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Author SHA1 Message Date
semantic-release-bot
42a41969b0 chore(release): 4.9.2 [skip ci]
## [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](09d2ad6aea))
2025-06-19 23:07:55 +00:00
Brian Madison
c685b9e328 Merge branch 'main' of github.com:bmadcode/BMAD-METHOD 2025-06-19 18:07:29 -05:00
Brian Madison
09d2ad6aea fix: bad brownfield yml 2025-06-19 18:07:22 -05:00
semantic-release-bot
f723e0b0e8 chore(release): 4.9.1 [skip ci]
## [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](d9a989dbe5))
2025-06-19 22:13:03 +00:00
Brian Madison
d9a989dbe5 fix: dist bundles updated 2025-06-19 17:12:38 -05:00
Brian Madison
bbcc30ac29 more list cleanup 2025-06-19 17:09:17 -05:00
titocr
3267144248 Clean up markdown nesting. (#252)
Co-authored-by: TC <>
2025-06-19 16:54:47 -05:00
54 changed files with 1214 additions and 648 deletions

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@@ -1,3 +1,17 @@
## [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))
## [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))
# [4.9.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.8.0...v4.9.0) (2025-06-19) # [4.9.0](https://github.com/bmadcode/BMAD-METHOD/compare/v4.8.0...v4.9.0) (2025-06-19)

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@@ -112,7 +112,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content

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@@ -357,7 +357,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -420,7 +420,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -432,6 +431,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]

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@@ -226,7 +226,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -266,7 +266,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>

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@@ -78,7 +78,7 @@ After presenting this section, apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{sitemap_diagram}} {{sitemap_diagram}}
```text ```
@{example: sitemap} @{example: sitemap}

View File

@@ -47,7 +47,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -73,7 +73,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -89,7 +89,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -159,7 +159,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -185,7 +185,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows

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@@ -14,7 +14,7 @@ workflow:
sequence: sequence:
- step: service_analysis - step: service_analysis
agent: architect agent: architect
action: analyze existing project and use task document-project action: analyze existing project and use task document-project
creates: multiple documents per the document-project template creates: multiple documents per the document-project template
notes: "Review existing service documentation, codebase, performance metrics, and identify integration dependencies." notes: "Review existing service documentation, codebase, performance metrics, and identify integration dependencies."

View File

@@ -1335,7 +1335,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -1398,7 +1398,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -1410,6 +1409,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]
@@ -3182,7 +3182,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -3222,7 +3222,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>

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@@ -2392,7 +2392,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content
@@ -2813,7 +2813,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -2876,7 +2876,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -2888,6 +2887,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]
@@ -3461,7 +3461,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -3501,7 +3501,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>
@@ -4577,7 +4577,7 @@ After presenting this section, apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{sitemap_diagram}} {{sitemap_diagram}}
```text ```
@{example: sitemap} @{example: sitemap}
@@ -8933,7 +8933,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -8959,7 +8959,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -8975,7 +8975,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -9045,7 +9045,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -9071,7 +9071,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows

View File

@@ -810,7 +810,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -836,7 +836,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -852,7 +852,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -922,7 +922,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -948,7 +948,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows

26
dist/agents/dev.txt vendored
View File

@@ -51,6 +51,12 @@ agent:
icon: 💻 icon: 💻
whenToUse: Use for code implementation, debugging, refactoring, and development best practices whenToUse: Use for code implementation, debugging, refactoring, and development best practices
customization: null customization: null
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list and devDebugLog values
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT begin development until told to proceed
persona: persona:
role: Expert Senior Software Engineer & Implementation Specialist role: Expert Senior Software Engineer & Implementation Specialist
style: Extremely concise, pragmatic, detail-oriented, solution-focused style: Extremely concise, pragmatic, detail-oriented, solution-focused
@@ -58,30 +64,16 @@ persona:
focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead
core_principles: core_principles:
- CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes - CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes
- CRITICAL: Config-Based Loading - MUST load .bmad-core/core-config.yml at startup, then load ONLY files listed in devLoadAlwaysFiles. Inform user of missing files but continue - CRITICAL: Dev Record Only - ONLY update story file Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log)
- CRITICAL: Dev Record Only - ONLY update Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log) - Strive for Sequential Task Execution - Complete tasks 1-by-1 and mark [x] as completed
- Sequential Execution - Complete tasks 1-by-1 in order. Mark [x] before next. No skipping
- Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests - Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests
- Debug Log Discipline - Log temp changes to table. Revert after fix. Keep story lean - Debug Log Discipline - Log temp changes to md table in devDebugLog. Revert after fix.
- Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config - Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config
- Code Excellence - Clean, secure, maintainable code per loaded standards - Code Excellence - Clean, secure, maintainable code per loaded standards
- Numbered Options - Always use numbered lists when presenting choices - Numbered Options - Always use numbered lists when presenting choices
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT scan docs/stories/ directory automatically
- CRITICAL: Do NOT begin any tasks automatically
- Wait for user to specify story or ask for story selection
- Only load story files and begin work when explicitly requested by user
commands: commands:
- help: Show numbered list of the following commands to allow selection - help: Show numbered list of the following commands to allow selection
- chat-mode: Conversational mode for development discussions
- run-tests: Execute linting and tests - run-tests: Execute linting and tests
- lint: Run linting only
- dod-check: Run story-dod-checklist
- status: Show task progress
- debug-log: Show debug entries - debug-log: Show debug entries
- complete-story: Finalize to "Review" - complete-story: Finalize to "Review"
- exit: Say goodbye as the Developer, and then abandon inhabiting this persona - exit: Say goodbye as the Developer, and then abandon inhabiting this persona

2
dist/agents/pm.txt vendored
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@@ -1084,7 +1084,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content

2
dist/agents/po.txt vendored
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@@ -316,7 +316,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content

