compliance**: Verify story follows game story template structure and formatting
### 2. Unity Project Structure and Asset Validation
- **Unity file paths clarity**: Are Unity-specific paths clearly specified (Assets/, Scripts/, Prefabs/, Scenes/, etc.)?
- **Package dependencies**: Are required Unity packages identified and version-locked?
- **Scene structure relevance**: Is relevant scene hierarchy and GameObject structure included?
- **Prefab organization**: Are prefab creation/modification requirements clearly specified?
- **Asset pipeline**: Are sprite imports, animation controllers, and audio assets properly planned?
- **Directory structure**: Do new Unity assets follow project structure according to architecture docs?
- **ScriptableObject requirements**: Are data containers and configuration objects identified?
- **Namespace compliance**: Are C# namespaces following project conventions?
### 3. Unity Component Architecture Validation
- **MonoBehaviour specifications**: Are Unity component classes sufficiently detailed for implementation?
- **Component dependencies**: Are Unity component interdependencies clearly mapped?
- **Unity lifecycle usage**: Are Start(), Update(), Awake() methods appropriately planned?
- **Event system integration**: Are UnityEvents, C# events, or custom messaging systems specified?
- **Serialization requirements**: Are [SerializeField] and public field requirements clear?
- **Component interfaces**: Are required interfaces and abstract base classes defined?
- **Performance considerations**: Are component update patterns optimized (Update vs FixedUpdate vs coroutines)?
### 4. Game Mechanics and Systems Validation
- **Core loop integration**: Does the story properly integrate with established game core loop?
- **Player input handling**: Are input mappings and input system requirements specified?
- **Game state management**: Are state transitions and persistence requirements clear?
- **UI/UX integration**: Are Canvas setup, UI components, and player feedback systems defined?
- **Audio integration**: Are AudioSource, AudioMixer, and sound effect requirements specified?
- **Animation systems**: Are Animator Controllers, Animation Clips, and transition requirements clear?
- **Physics integration**: Are Rigidbody2D, Collider2D, and physics material requirements specified?
### 5. Unity-Specific Acceptance Criteria Assessment
- **Functional testing**: Can all acceptance criteria be tested within Unity's Play Mode?
- **Visual validation**: Are visual/aesthetic acceptance criteria measurable and testable?
- **Performance criteria**: Are frame rate, memory usage, and build size criteria specified?
- **Platform compatibility**: Are mobile vs desktop specific acceptance criteria addressed?
- **Input validation**: Are different input methods (touch, keyboard, gamepad) covered?
- **Audio criteria**: Are audio mixing levels, sound trigger timing, and audio quality specified?
- **Animation validation**: Are animation smoothness, timing, and visual polish criteria defined?
### 6. Unity Testing and Validation Instructions Review
- **Unity Test Framework**: Are EditMode and PlayMode test approaches clearly specified?
- **Performance profiling**: Are Unity Profiler usage and performance benchmarking steps defined?
- **Build testing**: Are build process validation steps for target platforms specified?
- **Scene testing**: Are scene loading, unloading, and transition testing approaches clear?
- **Asset validation**: Are texture compression, audio compression, and asset optimization tests defined?
- **Platform testing**: Are device-specific testing requirements (mobile performance, input methods) specified?
- **Memory leak testing**: Are Unity memory profiling and leak detection steps included?
### 7. Unity Performance and Optimization Validation
- **Frame rate targets**: Are target FPS requirements clearly specified for different platforms?
- **Memory budgets**: Are texture memory, audio memory, and runtime memory limits defined?
- **Draw call optimization**: Are batching strategies and draw call reduction approaches specified?
- **Mobile performance**: Are mobile-specific performance considerations (battery, thermal) addressed?
- **Asset optimization**: Are texture compression, audio compression, and mesh optimization requirements clear?
- **Garbage collection**: Are GC-friendly coding patterns and object pooling requirements specified?
- **Loading time targets**: Are scene loading and asset streaming performance requirements defined?
### 8. Unity Security and Platform Considerations (if applicable)
- **Platform store requirements**: Are app store guidelines and submission requirements addressed?
- **Data privacy**: Are player data storage and analytics integration requirements specified?
- **Platform integration**: Are platform-specific features (achievements, leaderboards) requirements clear?
- **Content filtering**: Are age rating and content appropriateness considerations addressed?
- **Anti-cheat considerations**: Are client-side validation and server communication security measures specified?
- **Build security**: Are code obfuscation and asset protection requirements defined?
### 9. Unity Development Task Sequence Validation
- **Unity workflow order**: Do tasks follow proper Unity development sequence (prefabs before scenes, scripts before UI)?
- **Asset creation dependencies**: Are asset creation tasks properly ordered (sprites before animations, audio before mixers)?
- **Component dependencies**: Are script dependencies clear and implementation order logical?
- **Testing integration**: Are Unity test creation and execution properly sequenced with development tasks?
- **Build integration**: Are build process tasks appropriately placed in development sequence?
- **Platform deployment**: Are platform-specific build and deployment tasks properly sequenced?
### 10. Unity Anti-Hallucination Verification
- **Unity API accuracy**: Every Unity API reference must be verified against current Unity documentation
- **Package version verification**: All Unity package references must specify valid versions
- **Component architecture alignment**: Unity component relationships must match architecture specifications
- **Performance claims verification**: All performance targets must be realistic and based on platform capabilities
- **Asset pipeline accuracy**: All asset import settings and pipeline configurations must be valid
- **Platform capability verification**: All platform-specific features must be verified as available on target platforms
### 11. Unity Development Agent Implementation Readiness
- **Unity context completeness**: Can the story be implemented without consulting external Unity documentation?
- **Technical specification clarity**: Are all Unity-specific implementation details unambiguous?
- **Asset requirements clarity**: Are all required assets, their specifications, and import settings clearly defined?
- **Component relationship clarity**: Are all Unity component interactions and dependencies explicitly defined?
- **Testing approach completeness**: Are Unity-specific testing approaches fully specified and actionable?
- **Performance validation readiness**: Are all performance testing and optimization approaches clearly defined?
### 12. Generate Unity Game Story Validation Report
Provide a structured validation report including:
#### Game Story Template Compliance Issues
- Missing Unity-specific sections from game story template
- Unfilled placeholders or template variables specific to game development
- Missing Unity component specifications or asset requirements
- Structural formatting issues in game-specific sections
#### Critical Unity Issues (Must Fix - Story Blocked)
- Missing essential Unity technical information for implementation
- Inaccurate or unverifiable Unity API references or package dependencies
- Incomplete game mechanics or systems integration
- Missing required Unity testing framework specifications
- Performance requirements that are unrealistic or unmeasurable
#### Unity-Specific Should-Fix Issues (Important Quality Improvements)
- Unclear Unity component architecture or dependency relationships
- Missing platform-specific performance considerations
- Incomplete asset pipeline specifications or optimization requirements
- Task sequencing problems specific to Unity development workflow
- Missing Unity Test Framework integration or testing approaches
#### Game Development Nice-to-Have Improvements (Optional Enhancements)
- Additional Unity performance optimization context
- Enhanced asset creation guidance and best practices
- Clarifications for Unity-specific development patterns
- Additional platform compatibility considerations
- Enhanced debugging and profiling guidance
#### Unity Anti-Hallucination Findings
- Unverifiable Unity API claims or outdated Unity references
- Missing Unity package version specifications
- Inconsistencies with Unity project architecture documents
- Invented Unity components, packages, or development patterns
- Unrealistic performance claims or platform capability assumptions
#### Unity Platform and Performance Validation
- **Mobile Performance Assessment**: Frame rate targets, memory usage, and thermal considerations
- **Platform Compatibility Check**: Input methods, screen resolutions, and platform-specific features
- **Asset Pipeline Validation**: Texture compression, audio formats, and build size considerations
- **Unity Version Compliance**: Compatibility with specified Unity version and package versions
#### Final Unity Game Development Assessment
- **GO**: Story is ready for Unity implementation with all technical context
- **NO-GO**: Story requires Unity-specific fixes before implementation
- **Unity Implementation Readiness Score**: 1-10 scale based on Unity technical completeness
- **Game Development Confidence Level**: High/Medium/Low for successful Unity implementation
- **Platform Deployment Readiness**: Assessment of multi-platform deployment preparedness
- **Performance Optimization Readiness**: Assessment of performance testing and optimization preparedness
#### Recommended Next Steps
Based on validation results, provide specific recommendations for:
- Unity technical documentation improvements needed
- Asset creation or acquisition requirements
- Performance testing and profiling setup requirements
- Platform-specific development environment setup needs
- Unity Test Framework implementation recommendations

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@@ -1,10 +1,10 @@
template:
id: game-brief-template-v2
id: game-brief-template-v3
name: Game Brief
version: 2.0
version: 3.0
output:
format: markdown
filename: "docs/{{game_name}}-game-brief.md"
filename: docs/game-brief.md
title: "{{game_title}} Game Brief"
workflow:

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@@ -1,86 +1,128 @@
template:
id: game-design-doc-template-v2
id: game-design-doc-template-v3
name: Game Design Document (GDD)
version: 2.0
version: 4.0
output:
format: markdown
filename: "docs/{{game_name}}-game-design-document.md"
filename: docs/game-design-document.md
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
elicitation: advanced-elicitation
sections:
- id: initial-setup
- id: goals-context
title: Goals and Background Context
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
Ask if Project Brief document is available. If NO Project Brief exists, STRONGLY recommend creating one first using project-brief-tmpl (it provides essential foundation: problem statement, target users, success metrics, MVP scope, constraints). If user insists on GDD without brief, gather this information during Goals section. If Project Brief exists, review and use it to populate Goals (bullet list of desired game development outcomes) and Background Context (1-2 paragraphs on what game concept this will deliver and why) so we can determine what is and is not in scope for the GDD. Include Change Log table for version tracking.
sections:
- id: goals
title: Goals
type: bullet-list
instruction: Bullet list of 1 line desired outcomes the GDD will deliver if successful - game development and player experience goals
examples:
- Create an engaging 2D platformer that teaches players basic programming concepts
- Deliver a polished mobile game that runs smoothly on low-end Android devices
- Build a foundation for future expansion packs and content updates
- id: background
title: Background Context
type: paragraphs
instruction: 1-2 short paragraphs summarizing the game concept background, target audience needs, market opportunity, and what problem this game solves
- id: changelog
title: Change Log
type: table
columns: [Date, Version, Description, Author]
instruction: Track document versions and changes
- 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.
elicit: true
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
examples:
- A fast-paced 2D platformer where players manipulate gravity to solve puzzles and defeat enemies in a hand-drawn world.
- An educational puzzle game that teaches coding concepts through visual programming blocks in a fantasy adventure setting.
- 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}}
examples:
- "Primary: Ages 8-16, casual mobile gamers, prefer short play sessions"
- "Secondary: Adult puzzle enthusiasts, educators looking for teaching tools"
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms
instruction: Based on the technical preferences or user input, define the target platforms and Unity-specific requirements
template: |
**Primary Platform:** {{platform}}
**Engine:** Unity & C#
**Performance Target:** Stable FPS on {{minimum_device}}
**Engine:** Unity {{unity_version}} & C#
**Performance Target:** Stable {{fps_target}} FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
**Build Targets:** {{build_targets}}
examples:
- "Primary Platform: Mobile (iOS/Android), Engine: Unity 2022.3 LTS & C#, Performance: 60 FPS on iPhone 8/Galaxy S8"
- 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}}"
examples:
- Innovative gravity manipulation mechanic that affects both player and environment
- Seamless integration of educational content without compromising fun gameplay
- Adaptive difficulty system that learns from player behavior
- 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.
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply advanced elicitation to ensure completeness and gather additional details.
elicit: true
sections:
- id: game-pillars
title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable for Unity development.
type: numbered-list
template: |
**{{pillar_name}}** - {{description}}
examples:
- Intuitive Controls - All interactions must be learnable within 30 seconds using touch or keyboard
- Immediate Feedback - Every player action provides visual and audio response within 0.1 seconds
- Progressive Challenge - Difficulty increases through mechanic complexity, not unfair timing
- 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.
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
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)
1. {{action_1}} ({{time_1}}s) - {{unity_component}}
2. {{action_2}} ({{time_2}}s) - {{unity_component}}
3. {{action_3}} ({{time_3}}s) - {{unity_component}}
4. {{reward_feedback}} ({{time_4}}s) - {{unity_component}}
examples:
- Observe environment (2s) - Camera Controller, Identify puzzle elements (3s) - Highlight System
- id: win-loss-conditions
title: Win/Loss Conditions
instruction: Clearly define success and failure states
instruction: Clearly define success and failure states with Unity-specific implementation notes
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
- {{win_condition_1}} - Unity Event: {{unity_event}}
- {{win_condition_2}} - Unity Event: {{unity_event}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
- {{loss_condition_1}} - Trigger: {{unity_trigger}}
- {{loss_condition_2}} - Trigger: {{unity_trigger}}
examples:
- "Victory: Player reaches exit portal - Unity Event: OnTriggerEnter2D with Portal tag"
- "Failure: Health reaches zero - Trigger: Health component value <= 0"
- 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.
instruction: Detail each major mechanic that will need Unity implementation. Each mechanic should be specific enough for developers to create C# scripts and prefabs.
elicit: true
sections:
- id: primary-mechanics
title: Primary Mechanics
@@ -91,29 +133,41 @@ sections:
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**Player Input:** {{input_method}} - Unity Input System: {{input_action}}
**System Response:** {{game_response}}
**Implementation Notes:**
**Unity Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
- **Components Needed:** {{component_list}}
- **Physics Requirements:** {{physics_2d_setup}}
- **Animation States:** {{animator_states}}
- **Performance Considerations:** {{optimization_notes}}
**Dependencies:** {{other_mechanics_needed}}
**Script Architecture:**
- {{script_name}}.cs - {{responsibility}}
- {{manager_script}}.cs - {{management_role}}
examples:
- "Components Needed: Rigidbody2D, BoxCollider2D, PlayerMovement script"
- "Physics Requirements: 2D Physics material for ground friction, Gravity scale 3"
- id: controls
title: Controls
instruction: Define all input methods for different platforms
instruction: Define all input methods for different platforms using Unity's Input System
type: table
template: |
| Action | Desktop | Mobile | Gamepad |
| ------ | ------- | ------ | ------- |
| {{action}} | {{key}} | {{gesture}} | {{button}} |
| Action | Desktop | Mobile | Gamepad | Unity Input Action |
| ------ | ------- | ------ | ------- | ------------------ |
| {{action}} | {{key}} | {{gesture}} | {{button}} | {{input_action}} |
examples:
- Move Left, A/Left Arrow, Swipe Left, Left Stick, <Move>/x
- id: progression-balance
title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for Unity implementation and scriptable objects.
elicit: true
sections:
- id: player-progression
title: Player Progression
@@ -122,30 +176,54 @@ sections:
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
**Save Data Structure:**
```csharp
[System.Serializable]
public class PlayerProgress
{
{{progress_fields}}
}
```
examples:
- public int currentLevel, public bool[] unlockedAbilities, public float totalPlayTime
- id: difficulty-curve
title: Difficulty Curve
instruction: Provide specific parameters for balancing
instruction: Provide specific parameters for balancing that can be implemented as Unity ScriptableObjects
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Early Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Mid Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Late Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
examples:
- "enemy speed: 2.0f, jump height: 4.5f, obstacle density: 0.3f"
- id: economy-resources
title: Economy & Resources
condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles
instruction: Define any in-game currencies, resources, or collectibles with Unity implementation details
type: table
template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------- | --------- | ---------- | ------- | --- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
| Resource | Earn Rate | Spend Rate | Purpose | Cap | Unity ScriptableObject |
| -------- | --------- | ---------- | ------- | --- | --------------------- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} | {{so_name}} |
examples:
- Coins, 1-3 per enemy, 10-50 per upgrade, Buy abilities, 9999, CurrencyData
- id: level-design-framework
title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
instruction: Provide guidelines for level creation that developers can use to create Unity scenes and prefabs. Focus on modular design and reusable components.
elicit: true
sections:
- id: level-types
title: Level Types
@@ -155,189 +233,473 @@ sections:
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Target Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Difficulty Rating:** {{relative_difficulty}}
**Structure Template:**
**Unity Scene Structure:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
- **Environment:** {{tilemap_setup}}
- **Gameplay Objects:** {{prefab_list}}
- **Lighting:** {{lighting_setup}}
- **Audio:** {{audio_sources}}
**Level Flow Template:**
- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
**Reusable Prefabs:**
- {{prefab_name}} - {{prefab_purpose}}
examples:
- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
- id: level-progression
title: Level Progression
template: |
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
**Scene Management:** {{unity_scene_loading}}
**Unity Scene Organization:**
- Scene Naming: {{naming_convention}}
- Addressable Assets: {{addressable_groups}}
- Loading Screens: {{loading_implementation}}
examples:
- "Scene Naming: World{X}_Level{Y}_Name, Addressable Groups: Levels_World1, World_Environments"
- id: technical-specifications
title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
instruction: Define Unity-specific technical requirements that will guide architecture and implementation decisions. Reference Unity documentation and best practices.
elicit: true
choices:
render_pipeline: [Built-in, URP, HDRP]
input_system: [Legacy, New Input System, Both]
physics: [2D Only, 3D Only, Hybrid]
sections:
- id: unity-configuration
title: Unity Project Configuration
template: |
**Unity Version:** {{unity_version}} (LTS recommended)
**Render Pipeline:** {{Built-in|URP|HDRP}}
**Input System:** {{Legacy|New Input System|Both}}
**Physics:** {{2D Only|3D Only|Hybrid}}
**Scripting Backend:** {{Mono|IL2CPP}}
**API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
**Required Packages:**
- {{package_name}} {{version}} - {{purpose}}
**Project Settings:**
- Color Space: {{Linear|Gamma}}
- Quality Settings: {{quality_levels}}
- Physics Settings: {{physics_config}}
examples:
- com.unity.addressables 1.20.5 - Asset loading and memory management
- "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20"
- id: performance-requirements
title: Performance Requirements
template: |
**Frame Rate:** Stable FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Frame Rate:** {{fps_target}} FPS (minimum {{min_fps}} on low-end devices)
**Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
**Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
**Unity Profiler Targets:**
- CPU Frame Time: <{{cpu_time}}ms
- GPU Frame Time: <{{gpu_time}}ms
- GC Allocs: <{{gc_limit}}KB per frame
- Draw Calls: <{{draw_calls}} per frame
examples:
- "60 FPS (minimum 30), CPU: <16.67ms, GPU: <16.67ms, GC: <4KB, Draws: <50"
- id: platform-specific
title: Platform Specific
title: Platform Specific Requirements
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
- Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
- Build Target: {{desktop_targets}}
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
- Input: Touch, Accelerometer ({{sensor_support}})
- OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
- Device Requirements: {{device_specs}}
**Web (if applicable):**
- WebGL Version: {{webgl_version}}
- Browser Support: {{browser_list}}
- Compression: {{compression_format}}
examples:
- "Resolution: 1280x720 - 4K, Gamepad: Xbox/PlayStation controllers via Input System"
- id: asset-requirements
title: Asset Requirements
instruction: Define asset specifications for the art and audio teams
instruction: Define asset specifications for Unity pipeline optimization
template: |
**Visual Assets:**
**2D Art Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
- Sprites: {{sprite_resolution}} at {{ppu}} PPU
- Texture Format: {{texture_compression}}
- Atlas Strategy: {{sprite_atlas_setup}}
- Animation: {{animation_type}} at {{framerate}} FPS
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
- Music: {{audio_format}} at {{sample_rate}} Hz
- SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
- Compression: {{audio_compression}}
- 3D Audio: {{spatial_audio}}
**UI Assets:**
- Canvas Resolution: {{ui_resolution}}
- UI Scale Mode: {{scale_mode}}
- Font: {{font_requirements}}
- Icon Sizes: {{icon_specifications}}
examples:
- "Sprites: 32x32 to 256x256 at 16 PPU, Format: RGBA32 for quality/RGBA16 for performance"
- id: technical-architecture-requirements
title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support
instruction: Define high-level Unity architecture patterns and systems that the game must support. Focus on scalability and maintainability.
elicit: true
choices:
architecture_pattern: [MVC, MVVM, ECS, Component-Based]
save_system: [PlayerPrefs, JSON, Binary, Cloud]
audio_system: [Unity Audio, FMOD, Wwise]
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
title: Code Architecture Pattern
template: |
**Required Systems:**
**Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
**Core Systems Required:**
- **Scene Management:** {{scene_manager_approach}}
- **State Management:** {{state_pattern_implementation}}
- **Event System:** {{event_system_choice}}
- **Object Pooling:** {{pooling_strategy}}
- **Save/Load System:** {{save_system_approach}}
**Folder Structure:**
```
Assets/
├── _Project/
│ ├── Scripts/