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@@ -717,7 +717,7 @@ After presenting this section, apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{sitemap_diagram}} {{sitemap_diagram}}
```text ```
@{example: sitemap} @{example: sitemap}

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@@ -288,6 +288,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]] [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
1. **Establish Game Context** 1. **Establish Game Context**
- Understand the game genre or opportunity area - Understand the game genre or opportunity area
- Identify target audience and platform constraints - Identify target audience and platform constraints
- Determine session goals (concept exploration vs. mechanic refinement) - Determine session goals (concept exploration vs. mechanic refinement)
@@ -443,26 +444,31 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Help user select appropriate techniques based on their specific game design needs.]] [[LLM: Help user select appropriate techniques based on their specific game design needs.]]
**For Initial Game Concepts:** **For Initial Game Concepts:**
- What If Game Scenarios - What If Game Scenarios
- Cross-Genre Fusion - Cross-Genre Fusion
- Emotion-First Design - Emotion-First Design
**For Stuck/Blocked Creativity:** **For Stuck/Blocked Creativity:**
- Player Motivation Reversal - Player Motivation Reversal
- Constraint-Based Creativity - Constraint-Based Creativity
- Genre Expectation Subversion - Genre Expectation Subversion
**For Mechanic Development:** **For Mechanic Development:**
- SCAMPER for Game Mechanics - SCAMPER for Game Mechanics
- Core Loop Deconstruction - Core Loop Deconstruction
- Player Agency Spectrum - Player Agency Spectrum
**For Player Experience:** **For Player Experience:**
- Player Archetype Brainstorming - Player Archetype Brainstorming
- Emotion-First Design - Emotion-First Design
- Accessibility-First Innovation - Accessibility-First Innovation
**For World Building:** **For World Building:**
- Environmental Storytelling - Environmental Storytelling
- Player-Generated Narrative - Player-Generated Narrative
- Platform-Specific Design - Platform-Specific Design
@@ -472,16 +478,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]] [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
1. **Inspiration Phase** (10-15 min) 1. **Inspiration Phase** (10-15 min)
- Reference existing games and mechanics - Reference existing games and mechanics
- Explore player experiences and emotions - Explore player experiences and emotions
- Gather visual and thematic inspiration - Gather visual and thematic inspiration
2. **Divergent Exploration** (25-35 min) 2. **Divergent Exploration** (25-35 min)
- Generate many game concepts or mechanics - Generate many game concepts or mechanics
- Use expansion and fusion techniques - Use expansion and fusion techniques
- Encourage wild and impossible ideas - Encourage wild and impossible ideas
3. **Player-Centered Filtering** (15-20 min) 3. **Player-Centered Filtering** (15-20 min)
- Consider target audience reactions - Consider target audience reactions
- Evaluate emotional impact and engagement - Evaluate emotional impact and engagement
- Group ideas by player experience goals - Group ideas by player experience goals
@@ -496,6 +505,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Present brainstorming results in a format useful for game development.]] [[LLM: Present brainstorming results in a format useful for game development.]]
**Session Summary:** **Session Summary:**
- Techniques used and focus areas - Techniques used and focus areas
- Total concepts/mechanics generated - Total concepts/mechanics generated
- Key themes and patterns identified - Key themes and patterns identified
@@ -511,21 +521,25 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
**Development Readiness:** **Development Readiness:**
**Prototype-Ready Ideas:** **Prototype-Ready Ideas:**
- Ideas that can be tested immediately - Ideas that can be tested immediately
- Minimum viable implementations - Minimum viable implementations
- Quick validation approaches - Quick validation approaches
**Research-Required Ideas:** **Research-Required Ideas:**
- Concepts needing technical investigation - Concepts needing technical investigation
- Player testing and market research needs - Player testing and market research needs
- Competitive analysis requirements - Competitive analysis requirements
**Future Innovation Pipeline:** **Future Innovation Pipeline:**
- Ideas requiring significant development - Ideas requiring significant development
- Technology-dependent concepts - Technology-dependent concepts
- Market timing considerations - Market timing considerations
**Next Steps:** **Next Steps:**
- Which concepts to prototype first - Which concepts to prototype first
- Recommended research areas - Recommended research areas
- Suggested playtesting approaches - Suggested playtesting approaches
@@ -534,24 +548,28 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
## Game Design Specific Considerations ## Game Design Specific Considerations
### Platform and Audience Awareness ### Platform and Audience Awareness
- Always consider target platform limitations and advantages - Always consider target platform limitations and advantages
- Keep target audience preferences and expectations in mind - Keep target audience preferences and expectations in mind
- Balance innovation with familiar game design patterns - Balance innovation with familiar game design patterns
- Consider monetization and business model implications - Consider monetization and business model implications
### Rapid Prototyping Mindset ### Rapid Prototyping Mindset
- Focus on ideas that can be quickly tested - Focus on ideas that can be quickly tested
- Emphasize core mechanics over complex features - Emphasize core mechanics over complex features
- Design for iteration and player feedback - Design for iteration and player feedback
- Consider digital and paper prototyping approaches - Consider digital and paper prototyping approaches
### Player Psychology Integration ### Player Psychology Integration
- Understand motivation and engagement drivers - Understand motivation and engagement drivers
- Consider learning curves and skill development - Consider learning curves and skill development
- Design for different play session lengths - Design for different play session lengths
- Balance challenge and reward appropriately - Balance challenge and reward appropriately
### Technical Feasibility ### Technical Feasibility
- Keep development resources and timeline in mind - Keep development resources and timeline in mind
- Consider art and audio asset requirements - Consider art and audio asset requirements
- Think about performance and optimization needs - Think about performance and optimization needs
@@ -979,6 +997,7 @@ This elicitation task is specifically designed for game development and should b
- **Platform Considerations**: When adapting designs for different devices and input methods - **Platform Considerations**: When adapting designs for different devices and input methods
The questions and perspectives offered should always consider: The questions and perspectives offered should always consider:
- Player psychology and motivation - Player psychology and motivation
- Technical feasibility with Phaser 3 and TypeScript - Technical feasibility with Phaser 3 and TypeScript
- Performance implications for 60 FPS targets - Performance implications for 60 FPS targets
@@ -1042,6 +1061,7 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]] [[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
**Primary Loop ({{duration}} seconds):** **Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s) 1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s) 2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s) 3. {{action_3}} ({{time_3}}s)
@@ -1052,10 +1072,12 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Clearly define success and failure states]] [[LLM: Clearly define success and failure states]]
**Victory Conditions:** **Victory Conditions:**
- {{win_condition_1}} - {{win_condition_1}}
- {{win_condition_2}} - {{win_condition_2}}
**Failure States:** **Failure States:**
- {{loss_condition_1}} - {{loss_condition_1}}
- {{loss_condition_2}} - {{loss_condition_2}}
@@ -1076,6 +1098,7 @@ If available, review any provided documents or ask if any are optionally availab
**System Response:** {{game_response}} **System Response:** {{game_response}}
**Implementation Notes:** **Implementation Notes:**
- {{tech_requirement_1}} - {{tech_requirement_1}}
- {{tech_requirement_2}} - {{tech_requirement_2}}
- {{performance_consideration}} - {{performance_consideration}}
@@ -1088,8 +1111,8 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define all input methods for different platforms]] [[LLM: Define all input methods for different platforms]]
| Action | Desktop | Mobile | Gamepad | | Action | Desktop | Mobile | Gamepad |
|--------|---------|--------|---------| | ------------ | ------- | ----------- | ---------- |
| {{action_1}} | {{key}} | {{gesture}} | {{button}} | | {{action_1}} | {{key}} | {{gesture}} | {{button}} |
| {{action_2}} | {{key}} | {{gesture}} | {{button}} | | {{action_2}} | {{key}} | {{gesture}} | {{button}} |
@@ -1102,6 +1125,7 @@ If available, review any provided documents or ask if any are optionally availab
**Progression Type:** {{linear|branching|metroidvania}} **Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:** **Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}} 1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}} 2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}} 3. **{{milestone_3}}** - {{unlock_description}}
@@ -1121,9 +1145,9 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define any in-game currencies, resources, or collectibles]] [[LLM: Define any in-game currencies, resources, or collectibles]]
| Resource | Earn Rate | Spend Rate | Purpose | Cap | | Resource | Earn Rate | Spend Rate | Purpose | Cap |
|----------|-----------|------------|---------|-----| | -------------- | --------- | ---------- | ------- | ------- |
| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} | | {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
^^/CONDITION: has_economy^^ ^^/CONDITION: has_economy^^
@@ -1143,6 +1167,7 @@ If available, review any provided documents or ask if any are optionally availab
**Difficulty:** {{relative_difficulty}} **Difficulty:** {{relative_difficulty}}
**Structure Template:** **Structure Template:**
- Introduction: {{intro_description}} - Introduction: {{intro_description}}
- Challenge: {{main_challenge}} - Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}} - Resolution: {{completion_requirement}}
@@ -1169,11 +1194,13 @@ If available, review any provided documents or ask if any are optionally availab
### Platform Specific ### Platform Specific
**Desktop:** **Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}} - Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad - Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+ - Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:** **Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}} - Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional) - Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+ - OS: iOS 13+, Android 8+
@@ -1183,12 +1210,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define asset specifications for the art and audio teams]] [[LLM: Define asset specifications for the art and audio teams]]
**Visual Assets:** **Visual Assets:**
- Art Style: {{style_description}} - Art Style: {{style_description}}
- Color Palette: {{color_specification}} - Color Palette: {{color_specification}}
- Animation: {{animation_requirements}} - Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}} - UI Resolution: {{ui_specs}}
**Audio Assets:** **Audio Assets:**
- Music Style: {{music_genre}} - Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}} - Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}} - Voice Acting: {{voice_needs}}
@@ -1200,6 +1229,7 @@ If available, review any provided documents or ask if any are optionally availab
### Engine Configuration ### Engine Configuration
**Phaser 3 Setup:** **Phaser 3 Setup:**
- TypeScript: Strict mode enabled - TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter) - Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback - Renderer: WebGL with Canvas fallback
@@ -1208,6 +1238,7 @@ If available, review any provided documents or ask if any are optionally availab
### Code Architecture ### Code Architecture
**Required Systems:** **Required Systems:**
- Scene Management - Scene Management
- State Management - State Management
- Asset Loading - Asset Loading
@@ -1219,6 +1250,7 @@ If available, review any provided documents or ask if any are optionally availab
### Data Management ### Data Management
**Save Data:** **Save Data:**
- Progress tracking - Progress tracking
- Settings persistence - Settings persistence
- Statistics collection - Statistics collection
@@ -1231,12 +1263,14 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 1: Core Systems ({{duration}}) ### Phase 1: Core Systems ({{duration}})
**Epic: Foundation** **Epic: Foundation**
- Engine setup and configuration - Engine setup and configuration
- Basic scene management - Basic scene management
- Core input handling - Core input handling
- Asset loading pipeline - Asset loading pipeline
**Epic: Core Mechanics** **Epic: Core Mechanics**
- {{primary_mechanic}} implementation - {{primary_mechanic}} implementation
- Basic physics and collision - Basic physics and collision
- Player controller - Player controller
@@ -1244,11 +1278,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 2: Gameplay Features ({{duration}}) ### Phase 2: Gameplay Features ({{duration}})
**Epic: Game Systems** **Epic: Game Systems**
- {{mechanic_2}} implementation - {{mechanic_2}} implementation
- {{mechanic_3}} implementation - {{mechanic_3}} implementation
- Game state management - Game state management
**Epic: Content Creation** **Epic: Content Creation**
- Level loading system - Level loading system
- First playable levels - First playable levels
- Basic UI implementation - Basic UI implementation
@@ -1256,11 +1292,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 3: Polish & Optimization ({{duration}}) ### Phase 3: Polish & Optimization ({{duration}})
**Epic: Performance** **Epic: Performance**
- Optimization and profiling - Optimization and profiling
- Mobile platform testing - Mobile platform testing
- Memory management - Memory management
**Epic: User Experience** **Epic: User Experience**
- Audio implementation - Audio implementation
- Visual effects and polish - Visual effects and polish
- Final UI/UX refinement - Final UI/UX refinement
@@ -1270,12 +1308,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define measurable goals for the game]] [[LLM: Define measurable goals for the game]]
**Technical Metrics:** **Technical Metrics:**
- Frame rate: {{fps_target}} - Frame rate: {{fps_target}}
- Load time: {{load_target}} - Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}% - Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB - Memory usage: <{{memory_target}}MB
**Gameplay Metrics:** **Gameplay Metrics:**
- Tutorial completion: {{completion_rate}}% - Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes - Average session: {{session_length}} minutes
- Level completion: {{level_completion}}% - Level completion: {{level_completion}}%
@@ -1366,19 +1406,23 @@ This framework ensures consistency across all levels while providing flexibility
**Difficulty Range:** {{difficulty_scale}} **Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:** **Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}} - {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}} - {{mechanic_2}} - {{usage_description}}
**Player Objectives:** **Player Objectives:**
- Primary: {{primary_objective}} - Primary: {{primary_objective}}
- Secondary: {{secondary_objective}} - Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}} - Hidden: {{secret_objective}}
**Success Criteria:** **Success Criteria:**
- {{completion_requirement_1}} - {{completion_requirement_1}}
- {{completion_requirement_2}} - {{completion_requirement_2}}
**Technical Requirements:** **Technical Requirements:**
- Maximum entities: {{entity_limit}} - Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS - Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB - Memory budget: {{memory_limit}}MB
@@ -1399,6 +1443,7 @@ This framework ensures consistency across all levels while providing flexibility
**Total Level Count:** {{number}} **Total Level Count:** {{number}}
**World Breakdown:** **World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -1408,7 +1453,8 @@ This framework ensures consistency across all levels while providing flexibility
[[LLM: Define how challenge increases across the game]] [[LLM: Define how challenge increases across the game]]
**Progression Curve:** **Progression Curve:**
```text
````text
Difficulty Difficulty
^ ___/``` ^ ___/```
| / | /
@@ -1418,9 +1464,10 @@ Difficulty
|/ / |/ /
+-----------> Level Number +-----------> Level Number
Tutorial Early Mid Late Tutorial Early Mid Late
```text ````
**Scaling Parameters:** **Scaling Parameters:**
- Enemy count: {{start_count}} → {{end_count}} - Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}} - Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}} - Level complexity: {{start_complex}} → {{end_complex}}
@@ -1431,6 +1478,7 @@ Difficulty
[[LLM: Define how players access new levels]] [[LLM: Define how players access new levels]]
**Progression Gates:** **Progression Gates:**
- Linear progression: Complete previous level - Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock - Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}} - Skill gates: Demonstrate {{skill_requirement}}
@@ -1445,14 +1493,17 @@ Difficulty
[[LLM: Define all environmental components that can be used in levels]] [[LLM: Define all environmental components that can be used in levels]]
**Terrain Types:** **Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}} - {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}} - {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:** **Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}} - {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}} - {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:** **Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}} - {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}} - {{hazard_2}}: {{damage_and_behavior}}
@@ -1461,15 +1512,18 @@ Difficulty
[[LLM: Define all collectible items and their placement rules]] [[LLM: Define all collectible items and their placement rules]]
**Collectible Types:** **Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}} - {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}} - {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:** **Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}} - Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}} - Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}} - Secret collectibles: {{placement_rules}}
**Reward Distribution:** **Reward Distribution:**
- Easy to find: {{percentage}}% - Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}% - Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}% - High skill required: {{percentage}}%
@@ -1479,15 +1533,18 @@ Difficulty
[[LLM: Define how enemies should be placed and balanced in levels]] [[LLM: Define how enemies should be placed and balanced in levels]]
**Enemy Categories:** **Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}} - {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}} - {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:** **Placement Principles:**
- Introduction encounters: {{guideline}} - Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}} - Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}} - Challenge encounters: {{guideline}}
**Difficulty Scaling:** **Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}} - Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}} - Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}} - Encounter complexity: {{complexity_rule}}
@@ -1499,12 +1556,14 @@ Difficulty
### Level Layout Principles ### Level Layout Principles
**Spatial Design:** **Spatial Design:**
- Grid size: {{grid_dimensions}} - Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}} - Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}} - Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}} - Safe zones placement: {{safety_guidelines}}
**Navigation Design:** **Navigation Design:**
- Clear path indication: {{visual_cues}} - Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}} - Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}} - Dead end avoidance: {{dead_end_policy}}
@@ -1515,11 +1574,13 @@ Difficulty
[[LLM: Define how to control the rhythm and pace of gameplay within levels]] [[LLM: Define how to control the rhythm and pace of gameplay within levels]]
**Action Sequences:** **Action Sequences:**
- High intensity duration: {{max_duration}} - High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}} - Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}} - Intensity variation: {{pacing_pattern}}
**Learning Sequences:** **Learning Sequences:**
- New mechanic introduction: {{teaching_method}} - New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}} - Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}} - Skill application: {{application_context}}
@@ -1529,12 +1590,14 @@ Difficulty
[[LLM: Define how to create appropriate challenges for each level type]] [[LLM: Define how to create appropriate challenges for each level type]]
**Challenge Types:** **Challenge Types:**
- Execution challenges: {{skill_requirements}} - Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}} - Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}} - Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}} - Resource challenges: {{resource_management}}
**Difficulty Calibration:** **Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}} - Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}} - Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}} - Hint system integration: {{help_system}}
@@ -1548,11 +1611,13 @@ Difficulty
[[LLM: Define how level data should be structured for implementation]] [[LLM: Define how level data should be structured for implementation]]
**Level File Format:** **Level File Format:**
- Data format: {{json|yaml|custom}} - Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}` - File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}} - Data organization: {{structure_description}}
**Required Data Fields:** **Required Data Fields:**
```json ```json
{ {
"levelId": "{{unique_identifier}}", "levelId": "{{unique_identifier}}",
@@ -1584,12 +1649,14 @@ Difficulty
[[LLM: Define how level assets are organized and loaded]] [[LLM: Define how level assets are organized and loaded]]
**Tilemap Requirements:** **Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px - Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}} - Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}} - Layer organization: {{layer_system}}
- Collision data: {{collision_format}} - Collision data: {{collision_format}}
**Audio Integration:** **Audio Integration:**
- Background music: {{music_requirements}} - Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}} - Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}} - Dynamic audio: {{dynamic_audio_rules}}
@@ -1599,16 +1666,19 @@ Difficulty
[[LLM: Define performance requirements for level systems]] [[LLM: Define performance requirements for level systems]]
**Entity Limits:** **Entity Limits:**
- Maximum active entities: {{entity_limit}} - Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}} - Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}} - Maximum audio sources: {{audio_limit}}
**Memory Management:** **Memory Management:**
- Texture memory budget: {{texture_memory}}MB - Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB - Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s - Level loading time: <{{load_time}}s
**Culling and LOD:** **Culling and LOD:**
- Off-screen culling: {{culling_distance}} - Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}} - Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}} - Asset streaming: {{streaming_requirements}}
@@ -1620,11 +1690,13 @@ Difficulty
### Automated Testing ### Automated Testing
**Performance Testing:** **Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS - Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB - Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s - Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:** **Gameplay Testing:**
- Completion path validation: All objectives achievable - Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable - Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states - Softlock prevention: No unwinnable states
@@ -1632,6 +1704,7 @@ Difficulty
### Manual Testing Protocol ### Manual Testing Protocol
**Playtesting Checklist:** **Playtesting Checklist:**
- [ ] Level completes within target time range - [ ] Level completes within target time range
- [ ] All mechanics function correctly - [ ] All mechanics function correctly
- [ ] Difficulty feels appropriate for level category - [ ] Difficulty feels appropriate for level category
@@ -1639,6 +1712,7 @@ Difficulty
- [ ] No exploits or sequence breaks (unless intended) - [ ] No exploits or sequence breaks (unless intended)
**Player Experience Testing:** **Player Experience Testing:**
- [ ] Tutorial levels teach effectively - [ ] Tutorial levels teach effectively
- [ ] Challenge feels fair and rewarding - [ ] Challenge feels fair and rewarding
- [ ] Flow and pacing maintain engagement - [ ] Flow and pacing maintain engagement
@@ -1647,12 +1721,14 @@ Difficulty
### Balance Validation ### Balance Validation
**Metrics Collection:** **Metrics Collection:**
- Completion rate: Target {{completion_percentage}}% - Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}} - Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}} - Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}% - Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:** **Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}} - Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}} - Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}} - Validation period: {{testing_duration}}
@@ -1664,12 +1740,14 @@ Difficulty
### Design Phase ### Design Phase
**Concept Development:** **Concept Development:**
1. Define level purpose and goals 1. Define level purpose and goals
2. Create rough layout sketch 2. Create rough layout sketch
3. Identify key mechanics and challenges 3. Identify key mechanics and challenges
4. Estimate difficulty and duration 4. Estimate difficulty and duration
**Documentation Requirements:** **Documentation Requirements:**
- Level design brief - Level design brief
- Layout diagrams - Layout diagrams
- Mechanic integration notes - Mechanic integration notes
@@ -1678,6 +1756,7 @@ Difficulty
### Implementation Phase ### Implementation Phase
**Technical Implementation:** **Technical Implementation:**
1. Create level data file 1. Create level data file
2. Build tilemap and layout 2. Build tilemap and layout
3. Place entities and objects 3. Place entities and objects
@@ -1685,6 +1764,7 @@ Difficulty
5. Integrate audio and visual effects 5. Integrate audio and visual effects
**Quality Assurance:** **Quality Assurance:**
1. Automated testing execution 1. Automated testing execution
2. Internal playtesting 2. Internal playtesting
3. Performance validation 3. Performance validation
@@ -1693,12 +1773,14 @@ Difficulty
### Integration Phase ### Integration Phase
**Game Integration:** **Game Integration:**
1. Level progression integration 1. Level progression integration
2. Save system compatibility 2. Save system compatibility
3. Analytics integration 3. Analytics integration
4. Achievement system integration 4. Achievement system integration
**Final Validation:** **Final Validation:**
1. Full game context testing 1. Full game context testing
2. Performance regression testing 2. Performance regression testing
3. Platform compatibility verification 3. Platform compatibility verification
@@ -1709,18 +1791,21 @@ Difficulty
[[LLM: Define how to measure level design success]] [[LLM: Define how to measure level design success]]
**Player Engagement:** **Player Engagement:**
- Level completion rate: {{target_rate}}% - Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}% - Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}} - Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10 - Player satisfaction scores: {{satisfaction_target}}/10
**Technical Performance:** **Technical Performance:**
- Frame rate consistency: {{fps_consistency}}% - Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}% - Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}% - Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}% - Crash rate: <{{crash_threshold}}%
**Design Quality:** **Design Quality:**
- Difficulty curve adherence: {{curve_accuracy}} - Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}} - Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}} - Player guidance clarity: {{guidance_score}}
@@ -1790,11 +1875,13 @@ This brief is typically created early in the ideation process, often after brain
[[LLM: List the 3-5 most important gameplay mechanics that define the player experience]] [[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
**Core Mechanic 1: {{mechanic_name}}** **Core Mechanic 1: {{mechanic_name}}**
- **Description:** {{how_it_works}} - **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}} - **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}} - **Implementation Scope:** {{complexity_estimate}}
**Core Mechanic 2: {{mechanic_name}}** **Core Mechanic 2: {{mechanic_name}}**
- **Description:** {{how_it_works}} - **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}} - **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}} - **Implementation Scope:** {{complexity_estimate}}
@@ -1821,10 +1908,12 @@ This brief is typically created early in the ideation process, often after brain
### Technical Constraints ### Technical Constraints
**Platform Requirements:** **Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}} - Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}} - Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:** **Technical Specifications:**
- Engine: Phaser 3 + TypeScript - Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}} - Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB - Memory Budget: <{{memory_limit}}MB
@@ -1855,6 +1944,7 @@ This brief is typically created early in the ideation process, often after brain
### Inspiration Games ### Inspiration Games
**Primary References:** **Primary References:**
1. **{{reference_game_1}}** - {{what_we_learn_from_it}} 1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
2. **{{reference_game_2}}** - {{what_we_learn_from_it}} 2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
3. **{{reference_game_3}}** - {{what_we_learn_from_it}} 3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
@@ -1862,6 +1952,7 @@ This brief is typically created early in the ideation process, often after brain
### Competitive Analysis ### Competitive Analysis
**Direct Competitors:** **Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}} - {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}} - {{competitor_2}}: {{strengths_and_weaknesses}}
@@ -1887,13 +1978,16 @@ This brief is typically created early in the ideation process, often after brain
### Content Categories ### Content Categories
**Core Content:** **Core Content:**
- {{content_type_1}}: {{quantity_and_description}} - {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}} - {{content_type_2}}: {{quantity_and_description}}
**Optional Content:** **Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}} - {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:** **Replay Elements:**
- {{replayability_features}} - {{replayability_features}}
### Difficulty and Accessibility ### Difficulty and Accessibility
@@ -1931,23 +2025,23 @@ This brief is typically created early in the ideation process, often after brain
### Technical Risks ### Technical Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{technical_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{technical_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Design Risks ### Design Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{design_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{design_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Market Risks ### Market Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{market_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
## Success Criteria ## Success Criteria
@@ -1956,11 +2050,13 @@ This brief is typically created early in the ideation process, often after brain
### Player Experience Metrics ### Player Experience Metrics
**Engagement Goals:** **Engagement Goals:**
- Tutorial completion rate: >{{percentage}}% - Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes - Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}% - Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:** **Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10 - Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}% - Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent - Technical performance: {{fps_target}} FPS consistent