│ │ ├── {{folder_structure}}
│ ├── Prefabs/
│ ├── Scenes/
│ └── {{additional_folders}}
```
**Naming Conventions:**
- Scripts: {{script_naming}}
- Prefabs: {{prefab_naming}}
- Scenes: {{scene_naming}}
examples:
- "Architecture: Component-Based with ScriptableObject data containers"
- "Scripts: PascalCase (PlayerController), Prefabs: Player_Prefab, Scenes: Level_01_Forest"
- id: unity-systems-integration
title: Unity Systems Integration
template: |
**Required Unity Systems:**
- **Input System:** {{input_implementation}}
- **Animation System:** {{animation_approach}}
- **Physics Integration:** {{physics_usage}}
- **Rendering Features:** {{rendering_requirements}}
- **Asset Streaming:** {{asset_loading_strategy}}
**Third-Party Integrations:**
- {{integration_name}}: {{integration_purpose}}
**Performance Systems:**
- **Profiling Integration:** {{profiling_setup}}
- **Memory Management:** {{memory_strategy}}
- **Build Pipeline:** {{build_automation}}
examples:
- "Input System: Action Maps for Menu/Gameplay contexts with device switching"
- "DOTween: Smooth UI transitions and gameplay animations"
- id: data-management
title: Data Management
template: |
**Save Data:**
**Save Data Architecture:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
- **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
- **Structure:** {{save_data_organization}}
- **Encryption:** {{security_approach}}
- **Cloud Sync:** {{cloud_integration}}
**Configuration Data:**
- **ScriptableObjects:** {{scriptable_object_usage}}
- **Settings Management:** {{settings_system}}
- **Localization:** {{localization_approach}}
**Runtime Data:**
- **Caching Strategy:** {{cache_implementation}}
- **Memory Pools:** {{pooling_objects}}
- **Asset References:** {{asset_reference_system}}
examples:
- "Save Data: JSON format with AES encryption, stored in persistent data path"
- "ScriptableObjects: Game settings, level configurations, character data"
- id: development-phases
title: Development Phases
instruction: Break down the development into phases that can be converted to epics
title: Development Phases & Epic Planning
instruction: Break down the Unity development into phases that can be converted to agile epics. Each phase should deliver deployable functionality following Unity best practices.
elicit: true
sections:
- id: phase-1-core-systems
title: "Phase 1: Core Systems ({{duration}})"
- id: phases-overview
title: Phases Overview
instruction: Present a high-level list of all phases for user approval. Each phase's design should deliver significant Unity functionality.
type: numbered-list
examples:
- "Phase 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
- "Phase 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
- "Phase 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
- "Phase 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
- id: phase-1-foundation
title: "Phase 1: Unity Foundation & Core Systems ({{duration}})"
sections:
- id: foundation-epic
title: "Epic: Foundation"
- id: foundation-design
title: "Design: Unity Project 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"
- Unity project setup with proper folder structure and naming conventions
- Core architecture implementation ({{architecture_pattern}})
- Input System configuration with action maps for all platforms
- Basic scene management and state handling
- Development tools setup (debugging, profiling integration)
- Initial build pipeline and platform configuration
examples:
- "Input System: Configure PlayerInput component with Action Maps for movement and UI"
- id: core-systems-design
title: "Design: Essential Game Systems"
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
- id: phase-2-gameplay-features
title: "Phase 2: Gameplay Features ({{duration}})"
- Save/Load system implementation with {{save_format}} format
- Audio system setup with {{audio_system}} integration
- Event system for decoupled component communication
- Object pooling system for performance optimization
- Basic UI framework and canvas configuration
- Settings and configuration management with ScriptableObjects
- id: phase-2-gameplay
title: "Phase 2: Core Gameplay Implementation ({{duration}})"
sections:
- id: game-systems-epic
title: "Epic: Game Systems"
- id: gameplay-mechanics-design
title: "Design: Primary Game Mechanics"
type: bullet-list
template: |
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
- id: content-creation-epic
title: "Epic: Content Creation"
- Player controller with {{movement_type}} movement system
- {{primary_mechanic}} implementation with Unity physics
- {{secondary_mechanic}} system with visual feedback
- Game state management (playing, paused, game over)
- Basic collision detection and response systems
- Animation system integration with Animator controllers
- id: level-systems-design
title: "Design: Level & Content Systems"
type: bullet-list
template: |
- Level loading system
- First playable levels
- Basic UI implementation
- id: phase-3-polish-optimization
- Scene loading and transition system
- Level progression and unlock system
- Prefab-based level construction tools
- {{level_generation}} level creation workflow
- Collectibles and pickup systems
- Victory/defeat condition implementation
- id: phase-3-polish
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-epic
title: "Epic: Performance"
- id: performance-design
title: "Design: Performance & Platform Optimization"
type: bullet-list
template: |
- Optimization and profiling
- Mobile platform testing
- Memory management
- id: user-experience-epic
title: "Epic: User Experience"
- Unity Profiler analysis and optimization passes
- Memory management and garbage collection optimization
- Asset optimization (texture compression, audio compression)
- Platform-specific performance tuning
- Build size optimization and asset bundling
- Quality settings configuration for different device tiers
- id: user-experience-design
title: "Design: User Experience & Polish"
type: bullet-list
template: |
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
- Complete UI/UX implementation with responsive design
- Audio implementation with dynamic mixing
- Visual effects and particle systems
- Accessibility features implementation
- Tutorial and onboarding flow
- Final testing and bug fixing across all platforms
- id: epic-list
title: Epic List
instruction: |
Present a high-level list of all epics for user approval. Each epic should have a title and a short (1 sentence) goal statement. This allows the user to review the overall structure before diving into details.
CRITICAL: Epics MUST be logically sequential following agile best practices:
- Each epic should be focused on a single phase and it's design from the development-phases section and deliver a significant, end-to-end, fully deployable increment of testable functionality
- Epic 1 must establish Phase 1: Unity Foundation & Core Systems (Project setup, input handling, basic scene management) unless we are adding new functionality to an existing app, while also delivering an initial piece of functionality, remember this when we produce the stories for the first epic!
- Each subsequent epic builds upon previous epics' functionality delivering major blocks of functionality that provide tangible value to users or business when deployed
- Not every project needs multiple epics, an epic needs to deliver value. For example, an API, component, or scriptableobject completed can deliver value even if a scene, or gameobject is not complete and planned for a separate epic.
- Err on the side of less epics, but let the user know your rationale and offer options for splitting them if it seems some are too large or focused on disparate things.
- Cross Cutting Concerns should flow through epics and stories and not be final stories. For example, adding a logging framework as a last story of an epic, or at the end of a project as a final epic or story would be terrible as we would not have logging from the beginning.
elicit: true
examples:
- "Epic 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
- "Epic 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
- "Epic 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
- "Epic 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
- id: epic-details
title: Epic {{epic_number}} {{epic_title}}
repeatable: true
instruction: |
After the epic list is approved, present each epic with all its stories and acceptance criteria as a complete review unit.
For each epic provide expanded goal (2-3 sentences describing the objective and value all the stories will achieve).
CRITICAL STORY SEQUENCING REQUIREMENTS:
- Stories within each epic MUST be logically sequential
- Each story should be a "vertical slice" delivering complete functionality aside from early enabler stories for project foundation
- No story should depend on work from a later story or epic
- Identify and note any direct prerequisite stories
- Focus on "what" and "why" not "how" (leave technical implementation to Architect) yet be precise enough to support a logical sequential order of operations from story to story.
- Ensure each story delivers clear user or business value, try to avoid enablers and build them into stories that deliver value.
- Size stories for AI agent execution: Each story must be completable by a single AI agent in one focused session without context overflow
- Think "junior developer working for 2-4 hours" - stories must be small, focused, and self-contained
- If a story seems complex, break it down further as long as it can deliver a vertical slice
elicit: true
template: "{{epic_goal}}"
sections:
- id: story
title: Story {{epic_number}}.{{story_number}} {{story_title}}
repeatable: true
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature and reference the gamearchitecture section for additional implementation and integration specifics.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
sections:
- 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: success-metrics
title: Success Metrics
instruction: Define measurable goals for the game
title: Success Metrics & Quality Assurance
instruction: Define measurable goals for the Unity game development project with specific targets that can be validated through Unity Analytics and profiling tools.
elicit: true
sections:
- id: technical-metrics
title: Technical Metrics
title: Technical Performance Metrics
type: bullet-list
template: |
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
- **Frame Rate:** Consistent {{fps_target}} FPS with <5% drops below {{min_fps}}
- **Load Times:** Initial load <{{initial_load}}s, level transitions <{{level_load}}s
- **Memory Usage:** Heap memory <{{heap_limit}}MB, texture memory <{{texture_limit}}MB
- **Crash Rate:** <{{crash_threshold}}% across all supported platforms
- **Build Size:** Final build <{{size_limit}}MB for mobile, <{{desktop_limit}}MB for desktop
- **Battery Life:** Mobile gameplay sessions >{{battery_target}} hours on average device
examples:
- "Frame Rate: Consistent 60 FPS with <5% drops below 45 FPS on target hardware"
- "Crash Rate: <0.5% across iOS/Android, <0.1% on desktop platforms"
- id: gameplay-metrics
title: Gameplay Metrics
title: Gameplay & User Engagement 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
- **Tutorial Completion:** {{tutorial_rate}}% of players complete basic tutorial
- **Level Progression:** {{progression_rate}}% reach level {{target_level}} within first session
- **Session Duration:** Average session length {{session_target}} minutes
- **Player Retention:** Day 1: {{d1_retention}}%, Day 7: {{d7_retention}}%, Day 30: {{d30_retention}}%
- **Gameplay Completion:** {{completion_rate}}% complete main game content
- **Control Responsiveness:** Input lag <{{input_lag}}ms on all platforms
examples:
- "Tutorial Completion: 85% of players complete movement and basic mechanics tutorial"
- "Session Duration: Average 15-20 minutes per session for mobile, 30-45 minutes for desktop"
- id: platform-specific-metrics
title: Platform-Specific Quality Metrics
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: references
title: References
instruction: List any competitive analysis, inspiration, or research sources
| Platform | Frame Rate | Load Time | Memory | Build Size | Battery |
| -------- | ---------- | --------- | ------ | ---------- | ------- |
| {{platform}} | {{fps}} | {{load}} | {{memory}} | {{size}} | {{battery}} |
examples:
- iOS, 60 FPS, <3s, <150MB, <80MB, 3+ hours
- Android, 60 FPS, <5s, <200MB, <100MB, 2.5+ hours
- id: next-steps-integration
title: Next Steps & BMad Integration
instruction: Define how this GDD integrates with BMad's agent workflow and what follow-up documents or processes are needed.
sections:
- id: architecture-handoff
title: Unity Architecture Requirements
instruction: Summary of key architectural decisions that need to be implemented in Unity project setup
type: bullet-list
template: "{{reference}}"
template: |
- Unity {{unity_version}} project with {{render_pipeline}} pipeline
- {{architecture_pattern}} code architecture with {{folder_structure}}
- Required packages: {{essential_packages}}
- Performance targets: {{key_performance_metrics}}
- Platform builds: {{deployment_targets}}
- id: story-creation-guidance
title: Story Creation Guidance for SM Agent
instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
template: |
**Epic Prioritization:** {{epic_order_rationale}}
**Story Sizing Guidelines:**
- Foundation stories: {{foundation_story_scope}}
- Feature stories: {{feature_story_scope}}
- Polish stories: {{polish_story_scope}}
**Unity-Specific Story Considerations:**
- Each story should result in testable Unity scenes or prefabs
- Include specific Unity components and systems in acceptance criteria
- Consider cross-platform testing requirements
- Account for Unity build and deployment steps
examples:
- "Foundation stories: Individual Unity systems (Input, Audio, Scene Management) - 1-2 days each"
- "Feature stories: Complete gameplay mechanics with UI and feedback - 2-4 days each"
- id: recommended-agents
title: Recommended BMad Agent Sequence
type: numbered-list
template: |
1. **{{agent_name}}**: {{agent_responsibility}}
examples:
- "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
- "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
- "QA Tester: Validate performance metrics and cross-platform functionality"

View File

@@ -1,7 +1,7 @@
template:
id: game-story-template-v2
id: game-story-template-v3
name: Game Development Story
version: 2.0
version: 3.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
@@ -49,9 +49,9 @@ sections:
title: Technical Requirements
type: checklist
items:
- "Code follows C# best practices"
- "Maintains stable frame rate on target devices"
- "No memory leaks or performance degradation"
- 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
@@ -227,13 +227,13 @@ sections:
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"
- 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

View File

@@ -1,10 +1,10 @@
template:
id: level-design-doc-template-v2
name: Level Design Document
version: 2.0
version: 2.1
output:
format: markdown
filename: "docs/{{game_name}}-level-design-document.md"
filename: docs/level-design-document.md
title: "{{game_title}} Level Design Document"
workflow:
@@ -371,19 +371,19 @@ sections:
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)"
- 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"
- 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: |

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@@ -1,5 +1,5 @@
name: bmad-infrastructure-devops
version: 1.10.0
version: 1.11.0
short-title: Infrastructure DevOps Pack
description: >-
This expansion pack extends BMad Method with comprehensive infrastructure and

22006
package-lock.json generated

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@@ -1,6 +1,6 @@
{
"name": "bmad-method",
"version": "4.31.0",
"version": "4.34.0",
"description": "Breakthrough Method of Agile AI-driven Development",
"main": "tools/cli.js",
"bin": {
@@ -13,6 +13,7 @@
"build:teams": "node tools/cli.js build --teams-only",
"list:agents": "node tools/cli.js list:agents",
"validate": "node tools/cli.js validate",
"flatten": "node tools/flattener/main.js",
"install:bmad": "node tools/installer/bin/bmad.js install",
"format": "prettier --write \"**/*.md\"",
"version:patch": "node tools/version-bump.js patch",
@@ -41,6 +42,7 @@
"glob": "^11.0.3",
"inquirer": "^8.2.6",
"js-yaml": "^4.1.0",
"minimatch": "^10.0.3",
"ora": "^5.4.1"
},
"keywords": [
@@ -65,6 +67,7 @@
"@semantic-release/changelog": "^6.0.3",
"@semantic-release/git": "^10.0.1",
"husky": "^9.1.7",
"jest": "^30.0.4",
"lint-staged": "^16.1.1",
"prettier": "^3.5.3",
"semantic-release": "^22.0.0",

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@@ -14,28 +14,26 @@ const isNpxExecution = __dirname.includes('_npx') || __dirname.includes('.npm');
// If running via npx, we need to handle things differently
if (isNpxExecution) {
// The actual bmad.js is in installer/bin/ (relative to tools directory)
const args = process.argv.slice(2);
// Use the installer for all commands
const bmadScriptPath = path.join(__dirname, 'installer', 'bin', 'bmad.js');
// Verify the file exists
if (!fs.existsSync(bmadScriptPath)) {
console.error('Error: Could not find bmad.js at', bmadScriptPath);
console.error('Current directory:', __dirname);
process.exit(1);
}
// Execute with proper working directory
try {
execSync(`node "${bmadScriptPath}" ${process.argv.slice(2).join(' ')}`, {
execSync(`node "${bmadScriptPath}" ${args.join(' ')}`, {
stdio: 'inherit',
cwd: path.dirname(__dirname)
});
} catch (error) {
// execSync will throw if the command exits with non-zero
// But the stdio is inherited, so the error is already displayed
process.exit(error.status || 1);
}
} else {
// Local execution - just require the installer directly
// Local execution - use installer for all commands
require('./installer/bin/bmad.js');
}