@@ -1968,11 +2064,13 @@ This brief is typically created early in the ideation process, often after brain
### Development Metrics ### Development Metrics
**Technical Targets:** **Technical Targets:**
- Zero critical bugs at launch - Zero critical bugs at launch
- Performance targets met on all platforms - Performance targets met on all platforms
- Load times under {{seconds}}s - Load times under {{seconds}}s
**Process Goals:** **Process Goals:**
- Development timeline adherence - Development timeline adherence
- Feature scope completion - Feature scope completion
- Quality assurance standards - Quality assurance standards
@@ -1982,6 +2080,7 @@ This brief is typically created early in the ideation process, often after brain
### Business Metrics ### Business Metrics
**Commercial Goals:** **Commercial Goals:**
- {{revenue_target}} in first {{time_period}} - {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}} - {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users - {{retention_target}} monthly active users
@@ -2001,16 +2100,19 @@ This brief is typically created early in the ideation process, often after brain
### Development Roadmap ### Development Roadmap
**Phase 1: Pre-Production** ({{duration}}) **Phase 1: Pre-Production** ({{duration}})
- Detailed Game Design Document creation - Detailed Game Design Document creation
- Technical architecture planning - Technical architecture planning
- Art style exploration and pipeline setup - Art style exploration and pipeline setup
**Phase 2: Prototype** ({{duration}}) **Phase 2: Prototype** ({{duration}})
- Core mechanic implementation - Core mechanic implementation
- Technical proof of concept - Technical proof of concept
- Initial playtesting and iteration - Initial playtesting and iteration
**Phase 3: Production** ({{duration}}) **Phase 3: Production** ({{duration}})
- Full feature development - Full feature development
- Content creation and integration - Content creation and integration
- Comprehensive testing and optimization - Comprehensive testing and optimization
@@ -2018,6 +2120,7 @@ This brief is typically created early in the ideation process, often after brain
### Documentation Pipeline ### Documentation Pipeline
**Required Documents:** **Required Documents:**
1. Game Design Document (GDD) - {{target_completion}} 1. Game Design Document (GDD) - {{target_completion}}
2. Technical Architecture Document - {{target_completion}} 2. Technical Architecture Document - {{target_completion}}
3. Art Style Guide - {{target_completion}} 3. Art Style Guide - {{target_completion}}
@@ -2026,10 +2129,12 @@ This brief is typically created early in the ideation process, often after brain
### Validation Plan ### Validation Plan
**Concept Testing:** **Concept Testing:**
- {{validation_method_1}} - {{timeline}} - {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}} - {{validation_method_2}} - {{timeline}}
**Prototype Testing:** **Prototype Testing:**
- {{testing_approach}} - {{timeline}} - {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}} - {{feedback_collection_method}} - {{timeline}}
@@ -2061,6 +2166,7 @@ This brief is typically created early in the ideation process, often after brain
## Document Completeness ## Document Completeness
### Executive Summary ### Executive Summary
- [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences - [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
- [ ] **Target Audience** - Primary and secondary audiences defined with demographics - [ ] **Target Audience** - Primary and secondary audiences defined with demographics
- [ ] **Platform Requirements** - Technical platforms and requirements specified - [ ] **Platform Requirements** - Technical platforms and requirements specified
@@ -2068,6 +2174,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed - [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed
### Game Design Foundation ### Game Design Foundation
- [ ] **Game Pillars** - 3-5 core design pillars defined and actionable - [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
- [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings - [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
- [ ] **Win/Loss Conditions** - Clear victory and failure states defined - [ ] **Win/Loss Conditions** - Clear victory and failure states defined
@@ -2077,6 +2184,7 @@ This brief is typically created early in the ideation process, often after brain
## Gameplay Mechanics ## Gameplay Mechanics
### Core Mechanics Documentation ### Core Mechanics Documentation
- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes - [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
- [ ] **Mechanic Integration** - How mechanics work together is clear - [ ] **Mechanic Integration** - How mechanics work together is clear
- [ ] **Player Input** - All input methods specified for each platform - [ ] **Player Input** - All input methods specified for each platform
@@ -2084,6 +2192,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Performance Impact** - Performance considerations for each mechanic noted - [ ] **Performance Impact** - Performance considerations for each mechanic noted
### Controls and Interaction ### Controls and Interaction
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined - [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
- [ ] **Input Responsiveness** - Requirements for responsive game feel specified - [ ] **Input Responsiveness** - Requirements for responsive game feel specified
- [ ] **Accessibility Options** - Control customization and accessibility considered - [ ] **Accessibility Options** - Control customization and accessibility considered
@@ -2093,6 +2202,7 @@ This brief is typically created early in the ideation process, often after brain
## Progression and Balance ## Progression and Balance
### Player Progression ### Player Progression
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined - [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
- [ ] **Key Milestones** - Major progression points documented - [ ] **Key Milestones** - Major progression points documented
- [ ] **Unlock System** - What players unlock and when is specified - [ ] **Unlock System** - What players unlock and when is specified
@@ -2100,6 +2210,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Player Agency** - Meaningful player choices and consequences defined - [ ] **Player Agency** - Meaningful player choices and consequences defined
### Game Balance ### Game Balance
- [ ] **Balance Parameters** - Numeric values for key game systems provided - [ ] **Balance Parameters** - Numeric values for key game systems provided
- [ ] **Difficulty Curve** - Appropriate challenge progression designed - [ ] **Difficulty Curve** - Appropriate challenge progression designed
- [ ] **Economy Design** - Resource systems balanced for engagement - [ ] **Economy Design** - Resource systems balanced for engagement
@@ -2109,6 +2220,7 @@ This brief is typically created early in the ideation process, often after brain
## Level Design Framework ## Level Design Framework
### Level Structure ### Level Structure
- [ ] **Level Types** - Different level categories defined with purposes - [ ] **Level Types** - Different level categories defined with purposes
- [ ] **Level Progression** - How players move through levels specified - [ ] **Level Progression** - How players move through levels specified
- [ ] **Duration Targets** - Expected play time for each level type - [ ] **Duration Targets** - Expected play time for each level type
@@ -2116,6 +2228,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Replay Value** - Elements that encourage repeated play designed - [ ] **Replay Value** - Elements that encourage repeated play designed
### Content Guidelines ### Content Guidelines
- [ ] **Level Creation Rules** - Clear guidelines for level designers - [ ] **Level Creation Rules** - Clear guidelines for level designers
- [ ] **Mechanic Introduction** - How new mechanics are taught in levels - [ ] **Mechanic Introduction** - How new mechanics are taught in levels
- [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned - [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
@@ -2125,6 +2238,7 @@ This brief is typically created early in the ideation process, often after brain
## Technical Implementation Readiness ## Technical Implementation Readiness
### Performance Requirements ### Performance Requirements
- [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates - [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined - [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content - [ ] **Load Time Goals** - Acceptable loading times for different content
@@ -2132,6 +2246,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Scalability Plan** - How performance scales across different devices - [ ] **Scalability Plan** - How performance scales across different devices
### Platform Specifications ### Platform Specifications
- [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs - [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
- [ ] **Mobile Optimization** - iOS and Android specific requirements - [ ] **Mobile Optimization** - iOS and Android specific requirements
- [ ] **Browser Compatibility** - Supported browsers and versions listed - [ ] **Browser Compatibility** - Supported browsers and versions listed
@@ -2139,6 +2254,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Update Strategy** - Plan for post-launch updates and patches - [ ] **Update Strategy** - Plan for post-launch updates and patches
### Asset Requirements ### Asset Requirements
- [ ] **Art Style Definition** - Clear visual style with reference materials - [ ] **Art Style Definition** - Clear visual style with reference materials
- [ ] **Asset Specifications** - Technical requirements for all asset types - [ ] **Asset Specifications** - Technical requirements for all asset types
- [ ] **Audio Requirements** - Music and sound effect specifications - [ ] **Audio Requirements** - Music and sound effect specifications
@@ -2148,6 +2264,7 @@ This brief is typically created early in the ideation process, often after brain
## Development Planning ## Development Planning
### Implementation Phases ### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases - [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified - [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented - [ ] **Dependency Mapping** - Prerequisites between features documented
@@ -2155,6 +2272,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Milestone Planning** - Key deliverables and deadlines established - [ ] **Milestone Planning** - Key deliverables and deadlines established
### Team Requirements ### Team Requirements
- [ ] **Role Definitions** - Required team roles and responsibilities - [ ] **Role Definitions** - Required team roles and responsibilities
- [ ] **Skill Requirements** - Technical skills needed for implementation - [ ] **Skill Requirements** - Technical skills needed for implementation
- [ ] **Resource Allocation** - Time and effort estimates for major features - [ ] **Resource Allocation** - Time and effort estimates for major features
@@ -2164,6 +2282,7 @@ This brief is typically created early in the ideation process, often after brain
## Quality Assurance ## Quality Assurance
### Success Metrics ### Success Metrics
- [ ] **Technical Metrics** - Measurable technical performance goals - [ ] **Technical Metrics** - Measurable technical performance goals
- [ ] **Gameplay Metrics** - Player engagement and retention targets - [ ] **Gameplay Metrics** - Player engagement and retention targets
- [ ] **Quality Benchmarks** - Standards for bug rates and polish level - [ ] **Quality Benchmarks** - Standards for bug rates and polish level
@@ -2171,6 +2290,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Business Objectives** - Commercial or project success criteria - [ ] **Business Objectives** - Commercial or project success criteria
### Testing Strategy ### Testing Strategy
- [ ] **Playtesting Plan** - How and when player feedback will be gathered - [ ] **Playtesting Plan** - How and when player feedback will be gathered
- [ ] **Technical Testing** - Performance and compatibility testing approach - [ ] **Technical Testing** - Performance and compatibility testing approach
- [ ] **Balance Validation** - Methods for confirming game balance - [ ] **Balance Validation** - Methods for confirming game balance
@@ -2180,6 +2300,7 @@ This brief is typically created early in the ideation process, often after brain
## Documentation Quality ## Documentation Quality
### Clarity and Completeness ### Clarity and Completeness
- [ ] **Clear Writing** - All sections are well-written and understandable - [ ] **Clear Writing** - All sections are well-written and understandable
- [ ] **Complete Coverage** - No major game systems left undefined - [ ] **Complete Coverage** - No major game systems left undefined
- [ ] **Actionable Detail** - Enough detail for developers to create implementation stories - [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
@@ -2187,6 +2308,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Reference Materials** - Links to inspiration, research, and additional resources - [ ] **Reference Materials** - Links to inspiration, research, and additional resources
### Maintainability ### Maintainability
- [ ] **Version Control** - Change log established for tracking revisions - [ ] **Version Control** - Change log established for tracking revisions
- [ ] **Update Process** - Plan for maintaining document during development - [ ] **Update Process** - Plan for maintaining document during development
- [ ] **Team Access** - All team members can access and reference the document - [ ] **Team Access** - All team members can access and reference the document
@@ -2196,6 +2318,7 @@ This brief is typically created early in the ideation process, often after brain
## Stakeholder Alignment ## Stakeholder Alignment
### Team Understanding ### Team Understanding
- [ ] **Shared Vision** - All team members understand and agree with the game vision - [ ] **Shared Vision** - All team members understand and agree with the game vision
- [ ] **Role Clarity** - Each team member understands their contribution - [ ] **Role Clarity** - Each team member understands their contribution
- [ ] **Decision Framework** - Process for making design decisions during development - [ ] **Decision Framework** - Process for making design decisions during development
@@ -2203,6 +2326,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Communication Channels** - Regular meetings and feedback sessions planned - [ ] **Communication Channels** - Regular meetings and feedback sessions planned
### External Validation ### External Validation
- [ ] **Market Validation** - Competitive analysis and market fit assessment - [ ] **Market Validation** - Competitive analysis and market fit assessment
- [ ] **Technical Validation** - Feasibility confirmed with technical team - [ ] **Technical Validation** - Feasibility confirmed with technical team
- [ ] **Resource Validation** - Required resources available and committed - [ ] **Resource Validation** - Required resources available and committed
@@ -2212,6 +2336,7 @@ This brief is typically created early in the ideation process, often after brain
## Final Readiness Assessment ## Final Readiness Assessment
### Implementation Preparedness ### Implementation Preparedness
- [ ] **Story Creation Ready** - Document provides sufficient detail for story creation - [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
- [ ] **Architecture Alignment** - Game design aligns with technical capabilities - [ ] **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
@@ -2219,6 +2344,7 @@ This brief is typically created early in the ideation process, often after brain
- [ ] **Quality Assurance** - Testing and validation processes established - [ ] **Quality Assurance** - Testing and validation processes established
### Document Approval ### Document Approval
- [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders - [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
- [ ] **Technical Review Complete** - Technical feasibility confirmed - [ ] **Technical Review Complete** - Technical feasibility confirmed
- [ ] **Business Review Complete** - Project scope and goals approved - [ ] **Business Review Complete** - Project scope and goals approved

View File

@@ -290,7 +290,7 @@ This architecture is designed to support the gameplay mechanics defined in the G
│ ├── stories/ # Development stories │ ├── stories/ # Development stories
│ └── architecture/ # Technical docs │ └── architecture/ # Technical docs
└── dist/ # Built game files └── dist/ # Built game files
```text ```
### Module Organization ### Module Organization
@@ -575,7 +575,7 @@ const gameConfig: Phaser.Types.Core.GameConfig = {
}, },
// Additional configuration... // Additional configuration...
}; };
```text ```
### Game Balance Configuration ### Game Balance Configuration
@@ -776,6 +776,7 @@ export const GameBalance = {
## Story Completeness ## Story Completeness
### Basic Story Elements ### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature - [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic - [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low) - [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
@@ -783,6 +784,7 @@ export const GameBalance = {
- [ ] **Description** - Clear, concise description of what needs to be implemented - [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment ### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced - [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD - [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience - [ ] **Player Experience Goal** - Describes the intended player experience
@@ -792,6 +794,7 @@ export const GameBalance = {
## Technical Specifications ## Technical Specifications
### Architecture Compliance ### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure - [ ] **File Organization** - Follows game architecture document structure
- [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined - [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems - [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
@@ -799,6 +802,7 @@ export const GameBalance = {
- [ ] **Dependencies** - All system dependencies clearly identified - [ ] **Dependencies** - All system dependencies clearly identified
### Phaser 3 Requirements ### Phaser 3 Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how - [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components - [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components
- [ ] **Physics Integration** - Physics requirements specified if applicable - [ ] **Physics Integration** - Physics requirements specified if applicable
@@ -806,6 +810,7 @@ export const GameBalance = {
- [ ] **Performance Considerations** - 60 FPS target and optimization requirements - [ ] **Performance Considerations** - 60 FPS target and optimization requirements
### Code Quality Standards ### Code Quality Standards
- [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript - [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript
- [ ] **Error Handling** - Error scenarios and handling requirements specified - [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Object pooling and cleanup requirements where needed - [ ] **Memory Management** - Object pooling and cleanup requirements where needed
@@ -815,6 +820,7 @@ export const GameBalance = {
## Implementation Readiness ## Implementation Readiness
### Acceptance Criteria ### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable - [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable - [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications - [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
@@ -822,6 +828,7 @@ export const GameBalance = {
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable - [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks ### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks - [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours - [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions - [ ] **Task Clarity** - Each task has clear, actionable instructions
@@ -829,6 +836,7 @@ export const GameBalance = {
- [ ] **Development Flow** - Tasks follow logical implementation order - [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies ### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs - [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified - [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations - [ ] **Asset Dependencies** - All needed assets specified with locations
@@ -838,6 +846,7 @@ export const GameBalance = {
## Testing Requirements ## Testing Requirements
### Test Coverage ### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined - [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined
- [ ] **Integration Test Cases** - Integration testing with other game systems specified - [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined - [ ] **Manual Test Cases** - Game-specific manual testing procedures defined
@@ -845,6 +854,7 @@ export const GameBalance = {
- [ ] **Edge Case Testing** - Edge cases and error conditions covered - [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation ### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified - [ ] **Test File Paths** - Exact test file locations specified
- [ ] **Test Scenarios** - All test scenarios are complete and executable - [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined - [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
@@ -854,6 +864,7 @@ export const GameBalance = {
## Game-Specific Quality ## Game-Specific Quality
### Gameplay Implementation ### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications - [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete - [ ] **Player Controls** - Input handling requirements are complete
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified - [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
@@ -861,6 +872,7 @@ export const GameBalance = {
- [ ] **State Management** - Game state changes and persistence requirements defined - [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience ### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified - [ ] **UI Requirements** - User interface elements and behaviors specified
- [ ] **Audio Integration** - Sound effect and music requirements defined - [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified - [ ] **Visual Feedback** - Animation and visual effect requirements specified
@@ -868,6 +880,7 @@ export const GameBalance = {
- [ ] **Error Recovery** - User-facing error handling and recovery specified - [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization ### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms - [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements - [ ] **Memory Usage** - Memory consumption limits and monitoring requirements
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements - [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
@@ -877,6 +890,7 @@ export const GameBalance = {
## Documentation and Communication ## Documentation and Communication
### Story Documentation ### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided - [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale - [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted - [ ] **Future Considerations** - Potential future enhancements or modifications noted
@@ -884,6 +898,7 @@ export const GameBalance = {
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs - [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff ### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions - [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story - [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear - [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
@@ -893,6 +908,7 @@ export const GameBalance = {
## Final Validation ## Final Validation
### Story Readiness ### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions - [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable - [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points - [ ] **Scope Appropriateness** - Story scope matches assigned story points
@@ -900,6 +916,7 @@ export const GameBalance = {
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy - [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness ### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified - [ ] **Environment Ready** - Development environment requirements specified
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible - [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified - [ ] **Testing Prepared** - Testing environment and data requirements specified
@@ -928,6 +945,7 @@ This document establishes coding standards, architectural patterns, and developm
### Strict Mode Configuration ### Strict Mode Configuration
**Required tsconfig.json settings:** **Required tsconfig.json settings:**
```json ```json
{ {
"compilerOptions": { "compilerOptions": {
@@ -941,11 +959,12 @@ This document establishes coding standards, architectural patterns, and developm
"exactOptionalPropertyTypes": true "exactOptionalPropertyTypes": true
} }
} }
```text ```
### Type Definitions ### Type Definitions
**Game Object Interfaces:** **Game Object Interfaces:**
```typescript ```typescript
// Core game entity interface // Core game entity interface
interface GameEntity { interface GameEntity {
@@ -969,9 +988,10 @@ interface GameSystem {
update(delta: number): void; update(delta: number): void;
shutdown(): void; shutdown(): void;
} }
```text ```
**Scene Data Interfaces:** **Scene Data Interfaces:**
```typescript ```typescript
// Scene transition data // Scene transition data
interface SceneData { interface SceneData {
@@ -989,28 +1009,32 @@ interface GameState {
interface GameSettings { interface GameSettings {
musicVolume: number; musicVolume: number;
sfxVolume: number; sfxVolume: number;
difficulty: 'easy' | 'normal' | 'hard'; difficulty: "easy" | "normal" | "hard";
controls: ControlScheme; controls: ControlScheme;
} }
```text ```
### Naming Conventions ### Naming Conventions
**Classes and Interfaces:** **Classes and Interfaces:**
- PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem` - PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem`
- PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController` - PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController`
- Descriptive names that indicate purpose: `CollisionManager` not `CM` - Descriptive names that indicate purpose: `CollisionManager` not `CM`
**Methods and Variables:** **Methods and Variables:**
- camelCase for methods and variables: `updatePosition()`, `playerSpeed` - camelCase for methods and variables: `updatePosition()`, `playerSpeed`
- Descriptive names: `calculateDamage()` not `calcDmg()` - Descriptive names: `calculateDamage()` not `calcDmg()`
- Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove` - Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove`
**Constants:** **Constants:**
- UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME` - UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME`
- Group related constants in enums or const objects - Group related constants in enums or const objects
**Files and Directories:** **Files and Directories:**
- kebab-case for file names: `player-controller.ts`, `audio-manager.ts` - kebab-case for file names: `player-controller.ts`, `audio-manager.ts`
- PascalCase for scene files: `MenuScene.ts`, `GameScene.ts` - PascalCase for scene files: `MenuScene.ts`, `GameScene.ts`
@@ -1019,88 +1043,91 @@ interface GameSettings {
### Scene Organization ### Scene Organization
**Scene Lifecycle Management:** **Scene Lifecycle Management:**
```typescript ```typescript
class GameScene extends Phaser.Scene { class GameScene extends Phaser.Scene {
private gameManager!: GameManager; private gameManager!: GameManager;
private inputManager!: InputManager; private inputManager!: InputManager;
constructor() { constructor() {
super({ key: 'GameScene' }); super({ key: "GameScene" });
} }
preload(): void { preload(): void {
// Load only scene-specific assets // Load only scene-specific assets
this.load.image('player', 'assets/player.png'); this.load.image("player", "assets/player.png");
} }
create(data: SceneData): void { create(data: SceneData): void {
// Initialize game systems // Initialize game systems
this.gameManager = new GameManager(this); this.gameManager = new GameManager(this);
this.inputManager = new InputManager(this); this.inputManager = new InputManager(this);
// Set up scene-specific logic // Set up scene-specific logic
this.setupGameObjects(); this.setupGameObjects();
this.setupEventListeners(); this.setupEventListeners();
} }
update(time: number, delta: number): void { update(time: number, delta: number): void {
// Update all game systems // Update all game systems
this.gameManager.update(delta); this.gameManager.update(delta);
this.inputManager.update(delta); this.inputManager.update(delta);
} }
shutdown(): void { shutdown(): void {
// Clean up resources // Clean up resources
this.gameManager.destroy(); this.gameManager.destroy();
this.inputManager.destroy(); this.inputManager.destroy();
// Remove event listeners // Remove event listeners
this.events.off('*'); this.events.off("*");
} }
} }
``` ```
**Scene Transitions:** **Scene Transitions:**
```typescript ```typescript
// Proper scene transitions with data // Proper scene transitions with data
this.scene.start('NextScene', { this.scene.start("NextScene", {
playerScore: this.playerScore, playerScore: this.playerScore,
currentLevel: this.currentLevel + 1 currentLevel: this.currentLevel + 1,
}); });
// Scene overlays for UI // Scene overlays for UI
this.scene.launch('PauseMenuScene'); this.scene.launch("PauseMenuScene");
this.scene.pause(); this.scene.pause();
```text ```
### Game Object Patterns ### Game Object Patterns
**Component-Based Architecture:** **Component-Based Architecture:**
```typescript ```typescript
// Base game entity // Base game entity
abstract class GameEntity extends Phaser.GameObjects.Sprite { abstract class GameEntity extends Phaser.GameObjects.Sprite {
protected components: Map<string, GameComponent> = new Map(); protected components: Map<string, GameComponent> = new Map();
constructor(scene: Phaser.Scene, x: number, y: number, texture: string) { constructor(scene: Phaser.Scene, x: number, y: number, texture: string) {
super(scene, x, y, texture); super(scene, x, y, texture);
scene.add.existing(this); scene.add.existing(this);
} }
addComponent<T extends GameComponent>(component: T): T { addComponent<T extends GameComponent>(component: T): T {
this.components.set(component.name, component); this.components.set(component.name, component);
return component; return component;
} }
getComponent<T extends GameComponent>(name: string): T | undefined { getComponent<T extends GameComponent>(name: string): T | undefined {
return this.components.get(name) as T; return this.components.get(name) as T;
} }
update(delta: number): void { update(delta: number): void {
this.components.forEach(component => component.update(delta)); this.components.forEach((component) => component.update(delta));
} }
destroy(): void { destroy(): void {
this.components.forEach(component => component.destroy()); this.components.forEach((component) => component.destroy());
this.components.clear(); this.components.clear();
super.destroy(); super.destroy();
} }
@@ -1110,65 +1137,67 @@ abstract class GameEntity extends Phaser.GameObjects.Sprite {
class Player extends GameEntity { class Player extends GameEntity {
private movement!: MovementComponent; private movement!: MovementComponent;
private health!: HealthComponent; private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) { constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, 'player'); super(scene, x, y, "player");
this.movement = this.addComponent(new MovementComponent(this)); this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100)); this.health = this.addComponent(new HealthComponent(this, 100));
} }
} }
```text ```
### System Management ### System Management
**Singleton Managers:** **Singleton Managers:**
```typescript ```typescript
class GameManager { class GameManager {
private static instance: GameManager; private static instance: GameManager;
private scene: Phaser.Scene; private scene: Phaser.Scene;
private gameState: GameState; private gameState: GameState;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
if (GameManager.instance) { if (GameManager.instance) {
throw new Error('GameManager already exists!'); throw new Error("GameManager already exists!");
} }
this.scene = scene; this.scene = scene;
this.gameState = this.loadGameState(); this.gameState = this.loadGameState();
GameManager.instance = this; GameManager.instance = this;
} }
static getInstance(): GameManager { static getInstance(): GameManager {