570
tools/flattener/main.js Normal file
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@@ -0,0 +1,570 @@
#!/usr/bin/env node
const { Command } = require('commander');
const fs = require('fs-extra');
const path = require('node:path');
const { glob } = require('glob');
const { minimatch } = require('minimatch');
/**
* Recursively discover all files in a directory
* @param {string} rootDir - The root directory to scan
* @returns {Promise<string[]>} Array of file paths
*/
async function discoverFiles(rootDir) {
try {
const gitignorePath = path.join(rootDir, '.gitignore');
const gitignorePatterns = await parseGitignore(gitignorePath);
// Common gitignore patterns that should always be ignored
const commonIgnorePatterns = [
// Version control
'.git/**',
'.svn/**',
'.hg/**',
'.bzr/**',
// Dependencies
'node_modules/**',
'bower_components/**',
'vendor/**',
'packages/**',
// Build outputs
'build/**',
'dist/**',
'out/**',
'target/**',
'bin/**',
'obj/**',
'release/**',
'debug/**',
// Environment and config
'.env',
'.env.*',
'*.env',
'.config',
// Logs
'logs/**',
'*.log',
'npm-debug.log*',
'yarn-debug.log*',
'yarn-error.log*',
'lerna-debug.log*',
// Coverage and testing
'coverage/**',
'.nyc_output/**',
'.coverage/**',
'test-results/**',
'junit.xml',
// Cache directories
'.cache/**',
'.tmp/**',
'.temp/**',
'tmp/**',
'temp/**',
'.sass-cache/**',
'.eslintcache',
'.stylelintcache',
// OS generated files
'.DS_Store',
'.DS_Store?',
'._*',
'.Spotlight-V100',
'.Trashes',
'ehthumbs.db',
'Thumbs.db',
'desktop.ini',
// IDE and editor files
'.vscode/**',
'.idea/**',
'*.swp',
'*.swo',
'*~',
'.project',
'.classpath',
'.settings/**',
'*.sublime-project',
'*.sublime-workspace',
// Package manager files
'package-lock.json',
'yarn.lock',
'pnpm-lock.yaml',
'composer.lock',
'Pipfile.lock',
// Runtime and compiled files
'*.pyc',
'*.pyo',
'*.pyd',
'__pycache__/**',
'*.class',
'*.jar',
'*.war',
'*.ear',
'*.o',
'*.so',
'*.dll',
'*.exe',
// Documentation build
'_site/**',
'.jekyll-cache/**',
'.jekyll-metadata',
// Flattener specific outputs
'flattened-codebase.xml',
'repomix-output.xml'
];
const combinedIgnores = [
...gitignorePatterns,
...commonIgnorePatterns
];
// Use glob to recursively find all files, excluding common ignore patterns
const files = await glob('**/*', {
cwd: rootDir,
nodir: true, // Only files, not directories
dot: true, // Include hidden files
follow: false, // Don't follow symbolic links
ignore: combinedIgnores
});
return files.map(file => path.resolve(rootDir, file));
} catch (error) {
console.error('Error discovering files:', error.message);
return [];
}
}
/**
* Parse .gitignore file and return ignore patterns
* @param {string} gitignorePath - Path to .gitignore file
* @returns {Promise<string[]>} Array of ignore patterns
*/
async function parseGitignore(gitignorePath) {
try {
if (!await fs.pathExists(gitignorePath)) {
return [];
}
const content = await fs.readFile(gitignorePath, 'utf8');
return content
.split('\n')
.map(line => line.trim())
.filter(line => line && !line.startsWith('#')) // Remove empty lines and comments
.map(pattern => {
// Convert gitignore patterns to glob patterns
if (pattern.endsWith('/')) {
return pattern + '**';
}
return pattern;
});
} catch (error) {
console.error('Error parsing .gitignore:', error.message);
return [];
}
}
/**
* Check if a file is binary using file command and heuristics
* @param {string} filePath - Path to the file
* @returns {Promise<boolean>} True if file is binary
*/
async function isBinaryFile(filePath) {
try {
// First check by file extension
const binaryExtensions = [
'.jpg', '.jpeg', '.png', '.gif', '.bmp', '.ico', '.svg',
'.pdf', '.doc', '.docx', '.xls', '.xlsx', '.ppt', '.pptx',
'.zip', '.tar', '.gz', '.rar', '.7z',
'.exe', '.dll', '.so', '.dylib',
'.mp3', '.mp4', '.avi', '.mov', '.wav',
'.ttf', '.otf', '.woff', '.woff2',
'.bin', '.dat', '.db', '.sqlite'
];
const ext = path.extname(filePath).toLowerCase();
if (binaryExtensions.includes(ext)) {
return true;
}
// For files without clear extensions, try to read a small sample
const stats = await fs.stat(filePath);
if (stats.size === 0) {
return false; // Empty files are considered text
}
// Read first 1024 bytes to check for null bytes
const sampleSize = Math.min(1024, stats.size);
const buffer = await fs.readFile(filePath, { encoding: null, flag: 'r' });
const sample = buffer.slice(0, sampleSize);
// If we find null bytes, it's likely binary
return sample.includes(0);
} catch (error) {
console.warn(`Warning: Could not determine if file is binary: ${filePath} - ${error.message}`);
return false; // Default to text if we can't determine
}
}
/**
* Read and aggregate content from text files
* @param {string[]} files - Array of file paths
* @param {string} rootDir - The root directory
* @param {Object} spinner - Optional spinner instance for progress display
* @returns {Promise<Object>} Object containing file contents and metadata
*/
async function aggregateFileContents(files, rootDir, spinner = null) {
const results = {
textFiles: [],
binaryFiles: [],
errors: [],
totalFiles: files.length,
processedFiles: 0
};
for (const filePath of files) {
try {
const relativePath = path.relative(rootDir, filePath);
// Update progress indicator
if (spinner) {
spinner.text = `Processing file ${results.processedFiles + 1}/${results.totalFiles}: ${relativePath}`;
}
const isBinary = await isBinaryFile(filePath);
if (isBinary) {
results.binaryFiles.push({
path: relativePath,
absolutePath: filePath,
size: (await fs.stat(filePath)).size
});
} else {
// Read text file content
const content = await fs.readFile(filePath, 'utf8');
results.textFiles.push({
path: relativePath,
absolutePath: filePath,
content: content,
size: content.length,
lines: content.split('\n').length
});
}
results.processedFiles++;
} catch (error) {
const relativePath = path.relative(rootDir, filePath);
const errorInfo = {
path: relativePath,
absolutePath: filePath,
error: error.message
};
results.errors.push(errorInfo);
// Log warning without interfering with spinner
if (spinner) {
spinner.warn(`Warning: Could not read file ${relativePath}: ${error.message}`);
} else {
console.warn(`Warning: Could not read file ${relativePath}: ${error.message}`);
}
results.processedFiles++;
}
}
return results;
}
/**
* Generate XML output with aggregated file contents using streaming
* @param {Object} aggregatedContent - The aggregated content object
* @param {string} outputPath - The output file path
* @returns {Promise<void>} Promise that resolves when writing is complete
*/
async function generateXMLOutput(aggregatedContent, outputPath) {
const { textFiles } = aggregatedContent;
// Create write stream for efficient memory usage
const writeStream = fs.createWriteStream(outputPath, { encoding: 'utf8' });
return new Promise((resolve, reject) => {
writeStream.on('error', reject);
writeStream.on('finish', resolve);
// Write XML header
writeStream.write('<?xml version="1.0" encoding="UTF-8"?>\n');
writeStream.write('<files>\n');
// Process files one by one to minimize memory usage
let fileIndex = 0;
const writeNextFile = () => {
if (fileIndex >= textFiles.length) {
// All files processed, close XML and stream
writeStream.write('</files>\n');
writeStream.end();
return;
}
const file = textFiles[fileIndex];
fileIndex++;
// Write file opening tag
writeStream.write(` <file path="${escapeXml(file.path)}">`);
// Use CDATA for code content, handling CDATA end sequences properly
if (file.content?.trim()) {
const indentedContent = indentFileContent(file.content);
if (file.content.includes(']]>')) {
// If content contains ]]>, split it and wrap each part in CDATA
writeStream.write(splitAndWrapCDATA(indentedContent));
} else {
writeStream.write(`<![CDATA[\n${indentedContent}\n ]]>`);
}
} else if (file.content) {
// Handle empty or whitespace-only content
const indentedContent = indentFileContent(file.content);
writeStream.write(`<![CDATA[\n${indentedContent}\n ]]>`);
}
// Write file closing tag
writeStream.write('</file>\n');
// Continue with next file on next tick to avoid stack overflow
setImmediate(writeNextFile);
};
// Start processing files
writeNextFile();
});
}
/**
* Escape XML special characters for attributes
* @param {string} str - String to escape
* @returns {string} Escaped string
*/
function escapeXml(str) {
if (typeof str !== 'string') {
return String(str);
}
return str
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&apos;');
}
/**
* Indent file content with 4 spaces for each line
* @param {string} content - Content to indent
* @returns {string} Indented content
*/
function indentFileContent(content) {
if (typeof content !== 'string') {
return String(content);
}
// Split content into lines and add 4 spaces of indentation to each line
return content.split('\n').map(line => ` ${line}`).join('\n');
}
/**
* Split content containing ]]> and wrap each part in CDATA
* @param {string} content - Content to process
* @returns {string} Content with properly wrapped CDATA sections
*/
function splitAndWrapCDATA(content) {
if (typeof content !== 'string') {
return String(content);
}
// Replace ]]> with ]]]]><![CDATA[> to escape it within CDATA
const escapedContent = content.replace(/]]>/g, ']]]]><![CDATA[>');
return `<![CDATA[
${escapedContent}
]]>`;
}
/**
* Calculate statistics for the processed files
* @param {Object} aggregatedContent - The aggregated content object
* @param {number} xmlFileSize - The size of the generated XML file in bytes
* @returns {Object} Statistics object
*/
function calculateStatistics(aggregatedContent, xmlFileSize) {
const { textFiles, binaryFiles, errors } = aggregatedContent;
// Calculate total file size in bytes
const totalTextSize = textFiles.reduce((sum, file) => sum + file.size, 0);
const totalBinarySize = binaryFiles.reduce((sum, file) => sum + file.size, 0);
const totalSize = totalTextSize + totalBinarySize;
// Calculate total lines of code
const totalLines = textFiles.reduce((sum, file) => sum + file.lines, 0);
// Estimate token count (rough approximation: 1 token ≈ 4 characters)
const estimatedTokens = Math.ceil(xmlFileSize / 4);
// Format file size
const formatSize = (bytes) => {
if (bytes < 1024) return `${bytes} B`;
if (bytes < 1024 * 1024) return `${(bytes / 1024).toFixed(1)} KB`;
return `${(bytes / (1024 * 1024)).toFixed(1)} MB`;
};
return {
totalFiles: textFiles.length + binaryFiles.length,
textFiles: textFiles.length,
binaryFiles: binaryFiles.length,
errorFiles: errors.length,
totalSize: formatSize(totalSize),
xmlSize: formatSize(xmlFileSize),
totalLines,
estimatedTokens: estimatedTokens.toLocaleString()
};
}
/**
* Filter files based on .gitignore patterns
* @param {string[]} files - Array of file paths
* @param {string} rootDir - The root directory
* @returns {Promise<string[]>} Filtered array of file paths
*/
async function filterFiles(files, rootDir) {
const gitignorePath = path.join(rootDir, '.gitignore');
const ignorePatterns = await parseGitignore(gitignorePath);
if (ignorePatterns.length === 0) {
return files;
}
// Convert absolute paths to relative for pattern matching
const relativeFiles = files.map(file => path.relative(rootDir, file));
// Separate positive and negative patterns
const positivePatterns = ignorePatterns.filter(p => !p.startsWith('!'));
const negativePatterns = ignorePatterns.filter(p => p.startsWith('!')).map(p => p.slice(1));
// Filter out files that match ignore patterns
const filteredRelative = [];
for (const file of relativeFiles) {
let shouldIgnore = false;
// First check positive patterns (ignore these files)
for (const pattern of positivePatterns) {
if (minimatch(file, pattern)) {
shouldIgnore = true;
break;
}
}
// Then check negative patterns (don't ignore these files even if they match positive patterns)
if (shouldIgnore) {
for (const pattern of negativePatterns) {
if (minimatch(file, pattern)) {
shouldIgnore = false;
break;
}
}
}
if (!shouldIgnore) {
filteredRelative.push(file);
}
}
// Convert back to absolute paths
return filteredRelative.map(file => path.resolve(rootDir, file));
}
const program = new Command();
program
.name('bmad-flatten')
.description('BMad-Method codebase flattener tool')
.version('1.0.0')
.option('-i, --input <path>', 'Input directory to flatten', process.cwd())
.option('-o, --output <path>', 'Output file path', 'flattened-codebase.xml')
.action(async (options) => {
const inputDir = path.resolve(options.input);
const outputPath = path.resolve(options.output);
console.log(`Flattening codebase from: ${inputDir}`);
console.log(`Output file: ${outputPath}`);
try {
// Verify input directory exists
if (!await fs.pathExists(inputDir)) {
console.error(`❌ Error: Input directory does not exist: ${inputDir}`);
process.exit(1);
}
// Import ora dynamically
const { default: ora } = await import('ora');
// Start file discovery with spinner
const discoverySpinner = ora('🔍 Discovering files...').start();
const files = await discoverFiles(inputDir);
const filteredFiles = await filterFiles(files, inputDir);
discoverySpinner.succeed(`📁 Found ${filteredFiles.length} files to include`);
// Process files with progress tracking
console.log('Reading file contents');
const processingSpinner = ora('📄 Processing files...').start();
const aggregatedContent = await aggregateFileContents(filteredFiles, inputDir, processingSpinner);
processingSpinner.succeed(`✅ Processed ${aggregatedContent.processedFiles}/${filteredFiles.length} files`);
// Log processing results for test validation
console.log(`Processed ${aggregatedContent.processedFiles}/${filteredFiles.length} files`);
if (aggregatedContent.errors.length > 0) {
console.log(`Errors: ${aggregatedContent.errors.length}`);
}
console.log(`Text files: ${aggregatedContent.textFiles.length}`);
if (aggregatedContent.binaryFiles.length > 0) {
console.log(`Binary files: ${aggregatedContent.binaryFiles.length}`);
}
// Generate XML output using streaming
const xmlSpinner = ora('🔧 Generating XML output...').start();
await generateXMLOutput(aggregatedContent, outputPath);
xmlSpinner.succeed('📝 XML generation completed');
// Calculate and display statistics
const outputStats = await fs.stat(outputPath);
const stats = calculateStatistics(aggregatedContent, outputStats.size);
// Display completion summary
console.log('\n📊 Completion Summary:');
console.log(`✅ Successfully processed ${filteredFiles.length} files into ${path.basename(outputPath)}`);
console.log(`📁 Output file: ${outputPath}`);
console.log(`📏 Total source size: ${stats.totalSize}`);
console.log(`📄 Generated XML size: ${stats.xmlSize}`);
console.log(`📝 Total lines of code: ${stats.totalLines.toLocaleString()}`);
console.log(`🔢 Estimated tokens: ${stats.estimatedTokens}`);
console.log(`📊 File breakdown: ${stats.textFiles} text, ${stats.binaryFiles} binary, ${stats.errorFiles} errors`);
} catch (error) {
console.error('❌ Critical error:', error.message);
console.error('An unexpected error occurred.');
process.exit(1);
}
});
if (require.main === module) {
program.parse();
}
module.exports = program;

View File

@@ -41,7 +41,7 @@ program
.option('-f, --full', 'Install complete BMad Method')
.option('-x, --expansion-only', 'Install only expansion packs (no bmad-core)')
.option('-d, --directory <path>', 'Installation directory')
.option('-i, --ide <ide...>', 'Configure for specific IDE(s) - can specify multiple (cursor, claude-code, windsurf, trae, roo, cline, gemini, github-copilot, other)')
.option('-i, --ide <ide...>', 'Configure for specific IDE(s) - can specify multiple (cursor, claude-code, windsurf, trae, roo, kilo, cline, gemini, github-copilot, other)')
.option('-e, --expansion-packs <packs...>', 'Install specific expansion packs (can specify multiple)')
.action(async (options) => {
try {
@@ -110,6 +110,20 @@ program
}
});
program
.command('flatten')
.description('Flatten codebase to XML format')
.option('-i, --input <path>', 'Input directory to flatten', process.cwd())
.option('-o, --output <path>', 'Output file path', 'flattened-codebase.xml')
.action(async (options) => {
try {
await installer.flatten(options);
} catch (error) {
console.error(chalk.red('Flatten failed:'), error.message);
process.exit(1);
}
});
async function promptInstallation() {
// Display ASCII logo
@@ -297,6 +311,7 @@ async function promptInstallation() {
{ name: 'Windsurf', value: 'windsurf' },
{ name: 'Trae', value: 'trae' }, // { name: 'Trae', value: 'trae'}
{ name: 'Roo Code', value: 'roo' },
{ name: 'Kilo Code', value: 'kilo' },
{ name: 'Cline', value: 'cline' },
{ name: 'Gemini CLI', value: 'gemini' },
{ name: 'Github Copilot', value: 'github-copilot' }

View File

@@ -89,4 +89,13 @@ ide-configurations:
# 3. The agent will adopt that persona for the conversation
# 4. Requires VS Code 1.101+ with `chat.agent.enabled: true` in settings
# 5. Agent files are stored in .github/chatmodes/
# 6. Use `*help` to see available commands and agents
# 6. Use `*help` to see available commands and agents
kilo:
name: Kilo Code
format: custom-modes
file: .kilocodemodes
instructions: |
# To use BMAD agents in Kilo Code:
# 1. Open the mode selector in VSCode
# 2. Select a bmad-{agent} mode (e.g. "bmad-dev")
# 3. The AI adopts that agent's persona and capabilities