if (!GameManager.instance) { if (!GameManager.instance) {
throw new Error('GameManager not initialized!'); throw new Error("GameManager not initialized!");
} }
return GameManager.instance; return GameManager.instance;
} }
update(delta: number): void { update(delta: number): void {
// Update game logic // Update game logic
} }
destroy(): void { destroy(): void {
GameManager.instance = null!; GameManager.instance = null!;
} }
} }
```text ```
## Performance Optimization ## Performance Optimization
### Object Pooling ### Object Pooling
**Required for High-Frequency Objects:** **Required for High-Frequency Objects:**
```typescript ```typescript
class BulletPool { class BulletPool {
private pool: Bullet[] = []; private pool: Bullet[] = [];
private scene: Phaser.Scene; private scene: Phaser.Scene;
constructor(scene: Phaser.Scene, initialSize: number = 50) { constructor(scene: Phaser.Scene, initialSize: number = 50) {
this.scene = scene; this.scene = scene;
// Pre-create bullets // Pre-create bullets
for (let i = 0; i < initialSize; i++) { for (let i = 0; i < initialSize; i++) {
const bullet = new Bullet(scene, 0, 0); const bullet = new Bullet(scene, 0, 0);
@@ -1177,20 +1206,20 @@ class BulletPool {
this.pool.push(bullet); this.pool.push(bullet);
} }
} }
getBullet(): Bullet | null { getBullet(): Bullet | null {
const bullet = this.pool.find(b => !b.active); const bullet = this.pool.find((b) => !b.active);
if (bullet) { if (bullet) {
bullet.setActive(true); bullet.setActive(true);
bullet.setVisible(true); bullet.setVisible(true);
return bullet; return bullet;
} }
// Pool exhausted - create new bullet // Pool exhausted - create new bullet
console.warn('Bullet pool exhausted, creating new bullet'); console.warn("Bullet pool exhausted, creating new bullet");
return new Bullet(this.scene, 0, 0); return new Bullet(this.scene, 0, 0);
} }
releaseBullet(bullet: Bullet): void { releaseBullet(bullet: Bullet): void {
bullet.setActive(false); bullet.setActive(false);
bullet.setVisible(false); bullet.setVisible(false);
@@ -1202,45 +1231,47 @@ class BulletPool {
### Frame Rate Optimization ### Frame Rate Optimization
**Performance Monitoring:** **Performance Monitoring:**
```typescript ```typescript
class PerformanceMonitor { class PerformanceMonitor {
private frameCount: number = 0; private frameCount: number = 0;
private lastTime: number = 0; private lastTime: number = 0;
private frameRate: number = 60; private frameRate: number = 60;
update(time: number): void { update(time: number): void {
this.frameCount++; this.frameCount++;
if (time - this.lastTime >= 1000) { if (time - this.lastTime >= 1000) {
this.frameRate = this.frameCount; this.frameRate = this.frameCount;
this.frameCount = 0; this.frameCount = 0;
this.lastTime = time; this.lastTime = time;
if (this.frameRate < 55) { if (this.frameRate < 55) {
console.warn(`Low frame rate detected: ${this.frameRate} FPS`); console.warn(`Low frame rate detected: ${this.frameRate} FPS`);
this.optimizePerformance(); this.optimizePerformance();
} }
} }
} }
private optimizePerformance(): void { private optimizePerformance(): void {
// Reduce particle counts, disable effects, etc. // Reduce particle counts, disable effects, etc.
} }
} }
```text ```
**Update Loop Optimization:** **Update Loop Optimization:**
```typescript ```typescript
// Avoid expensive operations in update loops // Avoid expensive operations in update loops
class GameScene extends Phaser.Scene { class GameScene extends Phaser.Scene {
private updateTimer: number = 0; private updateTimer: number = 0;
private readonly UPDATE_INTERVAL = 100; // ms private readonly UPDATE_INTERVAL = 100; // ms
update(time: number, delta: number): void { update(time: number, delta: number): void {
// High-frequency updates (every frame) // High-frequency updates (every frame)
this.updatePlayer(delta); this.updatePlayer(delta);
this.updatePhysics(delta); this.updatePhysics(delta);
// Low-frequency updates (10 times per second) // Low-frequency updates (10 times per second)
this.updateTimer += delta; this.updateTimer += delta;
if (this.updateTimer >= this.UPDATE_INTERVAL) { if (this.updateTimer >= this.UPDATE_INTERVAL) {
@@ -1250,13 +1281,14 @@ class GameScene extends Phaser.Scene {
} }
} }
} }
```text ```
## Input Handling ## Input Handling
### Cross-Platform Input ### Cross-Platform Input
**Input Abstraction:** **Input Abstraction:**
```typescript ```typescript
interface InputState { interface InputState {
moveLeft: boolean; moveLeft: boolean;
@@ -1272,26 +1304,26 @@ class InputManager {
moveRight: false, moveRight: false,
jump: false, jump: false,
action: false, action: false,
pause: false pause: false,
}; };
private keys!: { [key: string]: Phaser.Input.Keyboard.Key }; private keys!: { [key: string]: Phaser.Input.Keyboard.Key };
private pointer!: Phaser.Input.Pointer; private pointer!: Phaser.Input.Pointer;
constructor(private scene: Phaser.Scene) { constructor(private scene: Phaser.Scene) {
this.setupKeyboard(); this.setupKeyboard();
this.setupTouch(); this.setupTouch();
} }
private setupKeyboard(): void { private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT'); this.keys = this.scene.input.keyboard.addKeys("W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT");
} }
private setupTouch(): void { private setupTouch(): void {
this.scene.input.on('pointerdown', this.handlePointerDown, this); this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on('pointerup', this.handlePointerUp, this); this.scene.input.on("pointerup", this.handlePointerUp, this);
} }
update(): void { update(): void {
// Update input state from multiple sources // Update input state from multiple sources
this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown; this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown;
@@ -1299,42 +1331,43 @@ class InputManager {
this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE); this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE);
// ... handle touch input // ... handle touch input
} }
getInputState(): InputState { getInputState(): InputState {
return { ...this.inputState }; return { ...this.inputState };
} }
} }
```text ```
## Error Handling ## Error Handling
### Graceful Degradation ### Graceful Degradation
**Asset Loading Error Handling:** **Asset Loading Error Handling:**
```typescript ```typescript
class AssetManager { class AssetManager {
loadAssets(): Promise<void> { loadAssets(): Promise<void> {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
this.scene.load.on('filecomplete', this.handleFileComplete, this); this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on('loaderror', this.handleLoadError, this); this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on('complete', () => resolve()); this.scene.load.on("complete", () => resolve());
this.scene.load.start(); this.scene.load.start();
}); });
} }
private handleLoadError(file: Phaser.Loader.File): void { private handleLoadError(file: Phaser.Loader.File): void {
console.error(`Failed to load asset: ${file.key}`); console.error(`Failed to load asset: ${file.key}`);
// Use fallback assets // Use fallback assets
this.loadFallbackAsset(file.key); this.loadFallbackAsset(file.key);
} }
private loadFallbackAsset(key: string): void { private loadFallbackAsset(key: string): void {
// Load placeholder or default assets // Load placeholder or default assets
switch (key) { switch (key) {
case 'player': case "player":
this.scene.load.image('player', 'assets/defaults/default-player.png'); this.scene.load.image("player", "assets/defaults/default-player.png");
break; break;
default: default:
console.warn(`No fallback for asset: ${key}`); console.warn(`No fallback for asset: ${key}`);
@@ -1346,25 +1379,26 @@ class AssetManager {
### Runtime Error Recovery ### Runtime Error Recovery
**System Error Handling:** **System Error Handling:**
```typescript ```typescript
class GameSystem { class GameSystem {
protected handleError(error: Error, context: string): void { protected handleError(error: Error, context: string): void {
console.error(`Error in ${context}:`, error); console.error(`Error in ${context}:`, error);
// Report to analytics/logging service // Report to analytics/logging service
this.reportError(error, context); this.reportError(error, context);
// Attempt recovery // Attempt recovery
this.attemptRecovery(context); this.attemptRecovery(context);
} }
private attemptRecovery(context: string): void { private attemptRecovery(context: string): void {
switch (context) { switch (context) {
case 'update': case "update":
// Reset system state // Reset system state
this.reset(); this.reset();
break; break;
case 'render': case "render":
// Disable visual effects // Disable visual effects
this.disableEffects(); this.disableEffects();
break; break;
@@ -1374,64 +1408,66 @@ class GameSystem {
} }
} }
} }
```text ```
## Testing Standards ## Testing Standards
### Unit Testing ### Unit Testing
**Game Logic Testing:** **Game Logic Testing:**
```typescript ```typescript
// Example test for game mechanics // Example test for game mechanics
describe('HealthComponent', () => { describe("HealthComponent", () => {
let healthComponent: HealthComponent; let healthComponent: HealthComponent;
beforeEach(() => { beforeEach(() => {
const mockEntity = {} as GameEntity; const mockEntity = {} as GameEntity;
healthComponent = new HealthComponent(mockEntity, 100); healthComponent = new HealthComponent(mockEntity, 100);
}); });
test('should initialize with correct health', () => { test("should initialize with correct health", () => {
expect(healthComponent.currentHealth).toBe(100); expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100); expect(healthComponent.maxHealth).toBe(100);
}); });
test('should handle damage correctly', () => { test("should handle damage correctly", () => {
healthComponent.takeDamage(25); healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75); expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true); expect(healthComponent.isAlive()).toBe(true);
}); });
test('should handle death correctly', () => { test("should handle death correctly", () => {
healthComponent.takeDamage(150); healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0); expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false); expect(healthComponent.isAlive()).toBe(false);
}); });
}); });
```text ```
### Integration Testing ### Integration Testing
**Scene Testing:** **Scene Testing:**
```typescript ```typescript
describe('GameScene Integration', () => { describe("GameScene Integration", () => {
let scene: GameScene; let scene: GameScene;
let mockGame: Phaser.Game; let mockGame: Phaser.Game;
beforeEach(() => { beforeEach(() => {
// Mock Phaser game instance // Mock Phaser game instance
mockGame = createMockGame(); mockGame = createMockGame();
scene = new GameScene(); scene = new GameScene();
}); });
test('should initialize all systems', () => { test("should initialize all systems", () => {
scene.create({}); scene.create({});
expect(scene.gameManager).toBeDefined(); expect(scene.gameManager).toBeDefined();
expect(scene.inputManager).toBeDefined(); expect(scene.inputManager).toBeDefined();
}); });
}); });
```text ```
## File Organization ## File Organization
@@ -1485,21 +1521,25 @@ src/
### Story Implementation Process ### Story Implementation Process
1. **Read Story Requirements:** 1. **Read Story Requirements:**
- Understand acceptance criteria - Understand acceptance criteria
- Identify technical requirements - Identify technical requirements
- Review performance constraints - Review performance constraints
2. **Plan Implementation:** 2. **Plan Implementation:**
- Identify files to create/modify - Identify files to create/modify
- Consider component architecture - Consider component architecture
- Plan testing approach - Plan testing approach
3. **Implement Feature:** 3. **Implement Feature:**
- Follow TypeScript strict mode - Follow TypeScript strict mode
- Use established patterns - Use established patterns
- Maintain 60 FPS performance - Maintain 60 FPS performance
4. **Test Implementation:** 4. **Test Implementation:**
- Write unit tests for game logic - Write unit tests for game logic
- Test cross-platform functionality - Test cross-platform functionality
- Validate performance targets - Validate performance targets
@@ -1512,6 +1552,7 @@ src/
### Code Review Checklist ### Code Review Checklist
**Before Committing:** **Before Committing:**
- [ ] TypeScript compiles without errors - [ ] TypeScript compiles without errors
- [ ] All tests pass - [ ] All tests pass
- [ ] Performance targets met (60 FPS) - [ ] Performance targets met (60 FPS)
@@ -1525,17 +1566,20 @@ src/
## Performance Targets ## Performance Targets
### Frame Rate Requirements ### Frame Rate Requirements
- **Desktop**: Maintain 60 FPS at 1080p - **Desktop**: Maintain 60 FPS at 1080p
- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end - **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end
- **Optimization**: Implement dynamic quality scaling when performance drops - **Optimization**: Implement dynamic quality scaling when performance drops
### Memory Management ### Memory Management
- **Total Memory**: Under 100MB for full game - **Total Memory**: Under 100MB for full game
- **Per Scene**: Under 50MB per gameplay scene - **Per Scene**: Under 50MB per gameplay scene
- **Asset Loading**: Progressive loading to stay under limits - **Asset Loading**: Progressive loading to stay under limits
- **Garbage Collection**: Minimize object creation in update loops - **Garbage Collection**: Minimize object creation in update loops
### Loading Performance ### Loading Performance
- **Initial Load**: Under 5 seconds for game start - **Initial Load**: Under 5 seconds for game start
- **Scene Transitions**: Under 2 seconds between scenes - **Scene Transitions**: Under 2 seconds between scenes
- **Asset Streaming**: Background loading for upcoming content - **Asset Streaming**: Background loading for upcoming content

View File

@@ -109,6 +109,7 @@ Create detailed, actionable game development stories that enable AI developers t
## Prerequisites ## Prerequisites
Before creating stories, ensure you have: Before creating stories, ensure you have:
- Completed Game Design Document (GDD) - Completed Game Design Document (GDD)
- Game Architecture Document - Game Architecture Document
- Epic definition this story belongs to - Epic definition this story belongs to
@@ -119,12 +120,14 @@ Before creating stories, ensure you have:
### 1. Story Identification ### 1. Story Identification
**Review Epic Context:** **Review Epic Context:**
- Understand the epic's overall goal - Understand the epic's overall goal
- Identify specific features that need implementation - Identify specific features that need implementation
- Review any existing stories in the epic - Review any existing stories in the epic
- Ensure no duplicate work - Ensure no duplicate work
**Feature Analysis:** **Feature Analysis:**
- Reference specific GDD sections - Reference specific GDD sections
- Understand player experience goals - Understand player experience goals
- Identify technical complexity - Identify technical complexity
@@ -133,12 +136,14 @@ Before creating stories, ensure you have:
### 2. Story Scoping ### 2. Story Scoping
**Single Responsibility:** **Single Responsibility:**
- Focus on one specific game feature - Focus on one specific game feature
- Ensure story is completable in 1-3 days - Ensure story is completable in 1-3 days
- Break down complex features into multiple stories - Break down complex features into multiple stories
- Maintain clear boundaries with other stories - Maintain clear boundaries with other stories
**Implementation Clarity:** **Implementation Clarity:**
- Define exactly what needs to be built - Define exactly what needs to be built
- Specify all technical requirements - Specify all technical requirements
- Include all necessary integration points - Include all necessary integration points
@@ -150,6 +155,7 @@ Before creating stories, ensure you have:
Use `templates#game-story-tmpl` following all embedded LLM instructions Use `templates#game-story-tmpl` following all embedded LLM instructions
**Key Focus Areas:** **Key Focus Areas:**
- Clear, actionable description - Clear, actionable description
- Specific acceptance criteria - Specific acceptance criteria
- Detailed technical specifications - Detailed technical specifications
@@ -159,18 +165,21 @@ Use `templates#game-story-tmpl` following all embedded LLM instructions
### 4. Story Validation ### 4. Story Validation
**Technical Review:** **Technical Review:**
- Verify all technical specifications are complete - Verify all technical specifications are complete
- Ensure integration points are clearly defined - Ensure integration points are clearly defined
- Confirm file paths match architecture - Confirm file paths match architecture
- Validate TypeScript interfaces and classes - Validate TypeScript interfaces and classes
**Game Design Alignment:** **Game Design Alignment:**
- Confirm story implements GDD requirements - Confirm story implements GDD requirements
- Verify player experience goals are met - Verify player experience goals are met
- Check balance parameters are included - Check balance parameters are included
- Ensure game mechanics are correctly interpreted - Ensure game mechanics are correctly interpreted
**Implementation Readiness:** **Implementation Readiness:**
- All dependencies identified - All dependencies identified
- Assets requirements specified - Assets requirements specified
- Testing criteria defined - Testing criteria defined
@@ -182,6 +191,7 @@ Use `templates#game-story-tmpl` following all embedded LLM instructions
Execute `checklists#game-story-dod-checklist` against completed story Execute `checklists#game-story-dod-checklist` against completed story
**Story Criteria:** **Story Criteria:**
- Story is immediately actionable - Story is immediately actionable
- No design decisions left to developer - No design decisions left to developer
- Technical requirements are complete - Technical requirements are complete
@@ -191,12 +201,14 @@ Execute `checklists#game-story-dod-checklist` against completed story
### 6. Story Refinement ### 6. Story Refinement
**Developer Perspective:** **Developer Perspective:**
- Can a developer start implementation immediately? - Can a developer start implementation immediately?
- Are all technical questions answered? - Are all technical questions answered?
- Is the scope appropriate for the estimated points? - Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified? - Are all dependencies clearly identified?
**Iterative Improvement:** **Iterative Improvement:**
- Address any gaps or ambiguities - Address any gaps or ambiguities
- Clarify complex technical requirements - Clarify complex technical requirements
- Ensure story fits within epic scope - Ensure story fits within epic scope
@@ -205,6 +217,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Story Elements Checklist ## Story Elements Checklist
### Required Sections ### Required Sections
- [ ] Clear, specific description - [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design) - [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications - [ ] Detailed technical specifications
@@ -218,6 +231,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Definition of Done checklist - [ ] Definition of Done checklist
### Game-Specific Requirements ### Game-Specific Requirements
- [ ] GDD section references - [ ] GDD section references
- [ ] Game mechanic implementation details - [ ] Game mechanic implementation details
- [ ] Player experience goals - [ ] Player experience goals
@@ -227,6 +241,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Cross-platform considerations - [ ] Cross-platform considerations
### Technical Quality ### Technical Quality
- [ ] TypeScript strict mode compliance - [ ] TypeScript strict mode compliance
- [ ] Architecture document alignment - [ ] Architecture document alignment
- [ ] Code organization follows standards - [ ] Code organization follows standards
@@ -237,18 +252,21 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Common Pitfalls ## Common Pitfalls
**Scope Issues:** **Scope Issues:**
- Story too large (break into multiple stories) - Story too large (break into multiple stories)
- Story too vague (add specific requirements) - Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites) - Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope) - Unclear boundaries (define what's in/out of scope)
**Technical Issues:** **Technical Issues:**
- Missing integration details - Missing integration details
- Incomplete technical specifications - Incomplete technical specifications
- Undefined interfaces or classes - Undefined interfaces or classes
- Missing performance requirements - Missing performance requirements
**Game Design Issues:** **Game Design Issues:**
- Not referencing GDD properly - Not referencing GDD properly
- Missing player experience context - Missing player experience context
- Unclear game mechanic implementation - Unclear game mechanic implementation
@@ -257,6 +275,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Success Criteria ## Success Criteria
**Story Readiness:** **Story Readiness:**
- [ ] Developer can start implementation immediately - [ ] Developer can start implementation immediately
- [ ] No additional design decisions required - [ ] No additional design decisions required
- [ ] All technical questions answered - [ ] All technical questions answered
@@ -265,6 +284,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Story fits within epic scope - [ ] Story fits within epic scope
**Quality Validation:** **Quality Validation:**
- [ ] Game story DOD checklist passes - [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed - [ ] Architecture alignment confirmed
- [ ] GDD requirements covered - [ ] GDD requirements covered
@@ -274,6 +294,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Handoff Protocol ## Handoff Protocol
**To Game Developer:** **To Game Developer:**
1. Provide story document 1. Provide story document
2. Confirm GDD and architecture access 2. Confirm GDD and architecture access
3. Verify all dependencies are met 3. Verify all dependencies are met
@@ -281,6 +302,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
5. Establish check-in schedule 5. Establish check-in schedule
**Story Status Updates:** **Story Status Updates:**
- Draft → Ready for Development - Draft → Ready for Development
- In Development → Code Review - In Development → Code Review
- Code Review → Testing - Code Review → Testing
@@ -633,6 +655,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Story Completeness ## Story Completeness
### Basic Story Elements ### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature - [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic - [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low) - [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
@@ -640,6 +663,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Description** - Clear, concise description of what needs to be implemented - [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment ### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced - [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD - [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience - [ ] **Player Experience Goal** - Describes the intended player experience
@@ -649,6 +673,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Technical Specifications ## Technical Specifications
### Architecture Compliance ### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure - [ ] **File Organization** - Follows game architecture document structure
- [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined - [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems - [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
@@ -656,6 +681,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Dependencies** - All system dependencies clearly identified - [ ] **Dependencies** - All system dependencies clearly identified
### Phaser 3 Requirements ### Phaser 3 Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how - [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components - [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components
- [ ] **Physics Integration** - Physics requirements specified if applicable - [ ] **Physics Integration** - Physics requirements specified if applicable
@@ -663,6 +689,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Performance Considerations** - 60 FPS target and optimization requirements - [ ] **Performance Considerations** - 60 FPS target and optimization requirements
### Code Quality Standards ### Code Quality Standards
- [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript - [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript
- [ ] **Error Handling** - Error scenarios and handling requirements specified - [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Object pooling and cleanup requirements where needed - [ ] **Memory Management** - Object pooling and cleanup requirements where needed
@@ -672,6 +699,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Implementation Readiness ## Implementation Readiness
### Acceptance Criteria ### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable - [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable - [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications - [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
@@ -679,6 +707,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable - [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks ### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks - [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours - [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions - [ ] **Task Clarity** - Each task has clear, actionable instructions
@@ -686,6 +715,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Development Flow** - Tasks follow logical implementation order - [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies ### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs - [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified - [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations - [ ] **Asset Dependencies** - All needed assets specified with locations
@@ -695,6 +725,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Testing Requirements ## Testing Requirements
### Test Coverage ### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined - [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined
- [ ] **Integration Test Cases** - Integration testing with other game systems specified - [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined - [ ] **Manual Test Cases** - Game-specific manual testing procedures defined
@@ -702,6 +733,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Edge Case Testing** - Edge cases and error conditions covered - [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation ### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified - [ ] **Test File Paths** - Exact test file locations specified
- [ ] **Test Scenarios** - All test scenarios are complete and executable - [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined - [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
@@ -711,6 +743,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Game-Specific Quality ## Game-Specific Quality
### Gameplay Implementation ### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications - [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete - [ ] **Player Controls** - Input handling requirements are complete
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified - [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
@@ -718,6 +751,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **State Management** - Game state changes and persistence requirements defined - [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience ### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified - [ ] **UI Requirements** - User interface elements and behaviors specified
- [ ] **Audio Integration** - Sound effect and music requirements defined - [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified - [ ] **Visual Feedback** - Animation and visual effect requirements specified
@@ -725,6 +759,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Error Recovery** - User-facing error handling and recovery specified - [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization ### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms - [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements - [ ] **Memory Usage** - Memory consumption limits and monitoring requirements
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements - [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
@@ -734,6 +769,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Documentation and Communication ## Documentation and Communication
### Story Documentation ### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided - [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale - [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted - [ ] **Future Considerations** - Potential future enhancements or modifications noted
@@ -741,6 +777,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs - [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff ### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions - [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story - [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear - [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
@@ -750,6 +787,7 @@ class {{ClassName}} extends {{PhaseClass}} {
## Final Validation ## Final Validation
### Story Readiness ### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions - [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable - [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points - [ ] **Scope Appropriateness** - Story scope matches assigned story points
@@ -757,6 +795,7 @@ class {{ClassName}} extends {{PhaseClass}} {
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy - [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness ### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified - [ ] **Environment Ready** - Development environment requirements specified
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible - [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified - [ ] **Testing Prepared** - Testing environment and data requirements specified

View File

@@ -1006,7 +1006,7 @@ module "vpc" {
public_subnets = {{public_subnets}} public_subnets = {{public_subnets}}
private_subnets = {{private_subnets}} private_subnets = {{private_subnets}}
} }
```text ```
### Security Foundation ### Security Foundation
@@ -1053,7 +1053,7 @@ eksctl create cluster \
--nodegroup-name {{nodegroup_name}} \ --nodegroup-name {{nodegroup_name}} \
--node-type {{instance_type}} \ --node-type {{instance_type}} \
--nodes {{node_count}} --nodes {{node_count}}
```text ```
^^/CONDITION: uses_eks^^ ^^/CONDITION: uses_eks^^
@@ -1067,7 +1067,7 @@ az aks create \
--node-count {{node_count}} \ --node-count {{node_count}} \
--node-vm-size {{vm_size}} \ --node-vm-size {{vm_size}} \
--network-plugin azure --network-plugin azure
```text ```
^^/CONDITION: uses_aks^^ ^^/CONDITION: uses_aks^^
@@ -1111,11 +1111,11 @@ metadata:
spec: spec:
source: source:
repoURL: repoURL:
'[object Object]': null "[object Object]": null
targetRevision: targetRevision:
'[object Object]': null "[object Object]": null
path: path:
'[object Object]': null "[object Object]": null
``` ```
^^/CONDITION: uses_argocd^^ ^^/CONDITION: uses_argocd^^
@@ -1132,10 +1132,10 @@ spec:
interval: 1m interval: 1m
ref: ref:
branch: branch:
'[object Object]': null "[object Object]": null
url: url:
'[object Object]': null "[object Object]": null
```text ```
^^/CONDITION: uses_flux^^ ^^/CONDITION: uses_flux^^
@@ -1153,7 +1153,7 @@ platform-gitops/
 applications/  applications/
 base/  base/
 overlays/  overlays/
```text ```
### Deployment Workflows ### Deployment Workflows
@@ -1197,7 +1197,7 @@ istioctl install --set profile={{istio_profile}} \
# Linkerd Installation # Linkerd Installation
linkerd install --cluster-name={{cluster_name}} | kubectl apply -f - linkerd install --cluster-name={{cluster_name}} | kubectl apply -f -
linkerd viz install | kubectl apply -f - linkerd viz install | kubectl apply -f -
```text ```
- Control plane setup - Control plane setup
- Proxy injection - Proxy injection
@@ -1248,7 +1248,7 @@ spec:
- name: deploy - name: deploy
taskRef: taskRef:
name: gitops-deploy name: gitops-deploy
```text ```
### Development Tools ### Development Tools
@@ -1290,7 +1290,7 @@ data:
- job_name: 'kubernetes-pods' - job_name: 'kubernetes-pods'
kubernetes_sd_configs: kubernetes_sd_configs:
- role: pod - role: pod
```text ```
### Platform Observability ### Platform Observability
@@ -1380,7 +1380,7 @@ stages:
- develop - develop
- test - test
- deploy - deploy
```text ```
## Platform Validation & Testing ## Platform Validation & Testing
@@ -1409,8 +1409,8 @@ stages:
### Load Testing ### Load Testing
```yaml ```typescript
# K6 Load Test Example // K6 Load Test Example
import http from 'k6/http'; import http from 'k6/http';
import { check } from 'k6'; import { check } from 'k6';