View File

@@ -53,6 +53,8 @@ class IdeSetup extends BaseIdeSetup {
return this.setupRoo(installDir, selectedAgent);
case "cline":
return this.setupCline(installDir, selectedAgent);
case "kilo":
return this.setupKilocode(installDir, selectedAgent);
case "gemini":
return this.setupGeminiCli(installDir, selectedAgent);
case "github-copilot":
@@ -675,11 +677,17 @@ class IdeSetup extends BaseIdeSetup {
? roleDefinitionMatch[1].trim()
: `You are a ${title} specializing in ${title.toLowerCase()} tasks and responsibilities.`;
// Add permissions based on agent type
const permissions = agentPermissions[agentId];
// Build mode entry with proper formatting (matching exact indentation)
// Avoid double "bmad-" prefix for agents that already have it
const slug = agentId.startsWith('bmad-') ? agentId : `bmad-${agentId}`;
newModesContent += ` - slug: ${slug}\n`;
newModesContent += ` name: '${icon} ${title}'\n`;
if (permissions) {
newModesContent += ` description: '${permissions.description}'\n`;
}
newModesContent += ` roleDefinition: ${roleDefinition}\n`;
newModesContent += ` whenToUse: ${whenToUse}\n`;
// Get relative path from installDir to agent file
@@ -688,8 +696,6 @@ class IdeSetup extends BaseIdeSetup {
newModesContent += ` groups:\n`;
newModesContent += ` - read\n`;
// Add permissions based on agent type
const permissions = agentPermissions[agentId];
if (permissions) {
newModesContent += ` - - edit\n`;
newModesContent += ` - fileRegex: ${permissions.fileRegex}\n`;
@@ -722,7 +728,98 @@ class IdeSetup extends BaseIdeSetup {
return true;
}
async setupKilocode(installDir, selectedAgent) {
const filePath = path.join(installDir, ".kilocodemodes");
const agents = selectedAgent ? [selectedAgent] : await this.getAllAgentIds(installDir);
let existingModes = [], existingContent = "";
if (await fileManager.pathExists(filePath)) {
existingContent = await fileManager.readFile(filePath);
for (const match of existingContent.matchAll(/- slug: ([\w-]+)/g)) {
existingModes.push(match[1]);
}
console.log(chalk.yellow(`Found existing .kilocodemodes file with ${existingModes.length} modes`));
}
const config = await this.loadIdeAgentConfig();
const permissions = config['roo-permissions'] || {}; // reuse same roo permissions block (Kilo Code understands same mode schema)
let newContent = "";
for (const agentId of agents) {
const slug = agentId.startsWith('bmad-') ? agentId : `bmad-${agentId}`;
if (existingModes.includes(slug)) {
console.log(chalk.dim(`Skipping ${agentId} - already exists in .kilocodemodes`));
continue;
}
const agentPath = await this.findAgentPath(agentId, installDir);
if (!agentPath) {
console.log(chalk.red(`✗ Could not find agent file for ${agentId}`));
continue;
}
const agentContent = await fileManager.readFile(agentPath);
const yamlMatch = agentContent.match(/```ya?ml\r?\n([\s\S]*?)```/);
if (!yamlMatch) {
console.log(chalk.red(`✗ Could not extract YAML block for ${agentId}`));
continue;
}
const yaml = yamlMatch[1];
// Robust fallback for title and icon
const title = (yaml.match(/title:\s*(.+)/)?.[1]?.trim()) || await this.getAgentTitle(agentId, installDir);
const icon = (yaml.match(/icon:\s*(.+)/)?.[1]?.trim()) || '🤖';
const whenToUse = (yaml.match(/whenToUse:\s*"(.+)"/)?.[1]?.trim()) || `Use for ${title} tasks`;
const roleDefinition = (yaml.match(/roleDefinition:\s*"(.+)"/)?.[1]?.trim()) ||
`You are a ${title} specializing in ${title.toLowerCase()} tasks and responsibilities.`;
const relativePath = path.relative(installDir, agentPath).replace(/\\/g, '/');
const customInstructions = `CRITICAL Read the full YAML from ${relativePath} start activation to alter your state of being follow startup section instructions stay in this being until told to exit this mode`;
// Add permissions from config if they exist
const agentPermission = permissions[agentId];
// Begin .kilocodemodes block
newContent += ` - slug: ${slug}\n`;
newContent += ` name: '${icon} ${title}'\n`;
if (agentPermission) {
newContent += ` description: '${agentPermission.description}'\n`;
}
newContent += ` roleDefinition: ${roleDefinition}\n`;
newContent += ` whenToUse: ${whenToUse}\n`;
newContent += ` customInstructions: ${customInstructions}\n`;
newContent += ` groups:\n`;
newContent += ` - read\n`;
if (agentPermission) {
newContent += ` - - edit\n`;
newContent += ` - fileRegex: ${agentPermission.fileRegex}\n`;
newContent += ` description: ${agentPermission.description}\n`;
} else {
// Fallback to generic edit
newContent += ` - edit\n`;
}
console.log(chalk.green(`✓ Added Kilo mode: ${slug} (${icon} ${title})`));
}
const finalContent = existingContent
? existingContent.trim() + "\n" + newContent
: "customModes:\n" + newContent;
await fileManager.writeFile(filePath, finalContent);
console.log(chalk.green("✓ Created .kilocodemodes file in project root"));
console.log(chalk.green(`✓ KiloCode setup complete!`));
console.log(chalk.dim("Custom modes will be available when you open this project in KiloCode"));
return true;
}
async setupCline(installDir, selectedAgent) {
const clineRulesDir = path.join(installDir, ".clinerules");
const agents = selectedAgent ? [selectedAgent] : await this.getAllAgentIds(installDir);

View File

@@ -497,7 +497,7 @@ class Installer {
case "reinstall":
// For reinstall, don't check for modifications - just overwrite
return await this.performReinstall(config, installDir, spinner);
case "expansions":
case "expansions": {
// Ask which expansion packs to install
const availableExpansionPacks = await resourceLocator.getExpansionPacks();
@@ -534,6 +534,7 @@ class Installer {
console.log(chalk.green(` - ${packId} → .${packId}/`));
}
return;
}
case "cancel":
console.log("Installation cancelled.");
return;
@@ -865,6 +866,8 @@ class Installer {
}).join(", ");
console.log(chalk.green(`✓ IDE rules and configurations set up for: ${ideNames}`));
}
// Information about web bundles
if (!config.includeWebBundles) {
@@ -893,7 +896,7 @@ class Installer {
}
// Important notice to read the user guide
console.log(chalk.red.bold("\n📖 IMPORTANT: Please read the user guide installed at docs/user-guide.md"));
console.log(chalk.red.bold("\n📖 IMPORTANT: Please read the user guide installed at .bmad-core/user-guide.md"));
console.log(chalk.red("This guide contains essential information about the BMad workflow and how to use the agents effectively."));
}
@@ -1428,7 +1431,7 @@ class Installer {
return config.selectedWebBundleTeams ?
`teams: ${config.selectedWebBundleTeams.join(', ')}` :
'selected teams';
case 'custom':
case 'custom': {
const parts = [];
if (config.selectedWebBundleTeams && config.selectedWebBundleTeams.length > 0) {
parts.push(`teams: ${config.selectedWebBundleTeams.join(', ')}`);
@@ -1437,6 +1440,7 @@ class Installer {
parts.push('individual agents');
}
return parts.length > 0 ? parts.join(' + ') : 'custom selection';
}
default:
return 'selected bundles';
}
@@ -1741,6 +1745,28 @@ class Installer {
return null;
}
async flatten(options) {
const { spawn } = require('child_process');
const flattenerPath = path.join(__dirname, '..', '..', 'flattener', 'main.js');
const args = [];
if (options.input) {
args.push('--input', options.input);
}
if (options.output) {
args.push('--output', options.output);
}
const child = spawn('node', [flattenerPath, ...args], {
stdio: 'inherit',
cwd: process.cwd()
});
child.on('exit', (code) => {
process.exit(code);
});
}
}
module.exports = new Installer();