View File

@@ -160,7 +160,7 @@ Created during agent setup:
- Templates: - Templates:
- [ ] template-name-1.md - [ ] template-name-1.md
- [ ] template-name-2.md - [ ] template-name-2.md
```text ```
### 4. Create Agent File ### 4. Create Agent File
@@ -218,7 +218,7 @@ Present to the user:
1. Review and customize the created tasks/templates 1. Review and customize the created tasks/templates
2. Run npm run build:agents 2. Run npm run build:agents
3. Test the agent thoroughly 3. Test the agent thoroughly
```text ```
## Template Reference ## Template Reference
@@ -247,7 +247,7 @@ persona:
- Data integrity and accuracy above all - Data integrity and accuracy above all
- Clear communication of complex findings - Clear communication of complex findings
- Actionable insights over raw numbers - Actionable insights over raw numbers
```text ```
## Creating Missing Dependencies ## Creating Missing Dependencies
@@ -280,12 +280,12 @@ When a required task or template doesn't exist:
```yaml ```yaml
dependencies: dependencies:
tasks: tasks:
- 'create-doc # Required if agent creates any documents' - create-doc
- 'analyze-requirements # Custom task for this agent' - analyze-requirements
- 'generate-report # Another custom task' - generate-report
templates: templates:
- 'requirements-doc # Template for requirements documents' - requirements-doc
- 'analysis-report # Template for analysis reports' - analysis-report
``` ```
## Notes ## Notes
@@ -973,7 +973,7 @@ Before declaring complete:
**README Structure with Character Introduction:** **README Structure with Character Introduction:**
````markdown ```markdown
# {Pack Name} Expansion Pack # {Pack Name} Expansion Pack
## Meet Your {Domain} Team ## Meet Your {Domain} Team
@@ -998,9 +998,7 @@ _{Professional background and expertise}_
2. **Launch Orchestrator**: 2. **Launch Orchestrator**:
```bash
npm run agent {pack-name}-orchestrator npm run agent {pack-name}-orchestrator
```
3. **Follow Numbered Options**: {Character Name} will present numbered choices for each decision 3. **Follow Numbered Options**: {Character Name} will present numbered choices for each decision
@@ -1030,7 +1028,7 @@ _{Professional background and expertise}_
### Knowledge Base ### Knowledge Base
[Embedded domain expertise] [Embedded domain expertise]
```` ```
#### 6.3 Advanced Data File Documentation with Validation #### 6.3 Advanced Data File Documentation with Validation
@@ -1742,7 +1740,7 @@ Present these numbered options to the user:
CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode: CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
````yml ```yml
activation-instructions: activation-instructions:
- Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER! - Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER!
- Only read the files/tasks listed here when user selects them for execution to minimize context usage - Only read the files/tasks listed here when user selects them for execution to minimize context usage
@@ -1802,7 +1800,7 @@ dependencies:
- [TEMPLATE_1] # Template with LLM instructions for guided creation - [TEMPLATE_1] # Template with LLM instructions for guided creation
- [TEMPLATE_2] # Another template for different document type - [TEMPLATE_2] # Another template for different document type
[[LLM: Example: blueprint-tmpl, contract-tmpl, report-tmpl [[LLM: Example: blueprint-tmpl, contract-tmpl, report-tmpl
Each template should include [[LLM: guidance]] and other conventions from `template-formmat.md` sections for user interaction]] Each template should include [[LLM: guidance]] and other conventions from `template-format.md` sections for user interaction]]
checklists: checklists:
- [CHECKLIST_1] # Quality validation for template outputs - [CHECKLIST_1] # Quality validation for template outputs
@@ -1818,7 +1816,7 @@ dependencies:
- template-format # Required if using templates - template-format # Required if using templates
- [UTIL_1] # Other utilities as needed - [UTIL_1] # Other utilities as needed
[[LLM: Include workflow-management if agent participates in workflows]] [[LLM: Include workflow-management if agent participates in workflows]]
```text ```
@{example: Construction Contractor Agent} @{example: Construction Contractor Agent}
@@ -1857,22 +1855,22 @@ commands:
- '*exit" - Say goodbye as Marcus and exit' - '*exit" - Say goodbye as Marcus and exit'
dependencies: dependencies:
tasks: tasks:
- 'create-doc # For document creation' - create-doc
- 'validate-plans # Custom validation task' - validate-plans
- 'safety-assessment # Custom safety review task' - safety-assessment
templates: templates:
- 'blueprint-tmpl # Architectural blueprint template' - blueprint-tmpl
- 'estimate-tmpl # Cost estimation template' - estimate-tmpl
- 'schedule-tmpl # Project timeline template' - schedule-tmpl
checklists: checklists:
- 'blueprint-checklist # Validates blueprint completeness' - blueprint-checklist
- 'safety-checklist # Safety compliance validation' - safety-checklist
data: data:
- 'building-codes.md # Local building code reference' - building-codes.md
- 'materials-guide.md # Construction materials specs' - materials-guide.md
utils: utils:
- 'template-format # For template processing' - template-format
```` ```
==================== END: templates#agent-tmpl ==================== ==================== END: templates#agent-tmpl ====================
==================== START: templates#expansion-pack-plan-tmpl ==================== ==================== START: templates#expansion-pack-plan-tmpl ====================

View File

@@ -313,6 +313,12 @@ agent:
icon: 💻 icon: 💻
whenToUse: Use for code implementation, debugging, refactoring, and development best practices whenToUse: Use for code implementation, debugging, refactoring, and development best practices
customization: null customization: null
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list and devDebugLog values
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT begin development until told to proceed
persona: persona:
role: Expert Senior Software Engineer & Implementation Specialist role: Expert Senior Software Engineer & Implementation Specialist
style: Extremely concise, pragmatic, detail-oriented, solution-focused style: Extremely concise, pragmatic, detail-oriented, solution-focused
@@ -320,30 +326,16 @@ persona:
focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead
core_principles: core_principles:
- CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes - CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes
- CRITICAL: Config-Based Loading - MUST load .bmad-core/core-config.yml at startup, then load ONLY files listed in devLoadAlwaysFiles. Inform user of missing files but continue - CRITICAL: Dev Record Only - ONLY update story file Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log)
- CRITICAL: Dev Record Only - ONLY update Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log) - Strive for Sequential Task Execution - Complete tasks 1-by-1 and mark [x] as completed
- Sequential Execution - Complete tasks 1-by-1 in order. Mark [x] before next. No skipping
- Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests - Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests
- Debug Log Discipline - Log temp changes to table. Revert after fix. Keep story lean - Debug Log Discipline - Log temp changes to md table in devDebugLog. Revert after fix.
- Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config - Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config
- Code Excellence - Clean, secure, maintainable code per loaded standards - Code Excellence - Clean, secure, maintainable code per loaded standards
- Numbered Options - Always use numbered lists when presenting choices - Numbered Options - Always use numbered lists when presenting choices
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT scan docs/stories/ directory automatically
- CRITICAL: Do NOT begin any tasks automatically
- Wait for user to specify story or ask for story selection
- Only load story files and begin work when explicitly requested by user
commands: commands:
- help: Show numbered list of the following commands to allow selection - help: Show numbered list of the following commands to allow selection
- chat-mode: Conversational mode for development discussions
- run-tests: Execute linting and tests - run-tests: Execute linting and tests
- lint: Run linting only
- dod-check: Run story-dod-checklist
- status: Show task progress
- debug-log: Show debug entries - debug-log: Show debug entries
- complete-story: Finalize to "Review" - complete-story: Finalize to "Review"
- exit: Say goodbye as the Developer, and then abandon inhabiting this persona - exit: Say goodbye as the Developer, and then abandon inhabiting this persona
@@ -1305,7 +1297,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -1331,7 +1323,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -1347,7 +1339,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -1417,7 +1409,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -1443,7 +1435,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows
@@ -3700,7 +3692,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -3763,7 +3755,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -3775,6 +3766,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]
@@ -5547,7 +5539,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -5587,7 +5579,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>
@@ -6925,7 +6917,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content
@@ -9028,7 +9020,7 @@ After presenting this section, apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{sitemap_diagram}} {{sitemap_diagram}}
```text ```
@{example: sitemap} @{example: sitemap}

View File

@@ -1144,7 +1144,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -1170,7 +1170,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -1186,7 +1186,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -1256,7 +1256,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -1282,7 +1282,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows
@@ -3291,7 +3291,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content
@@ -4506,7 +4506,7 @@ After presenting this section, apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{sitemap_diagram}} {{sitemap_diagram}}
```text ```
@{example: sitemap} @{example: sitemap}
@@ -5593,7 +5593,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -5656,7 +5656,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -5668,6 +5667,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]
@@ -7440,7 +7440,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -7480,7 +7480,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>

View File

@@ -297,6 +297,12 @@ agent:
icon: 💻 icon: 💻
whenToUse: Use for code implementation, debugging, refactoring, and development best practices whenToUse: Use for code implementation, debugging, refactoring, and development best practices
customization: null customization: null
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list and devDebugLog values
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT begin development until told to proceed
persona: persona:
role: Expert Senior Software Engineer & Implementation Specialist role: Expert Senior Software Engineer & Implementation Specialist
style: Extremely concise, pragmatic, detail-oriented, solution-focused style: Extremely concise, pragmatic, detail-oriented, solution-focused
@@ -304,30 +310,16 @@ persona:
focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead focus: Executing story tasks with precision, updating Dev Agent Record sections only, maintaining minimal context overhead
core_principles: core_principles:
- CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes - CRITICAL: Story-Centric - Story has ALL info. NEVER load PRD/architecture/other docs files unless explicitly directed in dev notes
- CRITICAL: Config-Based Loading - MUST load .bmad-core/core-config.yml at startup, then load ONLY files listed in devLoadAlwaysFiles. Inform user of missing files but continue - CRITICAL: Dev Record Only - ONLY update story file Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log)
- CRITICAL: Dev Record Only - ONLY update Dev Agent Record sections (checkboxes/Debug Log/Completion Notes/Change Log) - Strive for Sequential Task Execution - Complete tasks 1-by-1 and mark [x] as completed
- Sequential Execution - Complete tasks 1-by-1 in order. Mark [x] before next. No skipping
- Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests - Test-Driven Quality - Write tests alongside code. Task incomplete without passing tests
- Debug Log Discipline - Log temp changes to table. Revert after fix. Keep story lean - Debug Log Discipline - Log temp changes to md table in devDebugLog. Revert after fix.
- Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config - Block Only When Critical - HALT for: missing approval/ambiguous reqs/3 failures/missing config
- Code Excellence - Clean, secure, maintainable code per loaded standards - Code Excellence - Clean, secure, maintainable code per loaded standards
- Numbered Options - Always use numbered lists when presenting choices - Numbered Options - Always use numbered lists when presenting choices
startup:
- Announce: Greet the user with your name and role, and inform of the *help command.
- CRITICAL: Load .bmad-core/core-config.yml and read devLoadAlwaysFiles list
- CRITICAL: Load ONLY files specified in devLoadAlwaysFiles. If any missing, inform user but continue
- CRITICAL: Do NOT load any story files during startup unless user requested you do
- CRITICAL: Do NOT scan docs/stories/ directory automatically
- CRITICAL: Do NOT begin any tasks automatically
- Wait for user to specify story or ask for story selection
- Only load story files and begin work when explicitly requested by user
commands: commands:
- help: Show numbered list of the following commands to allow selection - help: Show numbered list of the following commands to allow selection
- chat-mode: Conversational mode for development discussions
- run-tests: Execute linting and tests - run-tests: Execute linting and tests
- lint: Run linting only
- dod-check: Run story-dod-checklist
- status: Show task progress
- debug-log: Show debug entries - debug-log: Show debug entries
- complete-story: Finalize to "Review" - complete-story: Finalize to "Review"
- exit: Say goodbye as the Developer, and then abandon inhabiting this persona - exit: Say goodbye as the Developer, and then abandon inhabiting this persona
@@ -1051,7 +1043,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -1077,7 +1069,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -1093,7 +1085,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -1163,7 +1155,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -1189,7 +1181,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows
@@ -1471,7 +1463,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content

View File

@@ -1076,7 +1076,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -1102,7 +1102,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -1118,7 +1118,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -1188,7 +1188,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -1214,7 +1214,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows
@@ -3223,7 +3223,7 @@ Create an `index.md` file in the sharded folder that:
- [Section Name 2](./section-name-2.md) - [Section Name 2](./section-name-2.md)
- [Section Name 3](./section-name-3.md) - [Section Name 3](./section-name-3.md)
... ...
```text ```
### 5. Preserve Special Content ### 5. Preserve Special Content
@@ -5055,7 +5055,7 @@ servers:
'[object Object]': null '[object Object]': null
description: description:
'[object Object]': null '[object Object]': null
```text ```
^^/CONDITION: has_rest_api^^ ^^/CONDITION: has_rest_api^^
@@ -5118,7 +5118,6 @@ After presenting the structure, apply `tasks#advanced-elicitation` protocol to r
├── {{package-manifest}} # Dependencies manifest ├── {{package-manifest}} # Dependencies manifest
├── {{config-files}} # Language/framework configs ├── {{config-files}} # Language/framework configs
└── README.md # Project documentation └── README.md # Project documentation
```text
@{example: monorepo-structure} @{example: monorepo-structure}
project-root/ project-root/
@@ -5130,6 +5129,7 @@ project-root/
├── scripts/ # Monorepo management scripts ├── scripts/ # Monorepo management scripts
└── package.json # Root package.json with workspaces └── package.json # Root package.json with workspaces
@{/example} @{/example}
```
[[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]] [[LLM: After presenting the source tree structure, apply `tasks#advanced-elicitation` protocol]]
@@ -6902,7 +6902,7 @@ Present component architecture and apply `tasks#advanced-elicitation` protocol]]
```mermaid ```mermaid
{{component_interaction_diagram}} {{component_interaction_diagram}}
```text ```
## API Design and Integration ## API Design and Integration
@@ -6942,7 +6942,7 @@ Present API design and apply `tasks#advanced-elicitation` protocol]]
```json ```json
{{response_schema}} {{response_schema}}
```text ```
<</REPEAT>> <</REPEAT>>

View File

@@ -16,7 +16,7 @@ The system facilitates a full development lifecycle:
The entire BMAD-Method ecosystem is designed around the `.bmad-core` directory, which acts as the brain of the operation. The `tools` directory provides the means to process and package this brain for different environments. The entire BMAD-Method ecosystem is designed around the `.bmad-core` directory, which acts as the brain of the operation. The `tools` directory provides the means to process and package this brain for different environments.
````mermaid ```mermaid
graph TD graph TD
subgraph BMAD Method Project subgraph BMAD Method Project
subgraph Core Framework subgraph Core Framework
@@ -59,7 +59,7 @@ graph TD
style A fill:#1a73e8,color:#fff style A fill:#1a73e8,color:#fff
style I fill:#f9ab00,color:#fff style I fill:#f9ab00,color:#fff
style J fill:#34a853,color:#fff style J fill:#34a853,color:#fff
```text ```
## 3. Core Components ## 3. Core Components
@@ -110,6 +110,7 @@ The system maintains a clean separation of concerns: template markup is processe
BMAD includes a personalization layer through the `technical-preferences.md` file in `.bmad-core/data/`. This file serves as a persistent technical profile that influences agent behavior across all projects. BMAD includes a personalization layer through the `technical-preferences.md` file in `.bmad-core/data/`. This file serves as a persistent technical profile that influences agent behavior across all projects.
**Purpose and Benefits:** **Purpose and Benefits:**
- **Consistency**: Ensures all agents reference the same technical preferences - **Consistency**: Ensures all agents reference the same technical preferences
- **Efficiency**: Eliminates the need to repeatedly specify preferred technologies - **Efficiency**: Eliminates the need to repeatedly specify preferred technologies
- **Personalization**: Agents provide recommendations aligned with user preferences - **Personalization**: Agents provide recommendations aligned with user preferences
@@ -119,6 +120,7 @@ BMAD includes a personalization layer through the `technical-preferences.md` fil
The file typically includes preferred technology stacks, design patterns, external services, coding standards, and anti-patterns to avoid. Agents automatically reference this file during planning and development to provide contextually appropriate suggestions. The file typically includes preferred technology stacks, design patterns, external services, coding standards, and anti-patterns to avoid. Agents automatically reference this file during planning and development to provide contextually appropriate suggestions.
**Integration Points:** **Integration Points:**
- Templates can reference technical preferences during document generation - Templates can reference technical preferences during document generation
- Agents suggest preferred technologies when appropriate for project requirements - Agents suggest preferred technologies when appropriate for project requirements
- When preferences don't fit project needs, agents explain alternatives - When preferences don't fit project needs, agents explain alternatives
@@ -173,7 +175,7 @@ graph TD
style G fill:#f9ab00,color:#fff style G fill:#f9ab00,color:#fff
style L fill:#1a73e8,color:#fff style L fill:#1a73e8,color:#fff
style N fill:#34a853,color:#fff style N fill:#34a853,color:#fff
```` ```
**Key Planning Phases:** **Key Planning Phases:**

View File

@@ -24,7 +24,7 @@ A pull request (PR) is how you propose changes to a project on GitHub. Think of
# Replace YOUR-USERNAME with your actual GitHub username # Replace YOUR-USERNAME with your actual GitHub username
git clone https://github.com/YOUR-USERNAME/bmad-method.git git clone https://github.com/YOUR-USERNAME/bmad-method.git
cd bmad-method cd bmad-method
```text ```
### 3. Create a New Branch ### 3. Create a New Branch
@@ -57,7 +57,7 @@ git add .
# Commit with a clear message # Commit with a clear message
git commit -m "Fix typo in README.md" git commit -m "Fix typo in README.md"
```text ```
**Good commit messages:** **Good commit messages:**

View File

@@ -56,10 +56,10 @@ Best for: ChatGPT, Claude, Gemini users
Best for: Cursor, Claude Code, Windsurf, VS Code users Best for: Cursor, Claude Code, Windsurf, VS Code users
````bash ```bash
# Interactive installation (recommended) # Interactive installation (recommended)
npx bmad-method install npx bmad-method install
```text ```
### First Steps ### First Steps
@@ -106,7 +106,7 @@ dependencies:
- shard-doc.md - shard-doc.md
data: data:
- bmad-kb.md - bmad-kb.md
```` ```
**Key Points:** **Key Points:**
@@ -118,7 +118,7 @@ dependencies:
**In IDE:** **In IDE:**
````bash ```bash
# Cursor or Windsurf (manual rules - loaded with @) # Cursor or Windsurf (manual rules - loaded with @)
@pm Create a PRD for a task management app @pm Create a PRD for a task management app
@architect Design the system architecture @architect Design the system architecture
@@ -127,7 +127,7 @@ dependencies:
# Claude Code (files in commands folder - loaded with /) # Claude Code (files in commands folder - loaded with /)
/pm Create user stories /pm Create user stories
/dev Fix the login bug /dev Fix the login bug
```text ```
**In Web UI:** **In Web UI:**
@@ -135,7 +135,7 @@ dependencies:
/pm create-doc prd /pm create-doc prd
/architect review system design /architect review system design
/dev implement story 1.2 /dev implement story 1.2
```` ```
## Templates and Document Creation ## Templates and Document Creation
@@ -224,10 +224,9 @@ When working directly in IDEs:
Templates can include `advanced-elicitation.md` for enhanced interaction: Templates can include `advanced-elicitation.md` for enhanced interaction:
`````markdown ```markdown
[[LLM: Use advanced-elicitation actions 0-3 to refine requirements]] [[LLM: Use advanced-elicitation actions 0-3 to refine requirements]]
```
````text
This provides 10 structured brainstorming actions: This provides 10 structured brainstorming actions:
@@ -268,10 +267,7 @@ graph TD
style G fill:#f9ab00,color:#fff style G fill:#f9ab00,color:#fff
style L fill:#1a73e8,color:#fff style L fill:#1a73e8,color:#fff
style N fill:#34a853,color:#fff style N fill:#34a853,color:#fff
```` ```
`````
`````
#### Web UI to IDE Transition #### Web UI to IDE Transition
@@ -286,7 +282,7 @@ graph TD
Once planning is complete and documents are sharded, BMAD follows a structured development workflow: Once planning is complete and documents are sharded, BMAD follows a structured development workflow:
````mermaid ```mermaid
graph TD graph TD
A["Start: Planning Artifacts Complete"] --> B["PO: Shard Epics"] A["Start: Planning Artifacts Complete"] --> B["PO: Shard Epics"]
B --> C["PO: Shard Arch"] B --> C["PO: Shard Arch"]
@@ -302,7 +298,7 @@ graph TD
J --> E J --> E
style J fill:#34a853,color:#fff style J fill:#34a853,color:#fff
```text ```
### Workflow Phases ### Workflow Phases
@@ -391,7 +387,7 @@ agents:
- qa - qa
workflows: workflows:
- greenfield-fullstack - greenfield-fullstack
````` ```
## IDE Integration ## IDE Integration
@@ -543,7 +539,7 @@ BMAD's dependency system ensures agents only load necessary resources:
Create custom templates following `template-format.md`: Create custom templates following `template-format.md`:
`````markdown ```markdown
--- ---
title: Custom Template title: Custom Template
description: Your custom document type description: Your custom document type
@@ -564,8 +560,7 @@ dependencies:
## Section 2 ## Section 2
{{section_2_content}} {{section_2_content}}
```
````text
### Workflow Customization ### Workflow Customization
@@ -594,10 +589,7 @@ phases:
deliverables: deliverables:
- implementation - implementation
- tests - tests
```` ```
`````
`````
### Creating Custom Templates ### Creating Custom Templates
@@ -605,7 +597,7 @@ Templates are self-contained documents that embed both output structure and proc
#### Template Structure #### Template Structure
````markdown ```markdown
# {{Project Name}} Document Title # {{Project Name}} Document Title
[[LLM: Opening instruction for AI processing]] [[LLM: Opening instruction for AI processing]]
@@ -627,30 +619,32 @@ Templates are self-contained documents that embed both output structure and proc
[[LLM: Only include if condition is met]] [[LLM: Only include if condition is met]]
^^/CONDITION^^ ^^/CONDITION^^
```
````text
#### Key Template Patterns #### Key Template Patterns
**Variable Substitution:** **Variable Substitution:**
- `{{Project Name}}` - Dynamic project name - `{{Project Name}}` - Dynamic project name
- `{{document_title}}` - Document-specific title - `{{document_title}}` - Document-specific title
- `{{section_content}}` - Placeholder for generated content - `{{section_content}}` - Placeholder for generated content
**AI Processing Instructions:** **AI Processing Instructions:**
- `[[LLM: Instructions for AI behavior]]` - AI-only processing directives - `[[LLM: Instructions for AI behavior]]` - AI-only processing directives
- `@{example: Sample content}` - Guidance examples (not output) - `@{example: Sample content}` - Guidance examples (not output)
- `tasks#advanced-elicitation` - Reference to embedded tasks - `tasks#advanced-elicitation` - Reference to embedded tasks
**Conditional Content:** **Conditional Content:**
```markdown ```markdown
^^CONDITION: has_ui^^ ^^CONDITION: has_ui^^
## User Interface Section ## User Interface Section
[[LLM: Only include for UI projects]] [[LLM: Only include for UI projects]]
^^/CONDITION^^ ^^/CONDITION^^
````` ```
`````
#### Document Sharding #### Document Sharding
@@ -658,7 +652,7 @@ Level 2 headings (`##`) in templates can be automatically sharded into separate
**Original PRD:** **Original PRD:**
````markdown ```markdown
## Goals and Background Context ## Goals and Background Context
## Requirements ## Requirements
@@ -666,10 +660,10 @@ Level 2 headings (`##`) in templates can be automatically sharded into separate
## User Interface Design Goals ## User Interface Design Goals
## Success Metrics ## Success Metrics
```
````text
**After Sharding:** **After Sharding:**
- `docs/prd/goals-and-background-context.md` - `docs/prd/goals-and-background-context.md`
- `docs/prd/requirements.md` - `docs/prd/requirements.md`
- `docs/prd/user-interface-design-goals.md` - `docs/prd/user-interface-design-goals.md`
@@ -694,43 +688,40 @@ Tasks are reusable automation instructions that agents can execute. They follow
## Instructions ## Instructions
### 1. Step One ### 1. Step One
- Detailed instructions for the agent - Detailed instructions for the agent
- Specific behaviors and outputs expected - Specific behaviors and outputs expected
### 2. Step Two ### 2. Step Two
- Additional processing steps - Additional processing steps
- Integration with other resources - Integration with other resources
## Examples ## Examples
@{example: Concrete usage examples} @{example: Concrete usage examples}
````` ```
`````
#### Task Patterns #### Task Patterns
**Resource Integration:** **Resource Integration:**
````markdown ```markdown
[[LLM: Check if docs/coding-standards.md exists and reference it]] [[LLM: Check if docs/coding-standards.md exists and reference it]]
[[LLM: Load docs/openapi-spec.yaml for API context]] [[LLM: Load docs/openapi-spec.yaml for API context]]
```
````text
**Advanced Elicitation:** **Advanced Elicitation:**
```markdown ```markdown
[[LLM: Apply tasks#advanced-elicitation protocol after completion]] [[LLM: Apply tasks#advanced-elicitation protocol after completion]]
````` ```
`````
**Conditional Logic:** **Conditional Logic:**
````markdown ```markdown
[[LLM: If project has UI components, also check frontend standards]] [[LLM: If project has UI components, also check frontend standards]]
```
````text
### Creating Custom Agents ### Creating Custom Agents
@@ -764,21 +755,19 @@ dependencies:
- custom-task.md - custom-task.md
data: data:
- domain-knowledge.md - domain-knowledge.md
````` ```
`````
#### Agent Startup Instructions #### Agent Startup Instructions
Agents can load project-specific documents and provide custom context: Agents can load project-specific documents and provide custom context:
````yaml ```yaml
startup: startup:
- Load docs/coding-standards.md if available - Load docs/coding-standards.md if available
- Review docs/project-structure.md for context - Review docs/project-structure.md for context
- Check for docs/third-party-apis/ folder - Check for docs/third-party-apis/ folder
- Announce specialized capabilities - Announce specialized capabilities
```text ```
#### Loading Project Documents #### Loading Project Documents
@@ -794,11 +783,12 @@ Agents can reference and load documents from the `docs/` folder:
```markdown ```markdown
[[LLM: Before beginning, check for and load relevant context: [[LLM: Before beginning, check for and load relevant context:
- docs/coding-standards.md for development standards - docs/coding-standards.md for development standards
- docs/brand-guidelines.md for design consistency - docs/brand-guidelines.md for design consistency
- docs/third-party-apis/ for integration requirements - docs/third-party-apis/ for integration requirements
- Any project-specific documentation in docs/ folder]] - Any project-specific documentation in docs/ folder]]
````` ```
### Technical Preferences System ### Technical Preferences System
@@ -812,7 +802,7 @@ This file allows you to define your preferred technologies, patterns, and standa
**Technology Stack Preferences:** **Technology Stack Preferences:**
`````markdown ```markdown
## Preferred Technologies ## Preferred Technologies
### Frontend ### Frontend
@@ -831,29 +821,28 @@ This file allows you to define your preferred technologies, patterns, and standa
- Vercel for frontend - Vercel for frontend
- Railway for backend services - Railway for backend services
```
````text
**Design Patterns & Standards:** **Design Patterns & Standards:**
```markdown ```markdown
## Code Standards ## Code Standards
- Use functional programming patterns where possible - Use functional programming patterns where possible
- Prefer composition over inheritance - Prefer composition over inheritance
- Always include comprehensive error handling - Always include comprehensive error handling
- Write tests for all business logic - Write tests for all business logic
## Architecture Preferences ## Architecture Preferences
- Microservices for complex applications - Microservices for complex applications
- RESTful APIs with OpenAPI documentation - RESTful APIs with OpenAPI documentation
- Event-driven architecture for real-time features - Event-driven architecture for real-time features
```` ```
`````
`````
**External Services & APIs:** **External Services & APIs:**
````markdown ```markdown
## Preferred External Services ## Preferred External Services
- Auth0 for authentication - Auth0 for authentication
@@ -865,8 +854,7 @@ This file allows you to define your preferred technologies, patterns, and standa
- Legacy SOAP services - Legacy SOAP services
- Services without proper documentation - Services without proper documentation
```
````text
#### How Agents Use This File #### How Agents Use This File
@@ -880,21 +868,19 @@ This file allows you to define your preferred technologies, patterns, and standa
**Learning and Evolution**: As you work on projects, add discoveries to your preferences file: **Learning and Evolution**: As you work on projects, add discoveries to your preferences file:
```markdown
## Lessons Learned ## Lessons Learned
- Avoid using Library X for large datasets (performance issues) - Avoid using Library X for large datasets (performance issues)
- Pattern Y works well for real-time features - Pattern Y works well for real-time features
- Service Z has excellent documentation and support - Service Z has excellent documentation and support
## Future Exploration ## Future Exploration
- Want to try Framework A on next appropriate project - Want to try Framework A on next appropriate project
- Interested in Pattern B for microservices - Interested in Pattern B for microservices
- Consider Service C for better performance - Consider Service C for better performance
`````
```` ### Using with Web Bundles
#### Using with Web Bundles
When creating custom web bundles or uploading to AI platforms, include your `technical-preferences.md` content to ensure agents have your preferences from the start of any conversation. When creating custom web bundles or uploading to AI platforms, include your `technical-preferences.md` content to ensure agents have your preferences from the start of any conversation.
@@ -1050,4 +1036,3 @@ Remember: BMAD is designed to enhance your development process, not replace your
--- ---
For additional support, join our [Discord community](https://discord.gg/g6ypHytrCB) or check out the [YouTube channel](https://www.youtube.com/@BMadCode) for video tutorials and walkthroughs. For additional support, join our [Discord community](https://discord.gg/g6ypHytrCB) or check out the [YouTube channel](https://www.youtube.com/@BMadCode) for video tutorials and walkthroughs.
````

View File

@@ -55,4 +55,4 @@ dependencies:
- game-brief-tmpl - game-brief-tmpl
checklists: checklists:
- game-design-checklist - game-design-checklist
``` ```

View File

@@ -48,10 +48,10 @@ commands:
task-execution: task-execution:
flow: Read story → Implement game feature → Write tests → Pass tests → Update [x] → Next task flow: Read story → Implement game feature → Write tests → Pass tests → Update [x] → Next task
updates-ONLY: updates-ONLY:
- 'Checkboxes: [ ] not started | [-] in progress | [x] complete' - "Checkboxes: [ ] not started | [-] in progress | [x] complete"
- 'Debug Log: | Task | File | Change | Reverted? |' - "Debug Log: | Task | File | Change | Reverted? |"
- 'Completion Notes: Deviations only, <50 words' - "Completion Notes: Deviations only, <50 words"
- 'Change Log: Requirement changes only' - "Change Log: Requirement changes only"
blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
done: Game feature works + Tests pass + 60 FPS + No lint errors + Follows Phaser 3 best practices done: Game feature works + Tests pass + 60 FPS + No lint errors + Follows Phaser 3 best practices
dependencies: dependencies:
@@ -63,4 +63,4 @@ dependencies:
- game-story-dod-checklist - game-story-dod-checklist
data: data:
- development-guidelines - development-guidelines
``` ```