View File

@@ -1,12 +1,12 @@
{
"name": "bmad-method",
"version": "4.3.0",
"version": "4.32.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "bmad-method",
"version": "4.3.0",
"version": "4.32.0",
"license": "MIT",
"dependencies": {
"chalk": "^5.4.1",
@@ -25,14 +25,14 @@
}
},
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"ansi-escapes": "^4.3.2",
"yoctocolors-cjs": "^2.1.2"
},
@@ -49,13 +49,13 @@
}
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"resolved": "https://registry.npmjs.org/@inquirer/confirm/-/confirm-5.1.12.tgz",
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},
"engines": {
"node": ">=18"
@@ -70,13 +70,13 @@
}
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"resolved": "https://registry.npmjs.org/@inquirer/core/-/core-10.1.13.tgz",
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"resolved": "https://registry.npmjs.org/@inquirer/core/-/core-10.1.15.tgz",
"integrity": "sha512-8xrp836RZvKkpNbVvgWUlxjT4CraKk2q+I3Ksy+seI2zkcE+y6wNs1BVhgcv8VyImFecUhdQrYLdW32pAjwBdA==",
"license": "MIT",
"dependencies": {
"@inquirer/figures": "^1.0.12",
"@inquirer/type": "^3.0.7",
"@inquirer/figures": "^1.0.13",
"@inquirer/type": "^3.0.8",
"ansi-escapes": "^4.3.2",
"cli-width": "^4.1.0",
"mute-stream": "^2.0.0",
@@ -97,13 +97,13 @@
}
},
"node_modules/@inquirer/editor": {
"version": "4.2.13",
"resolved": "https://registry.npmjs.org/@inquirer/editor/-/editor-4.2.13.tgz",
"integrity": "sha512-WbicD9SUQt/K8O5Vyk9iC2ojq5RHoCLK6itpp2fHsWe44VxxcA9z3GTWlvjSTGmMQpZr+lbVmrxdHcumJoLbMA==",
"version": "4.2.15",
"resolved": "https://registry.npmjs.org/@inquirer/editor/-/editor-4.2.15.tgz",
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"dependencies": {
"@inquirer/core": "^10.1.13",
"@inquirer/type": "^3.0.7",
"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8",
"external-editor": "^3.1.0"
},
"engines": {
@@ -119,13 +119,13 @@
}
},
"node_modules/@inquirer/expand": {
"version": "4.0.15",
"resolved": "https://registry.npmjs.org/@inquirer/expand/-/expand-4.0.15.tgz",
"integrity": "sha512-4Y+pbr/U9Qcvf+N/goHzPEXiHH8680lM3Dr3Y9h9FFw4gHS+zVpbj8LfbKWIb/jayIB4aSO4pWiBTrBYWkvi5A==",
"version": "4.0.17",
"resolved": "https://registry.npmjs.org/@inquirer/expand/-/expand-4.0.17.tgz",
"integrity": "sha512-PSqy9VmJx/VbE3CT453yOfNa+PykpKg/0SYP7odez1/NWBGuDXgPhp4AeGYYKjhLn5lUUavVS/JbeYMPdH50Mw==",
"license": "MIT",
"dependencies": {
"@inquirer/core": "^10.1.13",
"@inquirer/type": "^3.0.7",
"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8",
"yoctocolors-cjs": "^2.1.2"
},
"engines": {
@@ -141,22 +141,22 @@
}
},
"node_modules/@inquirer/figures": {
"version": "1.0.12",
"resolved": "https://registry.npmjs.org/@inquirer/figures/-/figures-1.0.12.tgz",
"integrity": "sha512-MJttijd8rMFcKJC8NYmprWr6hD3r9Gd9qUC0XwPNwoEPWSMVJwA2MlXxF+nhZZNMY+HXsWa+o7KY2emWYIn0jQ==",
"version": "1.0.13",
"resolved": "https://registry.npmjs.org/@inquirer/figures/-/figures-1.0.13.tgz",
"integrity": "sha512-lGPVU3yO9ZNqA7vTYz26jny41lE7yoQansmqdMLBEfqaGsmdg7V3W9mK9Pvb5IL4EVZ9GnSDGMO/cJXud5dMaw==",
"license": "MIT",
"engines": {
"node": ">=18"
}
},
"node_modules/@inquirer/input": {
"version": "4.1.12",
"resolved": "https://registry.npmjs.org/@inquirer/input/-/input-4.1.12.tgz",
"integrity": "sha512-xJ6PFZpDjC+tC1P8ImGprgcsrzQRsUh9aH3IZixm1lAZFK49UGHxM3ltFfuInN2kPYNfyoPRh+tU4ftsjPLKqQ==",
"version": "4.2.1",
"resolved": "https://registry.npmjs.org/@inquirer/input/-/input-4.2.1.tgz",
"integrity": "sha512-tVC+O1rBl0lJpoUZv4xY+WGWY8V5b0zxU1XDsMsIHYregdh7bN5X5QnIONNBAl0K765FYlAfNHS2Bhn7SSOVow==",
"license": "MIT",
"dependencies": {
"@inquirer/core": "^10.1.13",
"@inquirer/type": "^3.0.7"
"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8"
},
"engines": {
"node": ">=18"
@@ -171,13 +171,13 @@
}
},
"node_modules/@inquirer/number": {
"version": "3.0.15",
"resolved": "https://registry.npmjs.org/@inquirer/number/-/number-3.0.15.tgz",
"integrity": "sha512-xWg+iYfqdhRiM55MvqiTCleHzszpoigUpN5+t1OMcRkJrUrw7va3AzXaxvS+Ak7Gny0j2mFSTv2JJj8sMtbV2g==",
"version": "3.0.17",
"resolved": "https://registry.npmjs.org/@inquirer/number/-/number-3.0.17.tgz",
"integrity": "sha512-GcvGHkyIgfZgVnnimURdOueMk0CztycfC8NZTiIY9arIAkeOgt6zG57G+7vC59Jns3UX27LMkPKnKWAOF5xEYg==",
"license": "MIT",
"dependencies": {
"@inquirer/core": "^10.1.13",
"@inquirer/type": "^3.0.7"
"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8"
},
"engines": {
"node": ">=18"
@@ -192,13 +192,13 @@
}
},
"node_modules/@inquirer/password": {
"version": "4.0.15",
"resolved": "https://registry.npmjs.org/@inquirer/password/-/password-4.0.15.tgz",
"integrity": "sha512-75CT2p43DGEnfGTaqFpbDC2p2EEMrq0S+IRrf9iJvYreMy5mAWj087+mdKyLHapUEPLjN10mNvABpGbk8Wdraw==",
"version": "4.0.17",
"resolved": "https://registry.npmjs.org/@inquirer/password/-/password-4.0.17.tgz",
"integrity": "sha512-DJolTnNeZ00E1+1TW+8614F7rOJJCM4y4BAGQ3Gq6kQIG+OJ4zr3GLjIjVVJCbKsk2jmkmv6v2kQuN/vriHdZA==",
"license": "MIT",
"dependencies": {
"@inquirer/core": "^10.1.13",
"@inquirer/type": "^3.0.7",
"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8",
"ansi-escapes": "^4.3.2"
},
"engines": {
@@ -214,21 +214,21 @@
}
},
"node_modules/@inquirer/prompts": {
"version": "7.5.3",
"resolved": "https://registry.npmjs.org/@inquirer/prompts/-/prompts-7.5.3.tgz",
"integrity": "sha512-8YL0WiV7J86hVAxrh3fE5mDCzcTDe1670unmJRz6ArDgN+DBK1a0+rbnNWp4DUB5rPMwqD5ZP6YHl9KK1mbZRg==",
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"resolved": "https://registry.npmjs.org/@inquirer/prompts/-/prompts-7.7.1.tgz",
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"license": "MIT",
"dependencies": {
"@inquirer/checkbox": "^4.1.8",
"@inquirer/confirm": "^5.1.12",
"@inquirer/editor": "^4.2.13",
"@inquirer/expand": "^4.0.15",
"@inquirer/input": "^4.1.12",
"@inquirer/number": "^3.0.15",
"@inquirer/password": "^4.0.15",
"@inquirer/rawlist": "^4.1.3",
"@inquirer/search": "^3.0.15",
"@inquirer/select": "^4.2.3"
"@inquirer/checkbox": "^4.2.0",
"@inquirer/confirm": "^5.1.14",
"@inquirer/editor": "^4.2.15",
"@inquirer/expand": "^4.0.17",
"@inquirer/input": "^4.2.1",
"@inquirer/number": "^3.0.17",
"@inquirer/password": "^4.0.17",
"@inquirer/rawlist": "^4.1.5",
"@inquirer/search": "^3.0.17",
"@inquirer/select": "^4.3.1"
},
"engines": {
"node": ">=18"
@@ -243,13 +243,13 @@
}
},
"node_modules/@inquirer/rawlist": {
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"resolved": "https://registry.npmjs.org/@inquirer/rawlist/-/rawlist-4.1.3.tgz",
"integrity": "sha512-7XrV//6kwYumNDSsvJIPeAqa8+p7GJh7H5kRuxirct2cgOcSWwwNGoXDRgpNFbY/MG2vQ4ccIWCi8+IXXyFMZA==",
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"resolved": "https://registry.npmjs.org/@inquirer/rawlist/-/rawlist-4.1.5.tgz",
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"dependencies": {
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"@inquirer/core": "^10.1.15",
"@inquirer/type": "^3.0.8",
"yoctocolors-cjs": "^2.1.2"
},
"engines": {
@@ -265,14 +265,14 @@
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},
"node_modules/@inquirer/search": {
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"resolved": "https://registry.npmjs.org/@inquirer/search/-/search-3.0.15.tgz",
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"dependencies": {
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"@inquirer/figures": "^1.0.13",
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},
"engines": {
@@ -288,14 +288,14 @@
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@@ -312,9 +312,9 @@
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"license": "MIT",
"engines": {
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@@ -522,17 +522,17 @@
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"license": "MIT",
"dependencies": {
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"rxjs": "^7.8.2"
},
"engines": {
@@ -717,9 +717,9 @@
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},
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"license": "MIT",
"engines": {
"node": ">=0.12.0"

View File

@@ -1,6 +1,6 @@
{
"name": "bmad-method",
"version": "4.31.0",
"version": "4.34.0",
"description": "BMad Method installer - AI-powered Agile development framework",
"main": "lib/installer.js",
"bin": {