View File

@@ -33,7 +33,7 @@ startup:
- CRITICAL: Do NOT create or modify any files during startup - CRITICAL: Do NOT create or modify any files during startup
- Offer to help with game story preparation but wait for explicit user confirmation - Offer to help with game story preparation but wait for explicit user confirmation
- Only execute tasks when user explicitly requests them - Only execute tasks when user explicitly requests them
- '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' - "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"
commands: commands:
- '*help" - Show numbered list of available commands for selection' - '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice' - '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
@@ -48,4 +48,4 @@ dependencies:
- game-story-tmpl - game-story-tmpl
checklists: checklists:
- game-story-dod-checklist - game-story-dod-checklist
``` ```

View File

@@ -3,6 +3,7 @@
## Document Completeness ## Document Completeness
### Executive Summary ### Executive Summary
- [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences - [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
- [ ] **Target Audience** - Primary and secondary audiences defined with demographics - [ ] **Target Audience** - Primary and secondary audiences defined with demographics
- [ ] **Platform Requirements** - Technical platforms and requirements specified - [ ] **Platform Requirements** - Technical platforms and requirements specified
@@ -10,6 +11,7 @@
- [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed - [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed
### Game Design Foundation ### Game Design Foundation
- [ ] **Game Pillars** - 3-5 core design pillars defined and actionable - [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
- [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings - [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
- [ ] **Win/Loss Conditions** - Clear victory and failure states defined - [ ] **Win/Loss Conditions** - Clear victory and failure states defined
@@ -19,6 +21,7 @@
## Gameplay Mechanics ## Gameplay Mechanics
### Core Mechanics Documentation ### Core Mechanics Documentation
- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes - [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
- [ ] **Mechanic Integration** - How mechanics work together is clear - [ ] **Mechanic Integration** - How mechanics work together is clear
- [ ] **Player Input** - All input methods specified for each platform - [ ] **Player Input** - All input methods specified for each platform
@@ -26,6 +29,7 @@
- [ ] **Performance Impact** - Performance considerations for each mechanic noted - [ ] **Performance Impact** - Performance considerations for each mechanic noted
### Controls and Interaction ### Controls and Interaction
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined - [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
- [ ] **Input Responsiveness** - Requirements for responsive game feel specified - [ ] **Input Responsiveness** - Requirements for responsive game feel specified
- [ ] **Accessibility Options** - Control customization and accessibility considered - [ ] **Accessibility Options** - Control customization and accessibility considered
@@ -35,6 +39,7 @@
## Progression and Balance ## Progression and Balance
### Player Progression ### Player Progression
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined - [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
- [ ] **Key Milestones** - Major progression points documented - [ ] **Key Milestones** - Major progression points documented
- [ ] **Unlock System** - What players unlock and when is specified - [ ] **Unlock System** - What players unlock and when is specified
@@ -42,6 +47,7 @@
- [ ] **Player Agency** - Meaningful player choices and consequences defined - [ ] **Player Agency** - Meaningful player choices and consequences defined
### Game Balance ### Game Balance
- [ ] **Balance Parameters** - Numeric values for key game systems provided - [ ] **Balance Parameters** - Numeric values for key game systems provided
- [ ] **Difficulty Curve** - Appropriate challenge progression designed - [ ] **Difficulty Curve** - Appropriate challenge progression designed
- [ ] **Economy Design** - Resource systems balanced for engagement - [ ] **Economy Design** - Resource systems balanced for engagement
@@ -51,6 +57,7 @@
## Level Design Framework ## Level Design Framework
### Level Structure ### Level Structure
- [ ] **Level Types** - Different level categories defined with purposes - [ ] **Level Types** - Different level categories defined with purposes
- [ ] **Level Progression** - How players move through levels specified - [ ] **Level Progression** - How players move through levels specified
- [ ] **Duration Targets** - Expected play time for each level type - [ ] **Duration Targets** - Expected play time for each level type
@@ -58,6 +65,7 @@
- [ ] **Replay Value** - Elements that encourage repeated play designed - [ ] **Replay Value** - Elements that encourage repeated play designed
### Content Guidelines ### Content Guidelines
- [ ] **Level Creation Rules** - Clear guidelines for level designers - [ ] **Level Creation Rules** - Clear guidelines for level designers
- [ ] **Mechanic Introduction** - How new mechanics are taught in levels - [ ] **Mechanic Introduction** - How new mechanics are taught in levels
- [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned - [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
@@ -67,6 +75,7 @@
## Technical Implementation Readiness ## Technical Implementation Readiness
### Performance Requirements ### Performance Requirements
- [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates - [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined - [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content - [ ] **Load Time Goals** - Acceptable loading times for different content
@@ -74,6 +83,7 @@
- [ ] **Scalability Plan** - How performance scales across different devices - [ ] **Scalability Plan** - How performance scales across different devices
### Platform Specifications ### Platform Specifications
- [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs - [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
- [ ] **Mobile Optimization** - iOS and Android specific requirements - [ ] **Mobile Optimization** - iOS and Android specific requirements
- [ ] **Browser Compatibility** - Supported browsers and versions listed - [ ] **Browser Compatibility** - Supported browsers and versions listed
@@ -81,6 +91,7 @@
- [ ] **Update Strategy** - Plan for post-launch updates and patches - [ ] **Update Strategy** - Plan for post-launch updates and patches
### Asset Requirements ### Asset Requirements
- [ ] **Art Style Definition** - Clear visual style with reference materials - [ ] **Art Style Definition** - Clear visual style with reference materials
- [ ] **Asset Specifications** - Technical requirements for all asset types - [ ] **Asset Specifications** - Technical requirements for all asset types
- [ ] **Audio Requirements** - Music and sound effect specifications - [ ] **Audio Requirements** - Music and sound effect specifications
@@ -90,6 +101,7 @@
## Development Planning ## Development Planning
### Implementation Phases ### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases - [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified - [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented - [ ] **Dependency Mapping** - Prerequisites between features documented
@@ -97,6 +109,7 @@
- [ ] **Milestone Planning** - Key deliverables and deadlines established - [ ] **Milestone Planning** - Key deliverables and deadlines established
### Team Requirements ### Team Requirements
- [ ] **Role Definitions** - Required team roles and responsibilities - [ ] **Role Definitions** - Required team roles and responsibilities
- [ ] **Skill Requirements** - Technical skills needed for implementation - [ ] **Skill Requirements** - Technical skills needed for implementation
- [ ] **Resource Allocation** - Time and effort estimates for major features - [ ] **Resource Allocation** - Time and effort estimates for major features
@@ -106,6 +119,7 @@
## Quality Assurance ## Quality Assurance
### Success Metrics ### Success Metrics
- [ ] **Technical Metrics** - Measurable technical performance goals - [ ] **Technical Metrics** - Measurable technical performance goals
- [ ] **Gameplay Metrics** - Player engagement and retention targets - [ ] **Gameplay Metrics** - Player engagement and retention targets
- [ ] **Quality Benchmarks** - Standards for bug rates and polish level - [ ] **Quality Benchmarks** - Standards for bug rates and polish level
@@ -113,6 +127,7 @@
- [ ] **Business Objectives** - Commercial or project success criteria - [ ] **Business Objectives** - Commercial or project success criteria
### Testing Strategy ### Testing Strategy
- [ ] **Playtesting Plan** - How and when player feedback will be gathered - [ ] **Playtesting Plan** - How and when player feedback will be gathered
- [ ] **Technical Testing** - Performance and compatibility testing approach - [ ] **Technical Testing** - Performance and compatibility testing approach
- [ ] **Balance Validation** - Methods for confirming game balance - [ ] **Balance Validation** - Methods for confirming game balance
@@ -122,6 +137,7 @@
## Documentation Quality ## Documentation Quality
### Clarity and Completeness ### Clarity and Completeness
- [ ] **Clear Writing** - All sections are well-written and understandable - [ ] **Clear Writing** - All sections are well-written and understandable
- [ ] **Complete Coverage** - No major game systems left undefined - [ ] **Complete Coverage** - No major game systems left undefined
- [ ] **Actionable Detail** - Enough detail for developers to create implementation stories - [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
@@ -129,6 +145,7 @@
- [ ] **Reference Materials** - Links to inspiration, research, and additional resources - [ ] **Reference Materials** - Links to inspiration, research, and additional resources
### Maintainability ### Maintainability
- [ ] **Version Control** - Change log established for tracking revisions - [ ] **Version Control** - Change log established for tracking revisions
- [ ] **Update Process** - Plan for maintaining document during development - [ ] **Update Process** - Plan for maintaining document during development
- [ ] **Team Access** - All team members can access and reference the document - [ ] **Team Access** - All team members can access and reference the document
@@ -138,6 +155,7 @@
## Stakeholder Alignment ## Stakeholder Alignment
### Team Understanding ### Team Understanding
- [ ] **Shared Vision** - All team members understand and agree with the game vision - [ ] **Shared Vision** - All team members understand and agree with the game vision
- [ ] **Role Clarity** - Each team member understands their contribution - [ ] **Role Clarity** - Each team member understands their contribution
- [ ] **Decision Framework** - Process for making design decisions during development - [ ] **Decision Framework** - Process for making design decisions during development
@@ -145,6 +163,7 @@
- [ ] **Communication Channels** - Regular meetings and feedback sessions planned - [ ] **Communication Channels** - Regular meetings and feedback sessions planned
### External Validation ### External Validation
- [ ] **Market Validation** - Competitive analysis and market fit assessment - [ ] **Market Validation** - Competitive analysis and market fit assessment
- [ ] **Technical Validation** - Feasibility confirmed with technical team - [ ] **Technical Validation** - Feasibility confirmed with technical team
- [ ] **Resource Validation** - Required resources available and committed - [ ] **Resource Validation** - Required resources available and committed
@@ -154,6 +173,7 @@
## Final Readiness Assessment ## Final Readiness Assessment
### Implementation Preparedness ### Implementation Preparedness
- [ ] **Story Creation Ready** - Document provides sufficient detail for story creation - [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
- [ ] **Architecture Alignment** - Game design aligns with technical capabilities - [ ] **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
@@ -161,6 +181,7 @@
- [ ] **Quality Assurance** - Testing and validation processes established - [ ] **Quality Assurance** - Testing and validation processes established
### Document Approval ### Document Approval
- [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders - [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
- [ ] **Technical Review Complete** - Technical feasibility confirmed - [ ] **Technical Review Complete** - Technical feasibility confirmed
- [ ] **Business Review Complete** - Project scope and goals approved - [ ] **Business Review Complete** - Project scope and goals approved
@@ -177,4 +198,4 @@
_List any critical items that need attention before moving to implementation phase._ _List any critical items that need attention before moving to implementation phase._
**Next Steps:** **Next Steps:**
_Outline immediate next actions for the team based on this assessment._ _Outline immediate next actions for the team based on this assessment._

View File

@@ -3,6 +3,7 @@
## Story Completeness ## Story Completeness
### Basic Story Elements ### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature - [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic - [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low) - [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
@@ -10,6 +11,7 @@
- [ ] **Description** - Clear, concise description of what needs to be implemented - [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment ### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced - [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD - [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience - [ ] **Player Experience Goal** - Describes the intended player experience
@@ -19,6 +21,7 @@
## Technical Specifications ## Technical Specifications
### Architecture Compliance ### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure - [ ] **File Organization** - Follows game architecture document structure
- [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined - [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems - [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
@@ -26,6 +29,7 @@
- [ ] **Dependencies** - All system dependencies clearly identified - [ ] **Dependencies** - All system dependencies clearly identified
### Phaser 3 Requirements ### Phaser 3 Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how - [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components - [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components
- [ ] **Physics Integration** - Physics requirements specified if applicable - [ ] **Physics Integration** - Physics requirements specified if applicable
@@ -33,6 +37,7 @@
- [ ] **Performance Considerations** - 60 FPS target and optimization requirements - [ ] **Performance Considerations** - 60 FPS target and optimization requirements
### Code Quality Standards ### Code Quality Standards
- [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript - [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript
- [ ] **Error Handling** - Error scenarios and handling requirements specified - [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Object pooling and cleanup requirements where needed - [ ] **Memory Management** - Object pooling and cleanup requirements where needed
@@ -42,6 +47,7 @@
## Implementation Readiness ## Implementation Readiness
### Acceptance Criteria ### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable - [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable - [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications - [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
@@ -49,6 +55,7 @@
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable - [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks ### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks - [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours - [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions - [ ] **Task Clarity** - Each task has clear, actionable instructions
@@ -56,6 +63,7 @@
- [ ] **Development Flow** - Tasks follow logical implementation order - [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies ### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs - [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified - [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations - [ ] **Asset Dependencies** - All needed assets specified with locations
@@ -65,6 +73,7 @@
## Testing Requirements ## Testing Requirements
### Test Coverage ### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined - [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined
- [ ] **Integration Test Cases** - Integration testing with other game systems specified - [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined - [ ] **Manual Test Cases** - Game-specific manual testing procedures defined
@@ -72,6 +81,7 @@
- [ ] **Edge Case Testing** - Edge cases and error conditions covered - [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation ### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified - [ ] **Test File Paths** - Exact test file locations specified
- [ ] **Test Scenarios** - All test scenarios are complete and executable - [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined - [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
@@ -81,6 +91,7 @@
## Game-Specific Quality ## Game-Specific Quality
### Gameplay Implementation ### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications - [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete - [ ] **Player Controls** - Input handling requirements are complete
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified - [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
@@ -88,6 +99,7 @@
- [ ] **State Management** - Game state changes and persistence requirements defined - [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience ### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified - [ ] **UI Requirements** - User interface elements and behaviors specified
- [ ] **Audio Integration** - Sound effect and music requirements defined - [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified - [ ] **Visual Feedback** - Animation and visual effect requirements specified
@@ -95,6 +107,7 @@
- [ ] **Error Recovery** - User-facing error handling and recovery specified - [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization ### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms - [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements - [ ] **Memory Usage** - Memory consumption limits and monitoring requirements
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements - [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
@@ -104,6 +117,7 @@
## Documentation and Communication ## Documentation and Communication
### Story Documentation ### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided - [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale - [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted - [ ] **Future Considerations** - Potential future enhancements or modifications noted
@@ -111,6 +125,7 @@
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs - [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff ### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions - [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story - [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear - [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
@@ -120,6 +135,7 @@
## Final Validation ## Final Validation
### Story Readiness ### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions - [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable - [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points - [ ] **Scope Appropriateness** - Story scope matches assigned story points
@@ -127,6 +143,7 @@
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy - [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness ### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified - [ ] **Environment Ready** - Development environment requirements specified
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible - [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified - [ ] **Testing Prepared** - Testing environment and data requirements specified
@@ -140,4 +157,4 @@
**Ready for Development:** [ ] Yes [ ] No **Ready for Development:** [ ] Yes [ ] No
**Additional Notes:** **Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._ _Any specific concerns, recommendations, or clarifications needed before development begins._

View File

@@ -9,6 +9,7 @@ This document establishes coding standards, architectural patterns, and developm
### Strict Mode Configuration ### Strict Mode Configuration
**Required tsconfig.json settings:** **Required tsconfig.json settings:**
```json ```json
{ {
"compilerOptions": { "compilerOptions": {
@@ -22,11 +23,12 @@ This document establishes coding standards, architectural patterns, and developm
"exactOptionalPropertyTypes": true "exactOptionalPropertyTypes": true
} }
} }
```text ```
### Type Definitions ### Type Definitions
**Game Object Interfaces:** **Game Object Interfaces:**
```typescript ```typescript
// Core game entity interface // Core game entity interface
interface GameEntity { interface GameEntity {
@@ -50,9 +52,10 @@ interface GameSystem {
update(delta: number): void; update(delta: number): void;
shutdown(): void; shutdown(): void;
} }
```text ```
**Scene Data Interfaces:** **Scene Data Interfaces:**
```typescript ```typescript
// Scene transition data // Scene transition data
interface SceneData { interface SceneData {
@@ -70,28 +73,32 @@ interface GameState {
interface GameSettings { interface GameSettings {
musicVolume: number; musicVolume: number;
sfxVolume: number; sfxVolume: number;
difficulty: 'easy' | 'normal' | 'hard'; difficulty: "easy" | "normal" | "hard";
controls: ControlScheme; controls: ControlScheme;
} }
```text ```
### Naming Conventions ### Naming Conventions
**Classes and Interfaces:** **Classes and Interfaces:**
- PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem` - PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem`
- PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController` - PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController`
- Descriptive names that indicate purpose: `CollisionManager` not `CM` - Descriptive names that indicate purpose: `CollisionManager` not `CM`
**Methods and Variables:** **Methods and Variables:**
- camelCase for methods and variables: `updatePosition()`, `playerSpeed` - camelCase for methods and variables: `updatePosition()`, `playerSpeed`
- Descriptive names: `calculateDamage()` not `calcDmg()` - Descriptive names: `calculateDamage()` not `calcDmg()`
- Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove` - Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove`
**Constants:** **Constants:**
- UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME` - UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME`
- Group related constants in enums or const objects - Group related constants in enums or const objects
**Files and Directories:** **Files and Directories:**
- kebab-case for file names: `player-controller.ts`, `audio-manager.ts` - kebab-case for file names: `player-controller.ts`, `audio-manager.ts`
- PascalCase for scene files: `MenuScene.ts`, `GameScene.ts` - PascalCase for scene files: `MenuScene.ts`, `GameScene.ts`
@@ -100,88 +107,91 @@ interface GameSettings {
### Scene Organization ### Scene Organization
**Scene Lifecycle Management:** **Scene Lifecycle Management:**
```typescript ```typescript
class GameScene extends Phaser.Scene { class GameScene extends Phaser.Scene {
private gameManager!: GameManager; private gameManager!: GameManager;
private inputManager!: InputManager; private inputManager!: InputManager;
constructor() { constructor() {
super({ key: 'GameScene' }); super({ key: "GameScene" });
} }
preload(): void { preload(): void {
// Load only scene-specific assets // Load only scene-specific assets
this.load.image('player', 'assets/player.png'); this.load.image("player", "assets/player.png");
} }
create(data: SceneData): void { create(data: SceneData): void {
// Initialize game systems // Initialize game systems
this.gameManager = new GameManager(this); this.gameManager = new GameManager(this);
this.inputManager = new InputManager(this); this.inputManager = new InputManager(this);
// Set up scene-specific logic // Set up scene-specific logic
this.setupGameObjects(); this.setupGameObjects();
this.setupEventListeners(); this.setupEventListeners();
} }
update(time: number, delta: number): void { update(time: number, delta: number): void {
// Update all game systems // Update all game systems
this.gameManager.update(delta); this.gameManager.update(delta);
this.inputManager.update(delta); this.inputManager.update(delta);
} }
shutdown(): void { shutdown(): void {
// Clean up resources // Clean up resources
this.gameManager.destroy(); this.gameManager.destroy();
this.inputManager.destroy(); this.inputManager.destroy();
// Remove event listeners // Remove event listeners
this.events.off('*'); this.events.off("*");
} }
} }
``` ```
**Scene Transitions:** **Scene Transitions:**
```typescript ```typescript
// Proper scene transitions with data // Proper scene transitions with data
this.scene.start('NextScene', { this.scene.start("NextScene", {
playerScore: this.playerScore, playerScore: this.playerScore,
currentLevel: this.currentLevel + 1 currentLevel: this.currentLevel + 1,
}); });
// Scene overlays for UI // Scene overlays for UI
this.scene.launch('PauseMenuScene'); this.scene.launch("PauseMenuScene");
this.scene.pause(); this.scene.pause();
```text ```
### Game Object Patterns ### Game Object Patterns
**Component-Based Architecture:** **Component-Based Architecture:**
```typescript ```typescript
// Base game entity // Base game entity
abstract class GameEntity extends Phaser.GameObjects.Sprite { abstract class GameEntity extends Phaser.GameObjects.Sprite {
protected components: Map<string, GameComponent> = new Map(); protected components: Map<string, GameComponent> = new Map();
constructor(scene: Phaser.Scene, x: number, y: number, texture: string) { constructor(scene: Phaser.Scene, x: number, y: number, texture: string) {
super(scene, x, y, texture); super(scene, x, y, texture);
scene.add.existing(this); scene.add.existing(this);
} }
addComponent<T extends GameComponent>(component: T): T { addComponent<T extends GameComponent>(component: T): T {
this.components.set(component.name, component); this.components.set(component.name, component);
return component; return component;
} }
getComponent<T extends GameComponent>(name: string): T | undefined { getComponent<T extends GameComponent>(name: string): T | undefined {
return this.components.get(name) as T; return this.components.get(name) as T;
} }
update(delta: number): void { update(delta: number): void {
this.components.forEach(component => component.update(delta)); this.components.forEach((component) => component.update(delta));
} }
destroy(): void { destroy(): void {
this.components.forEach(component => component.destroy()); this.components.forEach((component) => component.destroy());
this.components.clear(); this.components.clear();
super.destroy(); super.destroy();
} }
@@ -191,65 +201,67 @@ abstract class GameEntity extends Phaser.GameObjects.Sprite {
class Player extends GameEntity { class Player extends GameEntity {
private movement!: MovementComponent; private movement!: MovementComponent;
private health!: HealthComponent; private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) { constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, 'player'); super(scene, x, y, "player");
this.movement = this.addComponent(new MovementComponent(this)); this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100)); this.health = this.addComponent(new HealthComponent(this, 100));
} }
} }
```text ```
### System Management ### System Management
**Singleton Managers:** **Singleton Managers:**
```typescript ```typescript
class GameManager { class GameManager {
private static instance: GameManager; private static instance: GameManager;
private scene: Phaser.Scene; private scene: Phaser.Scene;
private gameState: GameState; private gameState: GameState;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
if (GameManager.instance) { if (GameManager.instance) {
throw new Error('GameManager already exists!'); throw new Error("GameManager already exists!");
} }
this.scene = scene; this.scene = scene;
this.gameState = this.loadGameState(); this.gameState = this.loadGameState();
GameManager.instance = this; GameManager.instance = this;
} }
static getInstance(): GameManager { static getInstance(): GameManager {
if (!GameManager.instance) { if (!GameManager.instance) {
throw new Error('GameManager not initialized!'); throw new Error("GameManager not initialized!");
} }
return GameManager.instance; return GameManager.instance;
} }
update(delta: number): void { update(delta: number): void {
// Update game logic // Update game logic
} }
destroy(): void { destroy(): void {
GameManager.instance = null!; GameManager.instance = null!;
} }
} }
```text ```
## Performance Optimization ## Performance Optimization
### Object Pooling ### Object Pooling
**Required for High-Frequency Objects:** **Required for High-Frequency Objects:**
```typescript ```typescript
class BulletPool { class BulletPool {
private pool: Bullet[] = []; private pool: Bullet[] = [];
private scene: Phaser.Scene; private scene: Phaser.Scene;
constructor(scene: Phaser.Scene, initialSize: number = 50) { constructor(scene: Phaser.Scene, initialSize: number = 50) {
this.scene = scene; this.scene = scene;
// Pre-create bullets // Pre-create bullets
for (let i = 0; i < initialSize; i++) { for (let i = 0; i < initialSize; i++) {
const bullet = new Bullet(scene, 0, 0); const bullet = new Bullet(scene, 0, 0);
@@ -258,20 +270,20 @@ class BulletPool {
this.pool.push(bullet); this.pool.push(bullet);
} }
} }
getBullet(): Bullet | null { getBullet(): Bullet | null {
const bullet = this.pool.find(b => !b.active); const bullet = this.pool.find((b) => !b.active);
if (bullet) { if (bullet) {
bullet.setActive(true); bullet.setActive(true);
bullet.setVisible(true); bullet.setVisible(true);
return bullet; return bullet;
} }
// Pool exhausted - create new bullet // Pool exhausted - create new bullet
console.warn('Bullet pool exhausted, creating new bullet'); console.warn("Bullet pool exhausted, creating new bullet");
return new Bullet(this.scene, 0, 0); return new Bullet(this.scene, 0, 0);
} }
releaseBullet(bullet: Bullet): void { releaseBullet(bullet: Bullet): void {
bullet.setActive(false); bullet.setActive(false);
bullet.setVisible(false); bullet.setVisible(false);
@@ -283,45 +295,47 @@ class BulletPool {
### Frame Rate Optimization ### Frame Rate Optimization
**Performance Monitoring:** **Performance Monitoring:**
```typescript ```typescript
class PerformanceMonitor { class PerformanceMonitor {
private frameCount: number = 0; private frameCount: number = 0;
private lastTime: number = 0; private lastTime: number = 0;
private frameRate: number = 60; private frameRate: number = 60;
update(time: number): void { update(time: number): void {
this.frameCount++; this.frameCount++;
if (time - this.lastTime >= 1000) { if (time - this.lastTime >= 1000) {
this.frameRate = this.frameCount; this.frameRate = this.frameCount;
this.frameCount = 0; this.frameCount = 0;
this.lastTime = time; this.lastTime = time;
if (this.frameRate < 55) { if (this.frameRate < 55) {
console.warn(`Low frame rate detected: ${this.frameRate} FPS`); console.warn(`Low frame rate detected: ${this.frameRate} FPS`);
this.optimizePerformance(); this.optimizePerformance();
} }
} }
} }
private optimizePerformance(): void { private optimizePerformance(): void {
// Reduce particle counts, disable effects, etc. // Reduce particle counts, disable effects, etc.
} }
} }
```text ```
**Update Loop Optimization:** **Update Loop Optimization:**
```typescript ```typescript
// Avoid expensive operations in update loops // Avoid expensive operations in update loops
class GameScene extends Phaser.Scene { class GameScene extends Phaser.Scene {
private updateTimer: number = 0; private updateTimer: number = 0;
private readonly UPDATE_INTERVAL = 100; // ms private readonly UPDATE_INTERVAL = 100; // ms
update(time: number, delta: number): void { update(time: number, delta: number): void {
// High-frequency updates (every frame) // High-frequency updates (every frame)
this.updatePlayer(delta); this.updatePlayer(delta);
this.updatePhysics(delta); this.updatePhysics(delta);
// Low-frequency updates (10 times per second) // Low-frequency updates (10 times per second)
this.updateTimer += delta; this.updateTimer += delta;
if (this.updateTimer >= this.UPDATE_INTERVAL) { if (this.updateTimer >= this.UPDATE_INTERVAL) {
@@ -331,13 +345,14 @@ class GameScene extends Phaser.Scene {
} }
} }
} }
```text ```
## Input Handling ## Input Handling
### Cross-Platform Input ### Cross-Platform Input
**Input Abstraction:** **Input Abstraction:**
```typescript ```typescript
interface InputState { interface InputState {
moveLeft: boolean; moveLeft: boolean;
@@ -353,26 +368,26 @@ class InputManager {
moveRight: false, moveRight: false,
jump: false, jump: false,
action: false, action: false,
pause: false pause: false,
}; };
private keys!: { [key: string]: Phaser.Input.Keyboard.Key }; private keys!: { [key: string]: Phaser.Input.Keyboard.Key };
private pointer!: Phaser.Input.Pointer; private pointer!: Phaser.Input.Pointer;
constructor(private scene: Phaser.Scene) { constructor(private scene: Phaser.Scene) {
this.setupKeyboard(); this.setupKeyboard();
this.setupTouch(); this.setupTouch();
} }
private setupKeyboard(): void { private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT'); this.keys = this.scene.input.keyboard.addKeys("W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT");
} }
private setupTouch(): void { private setupTouch(): void {
this.scene.input.on('pointerdown', this.handlePointerDown, this); this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on('pointerup', this.handlePointerUp, this); this.scene.input.on("pointerup", this.handlePointerUp, this);
} }
update(): void { update(): void {
// Update input state from multiple sources // Update input state from multiple sources
this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown; this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown;
@@ -380,42 +395,43 @@ class InputManager {
this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE); this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE);
// ... handle touch input // ... handle touch input
} }
getInputState(): InputState { getInputState(): InputState {
return { ...this.inputState }; return { ...this.inputState };
} }
} }
```text ```
## Error Handling ## Error Handling
### Graceful Degradation ### Graceful Degradation
**Asset Loading Error Handling:** **Asset Loading Error Handling:**
```typescript ```typescript
class AssetManager { class AssetManager {
loadAssets(): Promise<void> { loadAssets(): Promise<void> {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
this.scene.load.on('filecomplete', this.handleFileComplete, this); this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on('loaderror', this.handleLoadError, this); this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on('complete', () => resolve()); this.scene.load.on("complete", () => resolve());
this.scene.load.start(); this.scene.load.start();
}); });
} }
private handleLoadError(file: Phaser.Loader.File): void { private handleLoadError(file: Phaser.Loader.File): void {
console.error(`Failed to load asset: ${file.key}`); console.error(`Failed to load asset: ${file.key}`);
// Use fallback assets // Use fallback assets
this.loadFallbackAsset(file.key); this.loadFallbackAsset(file.key);
} }
private loadFallbackAsset(key: string): void { private loadFallbackAsset(key: string): void {
// Load placeholder or default assets // Load placeholder or default assets
switch (key) { switch (key) {
case 'player': case "player":
this.scene.load.image('player', 'assets/defaults/default-player.png'); this.scene.load.image("player", "assets/defaults/default-player.png");
break; break;
default: default:
console.warn(`No fallback for asset: ${key}`); console.warn(`No fallback for asset: ${key}`);
@@ -427,25 +443,26 @@ class AssetManager {
### Runtime Error Recovery ### Runtime Error Recovery
**System Error Handling:** **System Error Handling:**
```typescript ```typescript
class GameSystem { class GameSystem {
protected handleError(error: Error, context: string): void { protected handleError(error: Error, context: string): void {
console.error(`Error in ${context}:`, error); console.error(`Error in ${context}:`, error);
// Report to analytics/logging service // Report to analytics/logging service
this.reportError(error, context); this.reportError(error, context);
// Attempt recovery // Attempt recovery
this.attemptRecovery(context); this.attemptRecovery(context);
} }
private attemptRecovery(context: string): void { private attemptRecovery(context: string): void {
switch (context) { switch (context) {
case 'update': case "update":
// Reset system state // Reset system state
this.reset(); this.reset();
break; break;
case 'render': case "render":
// Disable visual effects // Disable visual effects
this.disableEffects(); this.disableEffects();
break; break;
@@ -455,64 +472,66 @@ class GameSystem {
} }
} }
} }
```text ```
## Testing Standards ## Testing Standards
### Unit Testing ### Unit Testing
**Game Logic Testing:** **Game Logic Testing:**
```typescript ```typescript
// Example test for game mechanics // Example test for game mechanics
describe('HealthComponent', () => { describe("HealthComponent", () => {
let healthComponent: HealthComponent; let healthComponent: HealthComponent;
beforeEach(() => { beforeEach(() => {
const mockEntity = {} as GameEntity; const mockEntity = {} as GameEntity;
healthComponent = new HealthComponent(mockEntity, 100); healthComponent = new HealthComponent(mockEntity, 100);
}); });
test('should initialize with correct health', () => { test("should initialize with correct health", () => {
expect(healthComponent.currentHealth).toBe(100); expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100); expect(healthComponent.maxHealth).toBe(100);
}); });
test('should handle damage correctly', () => { test("should handle damage correctly", () => {
healthComponent.takeDamage(25); healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75); expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true); expect(healthComponent.isAlive()).toBe(true);
}); });
test('should handle death correctly', () => { test("should handle death correctly", () => {
healthComponent.takeDamage(150); healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0); expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false); expect(healthComponent.isAlive()).toBe(false);
}); });
}); });
```text ```
### Integration Testing ### Integration Testing
**Scene Testing:** **Scene Testing:**
```typescript ```typescript
describe('GameScene Integration', () => { describe("GameScene Integration", () => {
let scene: GameScene; let scene: GameScene;
let mockGame: Phaser.Game; let mockGame: Phaser.Game;
beforeEach(() => { beforeEach(() => {
// Mock Phaser game instance // Mock Phaser game instance
mockGame = createMockGame(); mockGame = createMockGame();
scene = new GameScene(); scene = new GameScene();
}); });
test('should initialize all systems', () => { test("should initialize all systems", () => {
scene.create({}); scene.create({});
expect(scene.gameManager).toBeDefined(); expect(scene.gameManager).toBeDefined();
expect(scene.inputManager).toBeDefined(); expect(scene.inputManager).toBeDefined();
}); });
}); });
```text ```
## File Organization ## File Organization
@@ -566,21 +585,25 @@ src/
### Story Implementation Process ### Story Implementation Process
1. **Read Story Requirements:** 1. **Read Story Requirements:**
- Understand acceptance criteria - Understand acceptance criteria
- Identify technical requirements - Identify technical requirements
- Review performance constraints - Review performance constraints
2. **Plan Implementation:** 2. **Plan Implementation:**
- Identify files to create/modify - Identify files to create/modify
- Consider component architecture - Consider component architecture
- Plan testing approach - Plan testing approach
3. **Implement Feature:** 3. **Implement Feature:**
- Follow TypeScript strict mode - Follow TypeScript strict mode
- Use established patterns - Use established patterns
- Maintain 60 FPS performance - Maintain 60 FPS performance
4. **Test Implementation:** 4. **Test Implementation:**
- Write unit tests for game logic - Write unit tests for game logic
- Test cross-platform functionality - Test cross-platform functionality
- Validate performance targets - Validate performance targets
@@ -593,6 +616,7 @@ src/
### Code Review Checklist ### Code Review Checklist
**Before Committing:** **Before Committing:**
- [ ] TypeScript compiles without errors - [ ] TypeScript compiles without errors
- [ ] All tests pass - [ ] All tests pass
- [ ] Performance targets met (60 FPS) - [ ] Performance targets met (60 FPS)
@@ -606,19 +630,22 @@ src/
## Performance Targets ## Performance Targets
### Frame Rate Requirements ### Frame Rate Requirements
- **Desktop**: Maintain 60 FPS at 1080p - **Desktop**: Maintain 60 FPS at 1080p
- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end - **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end
- **Optimization**: Implement dynamic quality scaling when performance drops - **Optimization**: Implement dynamic quality scaling when performance drops
### Memory Management ### Memory Management
- **Total Memory**: Under 100MB for full game - **Total Memory**: Under 100MB for full game
- **Per Scene**: Under 50MB per gameplay scene - **Per Scene**: Under 50MB per gameplay scene
- **Asset Loading**: Progressive loading to stay under limits - **Asset Loading**: Progressive loading to stay under limits
- **Garbage Collection**: Minimize object creation in update loops - **Garbage Collection**: Minimize object creation in update loops
### Loading Performance ### Loading Performance
- **Initial Load**: Under 5 seconds for game start - **Initial Load**: Under 5 seconds for game start
- **Scene Transitions**: Under 2 seconds between scenes - **Scene Transitions**: Under 2 seconds between scenes
- **Asset Streaming**: Background loading for upcoming content - **Asset Streaming**: Background loading for upcoming content
These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories. These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.

View File

@@ -103,8 +103,9 @@ This elicitation task is specifically designed for game development and should b
- **Platform Considerations**: When adapting designs for different devices and input methods - **Platform Considerations**: When adapting designs for different devices and input methods
The questions and perspectives offered should always consider: The questions and perspectives offered should always consider:
- Player psychology and motivation - Player psychology and motivation
- Technical feasibility with Phaser 3 and TypeScript - Technical feasibility with Phaser 3 and TypeScript
- Performance implications for 60 FPS targets - Performance implications for 60 FPS targets
- Cross-platform compatibility (desktop and mobile) - Cross-platform compatibility (desktop and mobile)
- Game development best practices and common pitfalls - Game development best practices and common pitfalls

View File

@@ -14,6 +14,7 @@ Create detailed, actionable game development stories that enable AI developers t
## Prerequisites ## Prerequisites
Before creating stories, ensure you have: Before creating stories, ensure you have:
- Completed Game Design Document (GDD) - Completed Game Design Document (GDD)
- Game Architecture Document - Game Architecture Document
- Epic definition this story belongs to - Epic definition this story belongs to
@@ -24,12 +25,14 @@ Before creating stories, ensure you have:
### 1. Story Identification ### 1. Story Identification
**Review Epic Context:** **Review Epic Context:**
- Understand the epic's overall goal - Understand the epic's overall goal
- Identify specific features that need implementation - Identify specific features that need implementation
- Review any existing stories in the epic - Review any existing stories in the epic
- Ensure no duplicate work - Ensure no duplicate work
**Feature Analysis:** **Feature Analysis:**
- Reference specific GDD sections - Reference specific GDD sections
- Understand player experience goals - Understand player experience goals
- Identify technical complexity - Identify technical complexity
@@ -38,12 +41,14 @@ Before creating stories, ensure you have:
### 2. Story Scoping ### 2. Story Scoping
**Single Responsibility:** **Single Responsibility:**
- Focus on one specific game feature - Focus on one specific game feature
- Ensure story is completable in 1-3 days - Ensure story is completable in 1-3 days
- Break down complex features into multiple stories - Break down complex features into multiple stories
- Maintain clear boundaries with other stories - Maintain clear boundaries with other stories
**Implementation Clarity:** **Implementation Clarity:**
- Define exactly what needs to be built - Define exactly what needs to be built
- Specify all technical requirements - Specify all technical requirements
- Include all necessary integration points - Include all necessary integration points
@@ -55,6 +60,7 @@ Before creating stories, ensure you have:
Use `templates#game-story-tmpl` following all embedded LLM instructions Use `templates#game-story-tmpl` following all embedded LLM instructions
**Key Focus Areas:** **Key Focus Areas:**
- Clear, actionable description - Clear, actionable description
- Specific acceptance criteria - Specific acceptance criteria
- Detailed technical specifications - Detailed technical specifications
@@ -64,18 +70,21 @@ Use `templates#game-story-tmpl` following all embedded LLM instructions
### 4. Story Validation ### 4. Story Validation
**Technical Review:** **Technical Review:**
- Verify all technical specifications are complete - Verify all technical specifications are complete
- Ensure integration points are clearly defined - Ensure integration points are clearly defined
- Confirm file paths match architecture - Confirm file paths match architecture
- Validate TypeScript interfaces and classes - Validate TypeScript interfaces and classes
**Game Design Alignment:** **Game Design Alignment:**
- Confirm story implements GDD requirements - Confirm story implements GDD requirements
- Verify player experience goals are met - Verify player experience goals are met
- Check balance parameters are included - Check balance parameters are included
- Ensure game mechanics are correctly interpreted - Ensure game mechanics are correctly interpreted
**Implementation Readiness:** **Implementation Readiness:**
- All dependencies identified - All dependencies identified
- Assets requirements specified - Assets requirements specified
- Testing criteria defined - Testing criteria defined
@@ -87,6 +96,7 @@ Use `templates#game-story-tmpl` following all embedded LLM instructions
Execute `checklists#game-story-dod-checklist` against completed story Execute `checklists#game-story-dod-checklist` against completed story
**Story Criteria:** **Story Criteria:**
- Story is immediately actionable - Story is immediately actionable
- No design decisions left to developer - No design decisions left to developer
- Technical requirements are complete - Technical requirements are complete
@@ -96,12 +106,14 @@ Execute `checklists#game-story-dod-checklist` against completed story
### 6. Story Refinement ### 6. Story Refinement
**Developer Perspective:** **Developer Perspective:**
- Can a developer start implementation immediately? - Can a developer start implementation immediately?
- Are all technical questions answered? - Are all technical questions answered?
- Is the scope appropriate for the estimated points? - Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified? - Are all dependencies clearly identified?
**Iterative Improvement:** **Iterative Improvement:**
- Address any gaps or ambiguities - Address any gaps or ambiguities
- Clarify complex technical requirements - Clarify complex technical requirements
- Ensure story fits within epic scope - Ensure story fits within epic scope
@@ -110,6 +122,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Story Elements Checklist ## Story Elements Checklist
### Required Sections ### Required Sections
- [ ] Clear, specific description - [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design) - [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications - [ ] Detailed technical specifications
@@ -123,6 +136,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Definition of Done checklist - [ ] Definition of Done checklist
### Game-Specific Requirements ### Game-Specific Requirements
- [ ] GDD section references - [ ] GDD section references
- [ ] Game mechanic implementation details - [ ] Game mechanic implementation details
- [ ] Player experience goals - [ ] Player experience goals
@@ -132,6 +146,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Cross-platform considerations - [ ] Cross-platform considerations
### Technical Quality ### Technical Quality
- [ ] TypeScript strict mode compliance - [ ] TypeScript strict mode compliance
- [ ] Architecture document alignment - [ ] Architecture document alignment
- [ ] Code organization follows standards - [ ] Code organization follows standards
@@ -142,18 +157,21 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Common Pitfalls ## Common Pitfalls
**Scope Issues:** **Scope Issues:**
- Story too large (break into multiple stories) - Story too large (break into multiple stories)
- Story too vague (add specific requirements) - Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites) - Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope) - Unclear boundaries (define what's in/out of scope)
**Technical Issues:** **Technical Issues:**
- Missing integration details - Missing integration details
- Incomplete technical specifications - Incomplete technical specifications
- Undefined interfaces or classes - Undefined interfaces or classes
- Missing performance requirements - Missing performance requirements
**Game Design Issues:** **Game Design Issues:**
- Not referencing GDD properly - Not referencing GDD properly
- Missing player experience context - Missing player experience context
- Unclear game mechanic implementation - Unclear game mechanic implementation
@@ -162,6 +180,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Success Criteria ## Success Criteria
**Story Readiness:** **Story Readiness:**
- [ ] Developer can start implementation immediately - [ ] Developer can start implementation immediately
- [ ] No additional design decisions required - [ ] No additional design decisions required
- [ ] All technical questions answered - [ ] All technical questions answered
@@ -170,6 +189,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
- [ ] Story fits within epic scope - [ ] Story fits within epic scope
**Quality Validation:** **Quality Validation:**
- [ ] Game story DOD checklist passes - [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed - [ ] Architecture alignment confirmed
- [ ] GDD requirements covered - [ ] GDD requirements covered
@@ -179,6 +199,7 @@ Execute `checklists#game-story-dod-checklist` against completed story
## Handoff Protocol ## Handoff Protocol
**To Game Developer:** **To Game Developer:**
1. Provide story document 1. Provide story document
2. Confirm GDD and architecture access 2. Confirm GDD and architecture access
3. Verify all dependencies are met 3. Verify all dependencies are met
@@ -186,9 +207,10 @@ Execute `checklists#game-story-dod-checklist` against completed story
5. Establish check-in schedule 5. Establish check-in schedule
**Story Status Updates:** **Story Status Updates:**
- Draft → Ready for Development - Draft → Ready for Development
- In Development → Code Review - In Development → Code Review
- Code Review → Testing - Code Review → Testing
- Testing → Done - Testing → Done
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features. This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features.

View File

@@ -9,6 +9,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]] [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
1. **Establish Game Context** 1. **Establish Game Context**
- Understand the game genre or opportunity area - Understand the game genre or opportunity area
- Identify target audience and platform constraints - Identify target audience and platform constraints
- Determine session goals (concept exploration vs. mechanic refinement) - Determine session goals (concept exploration vs. mechanic refinement)
@@ -164,26 +165,31 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Help user select appropriate techniques based on their specific game design needs.]] [[LLM: Help user select appropriate techniques based on their specific game design needs.]]
**For Initial Game Concepts:** **For Initial Game Concepts:**
- What If Game Scenarios - What If Game Scenarios
- Cross-Genre Fusion - Cross-Genre Fusion
- Emotion-First Design - Emotion-First Design
**For Stuck/Blocked Creativity:** **For Stuck/Blocked Creativity:**
- Player Motivation Reversal - Player Motivation Reversal
- Constraint-Based Creativity - Constraint-Based Creativity
- Genre Expectation Subversion - Genre Expectation Subversion
**For Mechanic Development:** **For Mechanic Development:**
- SCAMPER for Game Mechanics - SCAMPER for Game Mechanics
- Core Loop Deconstruction - Core Loop Deconstruction
- Player Agency Spectrum - Player Agency Spectrum
**For Player Experience:** **For Player Experience:**
- Player Archetype Brainstorming - Player Archetype Brainstorming
- Emotion-First Design - Emotion-First Design
- Accessibility-First Innovation - Accessibility-First Innovation
**For World Building:** **For World Building:**
- Environmental Storytelling - Environmental Storytelling
- Player-Generated Narrative - Player-Generated Narrative
- Platform-Specific Design - Platform-Specific Design
@@ -193,16 +199,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]] [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
1. **Inspiration Phase** (10-15 min) 1. **Inspiration Phase** (10-15 min)
- Reference existing games and mechanics - Reference existing games and mechanics
- Explore player experiences and emotions - Explore player experiences and emotions
- Gather visual and thematic inspiration - Gather visual and thematic inspiration
2. **Divergent Exploration** (25-35 min) 2. **Divergent Exploration** (25-35 min)
- Generate many game concepts or mechanics - Generate many game concepts or mechanics
- Use expansion and fusion techniques - Use expansion and fusion techniques
- Encourage wild and impossible ideas - Encourage wild and impossible ideas
3. **Player-Centered Filtering** (15-20 min) 3. **Player-Centered Filtering** (15-20 min)
- Consider target audience reactions - Consider target audience reactions
- Evaluate emotional impact and engagement - Evaluate emotional impact and engagement
- Group ideas by player experience goals - Group ideas by player experience goals
@@ -217,6 +226,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
[[LLM: Present brainstorming results in a format useful for game development.]] [[LLM: Present brainstorming results in a format useful for game development.]]
**Session Summary:** **Session Summary:**
- Techniques used and focus areas - Techniques used and focus areas
- Total concepts/mechanics generated - Total concepts/mechanics generated
- Key themes and patterns identified - Key themes and patterns identified
@@ -232,21 +242,25 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
**Development Readiness:** **Development Readiness:**
**Prototype-Ready Ideas:** **Prototype-Ready Ideas:**
- Ideas that can be tested immediately - Ideas that can be tested immediately
- Minimum viable implementations - Minimum viable implementations
- Quick validation approaches - Quick validation approaches
**Research-Required Ideas:** **Research-Required Ideas:**
- Concepts needing technical investigation - Concepts needing technical investigation
- Player testing and market research needs - Player testing and market research needs
- Competitive analysis requirements - Competitive analysis requirements
**Future Innovation Pipeline:** **Future Innovation Pipeline:**
- Ideas requiring significant development - Ideas requiring significant development
- Technology-dependent concepts - Technology-dependent concepts
- Market timing considerations - Market timing considerations
**Next Steps:** **Next Steps:**
- Which concepts to prototype first - Which concepts to prototype first
- Recommended research areas - Recommended research areas
- Suggested playtesting approaches - Suggested playtesting approaches
@@ -255,24 +269,28 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
## Game Design Specific Considerations ## Game Design Specific Considerations
### Platform and Audience Awareness ### Platform and Audience Awareness
- Always consider target platform limitations and advantages - Always consider target platform limitations and advantages
- Keep target audience preferences and expectations in mind - Keep target audience preferences and expectations in mind
- Balance innovation with familiar game design patterns - Balance innovation with familiar game design patterns
- Consider monetization and business model implications - Consider monetization and business model implications
### Rapid Prototyping Mindset ### Rapid Prototyping Mindset
- Focus on ideas that can be quickly tested - Focus on ideas that can be quickly tested
- Emphasize core mechanics over complex features - Emphasize core mechanics over complex features
- Design for iteration and player feedback - Design for iteration and player feedback
- Consider digital and paper prototyping approaches - Consider digital and paper prototyping approaches
### Player Psychology Integration ### Player Psychology Integration
- Understand motivation and engagement drivers - Understand motivation and engagement drivers
- Consider learning curves and skill development - Consider learning curves and skill development
- Design for different play session lengths - Design for different play session lengths
- Balance challenge and reward appropriately - Balance challenge and reward appropriately
### Technical Feasibility ### Technical Feasibility
- Keep development resources and timeline in mind - Keep development resources and timeline in mind
- Consider art and audio asset requirements - Consider art and audio asset requirements
- Think about performance and optimization needs - Think about performance and optimization needs
@@ -287,4 +305,4 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
- Think about community and social aspects of gameplay - Think about community and social aspects of gameplay
- Consider accessibility and inclusivity from the start - Consider accessibility and inclusivity from the start
- Balance innovation with market viability - Balance innovation with market viability
- Plan for iteration based on player feedback - Plan for iteration based on player feedback

View File

@@ -80,7 +80,7 @@ This architecture is designed to support the gameplay mechanics defined in the G
│ ├── stories/ # Development stories │ ├── stories/ # Development stories
│ └── architecture/ # Technical docs │ └── architecture/ # Technical docs
└── dist/ # Built game files └── dist/ # Built game files
```text ```
### Module Organization ### Module Organization
@@ -365,7 +365,7 @@ const gameConfig: Phaser.Types.Core.GameConfig = {
}, },
// Additional configuration... // Additional configuration...
}; };
```text ```
### Game Balance Configuration ### Game Balance Configuration

View File

@@ -60,11 +60,13 @@ This brief is typically created early in the ideation process, often after brain
[[LLM: List the 3-5 most important gameplay mechanics that define the player experience]] [[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
**Core Mechanic 1: {{mechanic_name}}** **Core Mechanic 1: {{mechanic_name}}**
- **Description:** {{how_it_works}} - **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}} - **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}} - **Implementation Scope:** {{complexity_estimate}}
**Core Mechanic 2: {{mechanic_name}}** **Core Mechanic 2: {{mechanic_name}}**
- **Description:** {{how_it_works}} - **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}} - **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}} - **Implementation Scope:** {{complexity_estimate}}
@@ -91,10 +93,12 @@ This brief is typically created early in the ideation process, often after brain
### Technical Constraints ### Technical Constraints
**Platform Requirements:** **Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}} - Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}} - Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:** **Technical Specifications:**
- Engine: Phaser 3 + TypeScript - Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}} - Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB - Memory Budget: <{{memory_limit}}MB
@@ -125,6 +129,7 @@ This brief is typically created early in the ideation process, often after brain
### Inspiration Games ### Inspiration Games
**Primary References:** **Primary References:**
1. **{{reference_game_1}}** - {{what_we_learn_from_it}} 1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
2. **{{reference_game_2}}** - {{what_we_learn_from_it}} 2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
3. **{{reference_game_3}}** - {{what_we_learn_from_it}} 3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
@@ -132,6 +137,7 @@ This brief is typically created early in the ideation process, often after brain
### Competitive Analysis ### Competitive Analysis
**Direct Competitors:** **Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}} - {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}} - {{competitor_2}}: {{strengths_and_weaknesses}}
@@ -157,13 +163,16 @@ This brief is typically created early in the ideation process, often after brain
### Content Categories ### Content Categories
**Core Content:** **Core Content:**
- {{content_type_1}}: {{quantity_and_description}} - {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}} - {{content_type_2}}: {{quantity_and_description}}
**Optional Content:** **Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}} - {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:** **Replay Elements:**
- {{replayability_features}} - {{replayability_features}}
### Difficulty and Accessibility ### Difficulty and Accessibility
@@ -201,23 +210,23 @@ This brief is typically created early in the ideation process, often after brain
### Technical Risks ### Technical Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{technical_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{technical_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Design Risks ### Design Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{design_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
| {{design_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
### Market Risks ### Market Risks
| Risk | Probability | Impact | Mitigation Strategy | | Risk | Probability | Impact | Mitigation Strategy |
|------|-------------|--------|-------------------| | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
| {{market_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} | | {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
## Success Criteria ## Success Criteria
@@ -226,11 +235,13 @@ This brief is typically created early in the ideation process, often after brain
### Player Experience Metrics ### Player Experience Metrics
**Engagement Goals:** **Engagement Goals:**
- Tutorial completion rate: >{{percentage}}% - Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes - Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}% - Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:** **Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10 - Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}% - Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent - Technical performance: {{fps_target}} FPS consistent
@@ -238,11 +249,13 @@ This brief is typically created early in the ideation process, often after brain
### Development Metrics ### Development Metrics
**Technical Targets:** **Technical Targets:**
- Zero critical bugs at launch - Zero critical bugs at launch
- Performance targets met on all platforms - Performance targets met on all platforms
- Load times under {{seconds}}s - Load times under {{seconds}}s
**Process Goals:** **Process Goals:**
- Development timeline adherence - Development timeline adherence
- Feature scope completion - Feature scope completion
- Quality assurance standards - Quality assurance standards
@@ -252,6 +265,7 @@ This brief is typically created early in the ideation process, often after brain
### Business Metrics ### Business Metrics
**Commercial Goals:** **Commercial Goals:**
- {{revenue_target}} in first {{time_period}} - {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}} - {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users - {{retention_target}} monthly active users
@@ -271,16 +285,19 @@ This brief is typically created early in the ideation process, often after brain
### Development Roadmap ### Development Roadmap
**Phase 1: Pre-Production** ({{duration}}) **Phase 1: Pre-Production** ({{duration}})
- Detailed Game Design Document creation - Detailed Game Design Document creation
- Technical architecture planning - Technical architecture planning
- Art style exploration and pipeline setup - Art style exploration and pipeline setup
**Phase 2: Prototype** ({{duration}}) **Phase 2: Prototype** ({{duration}})
- Core mechanic implementation - Core mechanic implementation
- Technical proof of concept - Technical proof of concept
- Initial playtesting and iteration - Initial playtesting and iteration
**Phase 3: Production** ({{duration}}) **Phase 3: Production** ({{duration}})
- Full feature development - Full feature development
- Content creation and integration - Content creation and integration
- Comprehensive testing and optimization - Comprehensive testing and optimization
@@ -288,6 +305,7 @@ This brief is typically created early in the ideation process, often after brain
### Documentation Pipeline ### Documentation Pipeline
**Required Documents:** **Required Documents:**
1. Game Design Document (GDD) - {{target_completion}} 1. Game Design Document (GDD) - {{target_completion}}
2. Technical Architecture Document - {{target_completion}} 2. Technical Architecture Document - {{target_completion}}
3. Art Style Guide - {{target_completion}} 3. Art Style Guide - {{target_completion}}
@@ -296,10 +314,12 @@ This brief is typically created early in the ideation process, often after brain
### Validation Plan ### Validation Plan
**Concept Testing:** **Concept Testing:**
- {{validation_method_1}} - {{timeline}} - {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}} - {{validation_method_2}} - {{timeline}}
**Prototype Testing:** **Prototype Testing:**
- {{testing_approach}} - {{timeline}} - {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}} - {{feedback_collection_method}} - {{timeline}}
@@ -322,4 +342,4 @@ This brief is typically created early in the ideation process, often after brain
[[LLM: Track document versions and changes]] [[LLM: Track document versions and changes]]
| Date | Version | Description | Author | | Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- | | :--- | :------ | :---------- | :----- |

View File

@@ -53,6 +53,7 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]] [[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
**Primary Loop ({{duration}} seconds):** **Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s) 1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s) 2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s) 3. {{action_3}} ({{time_3}}s)
@@ -63,10 +64,12 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Clearly define success and failure states]] [[LLM: Clearly define success and failure states]]
**Victory Conditions:** **Victory Conditions:**
- {{win_condition_1}} - {{win_condition_1}}
- {{win_condition_2}} - {{win_condition_2}}
**Failure States:** **Failure States:**
- {{loss_condition_1}} - {{loss_condition_1}}
- {{loss_condition_2}} - {{loss_condition_2}}
@@ -87,6 +90,7 @@ If available, review any provided documents or ask if any are optionally availab
**System Response:** {{game_response}} **System Response:** {{game_response}}
**Implementation Notes:** **Implementation Notes:**
- {{tech_requirement_1}} - {{tech_requirement_1}}
- {{tech_requirement_2}} - {{tech_requirement_2}}
- {{performance_consideration}} - {{performance_consideration}}
@@ -99,8 +103,8 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define all input methods for different platforms]] [[LLM: Define all input methods for different platforms]]
| Action | Desktop | Mobile | Gamepad | | Action | Desktop | Mobile | Gamepad |
|--------|---------|--------|---------| | ------------ | ------- | ----------- | ---------- |
| {{action_1}} | {{key}} | {{gesture}} | {{button}} | | {{action_1}} | {{key}} | {{gesture}} | {{button}} |
| {{action_2}} | {{key}} | {{gesture}} | {{button}} | | {{action_2}} | {{key}} | {{gesture}} | {{button}} |
@@ -113,6 +117,7 @@ If available, review any provided documents or ask if any are optionally availab
**Progression Type:** {{linear|branching|metroidvania}} **Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:** **Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}} 1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}} 2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}} 3. **{{milestone_3}}** - {{unlock_description}}
@@ -132,9 +137,9 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define any in-game currencies, resources, or collectibles]] [[LLM: Define any in-game currencies, resources, or collectibles]]
| Resource | Earn Rate | Spend Rate | Purpose | Cap | | Resource | Earn Rate | Spend Rate | Purpose | Cap |
|----------|-----------|------------|---------|-----| | -------------- | --------- | ---------- | ------- | ------- |
| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} | | {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
^^/CONDITION: has_economy^^ ^^/CONDITION: has_economy^^
@@ -154,6 +159,7 @@ If available, review any provided documents or ask if any are optionally availab
**Difficulty:** {{relative_difficulty}} **Difficulty:** {{relative_difficulty}}
**Structure Template:** **Structure Template:**
- Introduction: {{intro_description}} - Introduction: {{intro_description}}
- Challenge: {{main_challenge}} - Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}} - Resolution: {{completion_requirement}}
@@ -180,11 +186,13 @@ If available, review any provided documents or ask if any are optionally availab
### Platform Specific ### Platform Specific
**Desktop:** **Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}} - Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad - Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+ - Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:** **Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}} - Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional) - Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+ - OS: iOS 13+, Android 8+
@@ -194,12 +202,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define asset specifications for the art and audio teams]] [[LLM: Define asset specifications for the art and audio teams]]
**Visual Assets:** **Visual Assets:**
- Art Style: {{style_description}} - Art Style: {{style_description}}
- Color Palette: {{color_specification}} - Color Palette: {{color_specification}}
- Animation: {{animation_requirements}} - Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}} - UI Resolution: {{ui_specs}}
**Audio Assets:** **Audio Assets:**
- Music Style: {{music_genre}} - Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}} - Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}} - Voice Acting: {{voice_needs}}
@@ -211,6 +221,7 @@ If available, review any provided documents or ask if any are optionally availab
### Engine Configuration ### Engine Configuration
**Phaser 3 Setup:** **Phaser 3 Setup:**
- TypeScript: Strict mode enabled - TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter) - Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback - Renderer: WebGL with Canvas fallback
@@ -219,6 +230,7 @@ If available, review any provided documents or ask if any are optionally availab
### Code Architecture ### Code Architecture
**Required Systems:** **Required Systems:**
- Scene Management - Scene Management
- State Management - State Management
- Asset Loading - Asset Loading
@@ -230,6 +242,7 @@ If available, review any provided documents or ask if any are optionally availab
### Data Management ### Data Management
**Save Data:** **Save Data:**
- Progress tracking - Progress tracking
- Settings persistence - Settings persistence
- Statistics collection - Statistics collection
@@ -242,12 +255,14 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 1: Core Systems ({{duration}}) ### Phase 1: Core Systems ({{duration}})
**Epic: Foundation** **Epic: Foundation**
- Engine setup and configuration - Engine setup and configuration
- Basic scene management - Basic scene management
- Core input handling - Core input handling
- Asset loading pipeline - Asset loading pipeline
**Epic: Core Mechanics** **Epic: Core Mechanics**
- {{primary_mechanic}} implementation - {{primary_mechanic}} implementation
- Basic physics and collision - Basic physics and collision
- Player controller - Player controller
@@ -255,11 +270,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 2: Gameplay Features ({{duration}}) ### Phase 2: Gameplay Features ({{duration}})
**Epic: Game Systems** **Epic: Game Systems**
- {{mechanic_2}} implementation - {{mechanic_2}} implementation
- {{mechanic_3}} implementation - {{mechanic_3}} implementation
- Game state management - Game state management
**Epic: Content Creation** **Epic: Content Creation**
- Level loading system - Level loading system
- First playable levels - First playable levels
- Basic UI implementation - Basic UI implementation
@@ -267,11 +284,13 @@ If available, review any provided documents or ask if any are optionally availab
### Phase 3: Polish & Optimization ({{duration}}) ### Phase 3: Polish & Optimization ({{duration}})
**Epic: Performance** **Epic: Performance**
- Optimization and profiling - Optimization and profiling
- Mobile platform testing - Mobile platform testing
- Memory management - Memory management
**Epic: User Experience** **Epic: User Experience**
- Audio implementation - Audio implementation
- Visual effects and polish - Visual effects and polish
- Final UI/UX refinement - Final UI/UX refinement
@@ -281,12 +300,14 @@ If available, review any provided documents or ask if any are optionally availab
[[LLM: Define measurable goals for the game]] [[LLM: Define measurable goals for the game]]
**Technical Metrics:** **Technical Metrics:**
- Frame rate: {{fps_target}} - Frame rate: {{fps_target}}
- Load time: {{load_target}} - Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}% - Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB - Memory usage: <{{memory_target}}MB
**Gameplay Metrics:** **Gameplay Metrics:**
- Tutorial completion: {{completion_rate}}% - Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes - Average session: {{session_length}} minutes
- Level completion: {{level_completion}}% - Level completion: {{level_completion}}%
@@ -307,4 +328,4 @@ If available, review any provided documents or ask if any are optionally availab
- {{reference_1}} - {{reference_1}}
- {{reference_2}} - {{reference_2}}
- {{reference_3}} - {{reference_3}}

View File

@@ -64,19 +64,23 @@ This framework ensures consistency across all levels while providing flexibility
**Difficulty Range:** {{difficulty_scale}} **Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:** **Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}} - {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}} - {{mechanic_2}} - {{usage_description}}
**Player Objectives:** **Player Objectives:**
- Primary: {{primary_objective}} - Primary: {{primary_objective}}
- Secondary: {{secondary_objective}} - Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}} - Hidden: {{secret_objective}}
**Success Criteria:** **Success Criteria:**
- {{completion_requirement_1}} - {{completion_requirement_1}}
- {{completion_requirement_2}} - {{completion_requirement_2}}
**Technical Requirements:** **Technical Requirements:**
- Maximum entities: {{entity_limit}} - Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS - Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB - Memory budget: {{memory_limit}}MB
@@ -97,6 +101,7 @@ This framework ensures consistency across all levels while providing flexibility
**Total Level Count:** {{number}} **Total Level Count:** {{number}}
**World Breakdown:** **World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -106,7 +111,8 @@ This framework ensures consistency across all levels while providing flexibility
[[LLM: Define how challenge increases across the game]] [[LLM: Define how challenge increases across the game]]
**Progression Curve:** **Progression Curve:**
```text
````text
Difficulty Difficulty
^ ___/``` ^ ___/```
| / | /
@@ -116,9 +122,10 @@ Difficulty
|/ / |/ /
+-----------> Level Number +-----------> Level Number
Tutorial Early Mid Late Tutorial Early Mid Late
```text ````
**Scaling Parameters:** **Scaling Parameters:**
- Enemy count: {{start_count}} → {{end_count}} - Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}} - Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}} - Level complexity: {{start_complex}} → {{end_complex}}
@@ -129,6 +136,7 @@ Difficulty
[[LLM: Define how players access new levels]] [[LLM: Define how players access new levels]]
**Progression Gates:** **Progression Gates:**
- Linear progression: Complete previous level - Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock - Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}} - Skill gates: Demonstrate {{skill_requirement}}
@@ -143,14 +151,17 @@ Difficulty
[[LLM: Define all environmental components that can be used in levels]] [[LLM: Define all environmental components that can be used in levels]]
**Terrain Types:** **Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}} - {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}} - {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:** **Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}} - {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}} - {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:** **Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}} - {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}} - {{hazard_2}}: {{damage_and_behavior}}
@@ -159,15 +170,18 @@ Difficulty
[[LLM: Define all collectible items and their placement rules]] [[LLM: Define all collectible items and their placement rules]]
**Collectible Types:** **Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}} - {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}} - {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:** **Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}} - Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}} - Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}} - Secret collectibles: {{placement_rules}}
**Reward Distribution:** **Reward Distribution:**
- Easy to find: {{percentage}}% - Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}% - Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}% - High skill required: {{percentage}}%
@@ -177,15 +191,18 @@ Difficulty
[[LLM: Define how enemies should be placed and balanced in levels]] [[LLM: Define how enemies should be placed and balanced in levels]]
**Enemy Categories:** **Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}} - {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}} - {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:** **Placement Principles:**
- Introduction encounters: {{guideline}} - Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}} - Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}} - Challenge encounters: {{guideline}}
**Difficulty Scaling:** **Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}} - Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}} - Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}} - Encounter complexity: {{complexity_rule}}
@@ -197,12 +214,14 @@ Difficulty
### Level Layout Principles ### Level Layout Principles
**Spatial Design:** **Spatial Design:**
- Grid size: {{grid_dimensions}} - Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}} - Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}} - Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}} - Safe zones placement: {{safety_guidelines}}
**Navigation Design:** **Navigation Design:**
- Clear path indication: {{visual_cues}} - Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}} - Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}} - Dead end avoidance: {{dead_end_policy}}
@@ -213,11 +232,13 @@ Difficulty
[[LLM: Define how to control the rhythm and pace of gameplay within levels]] [[LLM: Define how to control the rhythm and pace of gameplay within levels]]
**Action Sequences:** **Action Sequences:**
- High intensity duration: {{max_duration}} - High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}} - Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}} - Intensity variation: {{pacing_pattern}}
**Learning Sequences:** **Learning Sequences:**
- New mechanic introduction: {{teaching_method}} - New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}} - Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}} - Skill application: {{application_context}}
@@ -227,12 +248,14 @@ Difficulty
[[LLM: Define how to create appropriate challenges for each level type]] [[LLM: Define how to create appropriate challenges for each level type]]
**Challenge Types:** **Challenge Types:**
- Execution challenges: {{skill_requirements}} - Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}} - Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}} - Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}} - Resource challenges: {{resource_management}}
**Difficulty Calibration:** **Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}} - Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}} - Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}} - Hint system integration: {{help_system}}
@@ -246,11 +269,13 @@ Difficulty
[[LLM: Define how level data should be structured for implementation]] [[LLM: Define how level data should be structured for implementation]]
**Level File Format:** **Level File Format:**
- Data format: {{json|yaml|custom}} - Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}` - File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}} - Data organization: {{structure_description}}
**Required Data Fields:** **Required Data Fields:**
```json ```json
{ {
"levelId": "{{unique_identifier}}", "levelId": "{{unique_identifier}}",
@@ -282,12 +307,14 @@ Difficulty
[[LLM: Define how level assets are organized and loaded]] [[LLM: Define how level assets are organized and loaded]]
**Tilemap Requirements:** **Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px - Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}} - Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}} - Layer organization: {{layer_system}}
- Collision data: {{collision_format}} - Collision data: {{collision_format}}
**Audio Integration:** **Audio Integration:**
- Background music: {{music_requirements}} - Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}} - Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}} - Dynamic audio: {{dynamic_audio_rules}}
@@ -297,16 +324,19 @@ Difficulty
[[LLM: Define performance requirements for level systems]] [[LLM: Define performance requirements for level systems]]
**Entity Limits:** **Entity Limits:**
- Maximum active entities: {{entity_limit}} - Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}} - Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}} - Maximum audio sources: {{audio_limit}}
**Memory Management:** **Memory Management:**
- Texture memory budget: {{texture_memory}}MB - Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB - Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s - Level loading time: <{{load_time}}s
**Culling and LOD:** **Culling and LOD:**
- Off-screen culling: {{culling_distance}} - Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}} - Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}} - Asset streaming: {{streaming_requirements}}
@@ -318,11 +348,13 @@ Difficulty
### Automated Testing ### Automated Testing
**Performance Testing:** **Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS - Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB - Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s - Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:** **Gameplay Testing:**
- Completion path validation: All objectives achievable - Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable - Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states - Softlock prevention: No unwinnable states
@@ -330,6 +362,7 @@ Difficulty
### Manual Testing Protocol ### Manual Testing Protocol
**Playtesting Checklist:** **Playtesting Checklist:**
- [ ] Level completes within target time range - [ ] Level completes within target time range
- [ ] All mechanics function correctly - [ ] All mechanics function correctly
- [ ] Difficulty feels appropriate for level category - [ ] Difficulty feels appropriate for level category
@@ -337,6 +370,7 @@ Difficulty
- [ ] No exploits or sequence breaks (unless intended) - [ ] No exploits or sequence breaks (unless intended)
**Player Experience Testing:** **Player Experience Testing:**
- [ ] Tutorial levels teach effectively - [ ] Tutorial levels teach effectively
- [ ] Challenge feels fair and rewarding - [ ] Challenge feels fair and rewarding
- [ ] Flow and pacing maintain engagement - [ ] Flow and pacing maintain engagement
@@ -345,12 +379,14 @@ Difficulty
### Balance Validation ### Balance Validation
**Metrics Collection:** **Metrics Collection:**
- Completion rate: Target {{completion_percentage}}% - Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}} - Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}} - Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}% - Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:** **Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}} - Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}} - Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}} - Validation period: {{testing_duration}}
@@ -362,12 +398,14 @@ Difficulty
### Design Phase ### Design Phase
**Concept Development:** **Concept Development:**
1. Define level purpose and goals 1. Define level purpose and goals
2. Create rough layout sketch 2. Create rough layout sketch
3. Identify key mechanics and challenges 3. Identify key mechanics and challenges
4. Estimate difficulty and duration 4. Estimate difficulty and duration
**Documentation Requirements:** **Documentation Requirements:**
- Level design brief - Level design brief
- Layout diagrams - Layout diagrams
- Mechanic integration notes - Mechanic integration notes
@@ -376,6 +414,7 @@ Difficulty
### Implementation Phase ### Implementation Phase
**Technical Implementation:** **Technical Implementation:**
1. Create level data file 1. Create level data file
2. Build tilemap and layout 2. Build tilemap and layout
3. Place entities and objects 3. Place entities and objects
@@ -383,6 +422,7 @@ Difficulty
5. Integrate audio and visual effects 5. Integrate audio and visual effects
**Quality Assurance:** **Quality Assurance:**
1. Automated testing execution 1. Automated testing execution
2. Internal playtesting 2. Internal playtesting
3. Performance validation 3. Performance validation
@@ -391,12 +431,14 @@ Difficulty
### Integration Phase ### Integration Phase
**Game Integration:** **Game Integration:**
1. Level progression integration 1. Level progression integration
2. Save system compatibility 2. Save system compatibility
3. Analytics integration 3. Analytics integration
4. Achievement system integration 4. Achievement system integration
**Final Validation:** **Final Validation:**
1. Full game context testing 1. Full game context testing
2. Performance regression testing 2. Performance regression testing
3. Platform compatibility verification 3. Platform compatibility verification
@@ -407,19 +449,22 @@ Difficulty
[[LLM: Define how to measure level design success]] [[LLM: Define how to measure level design success]]
**Player Engagement:** **Player Engagement:**
- Level completion rate: {{target_rate}}% - Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}% - Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}} - Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10 - Player satisfaction scores: {{satisfaction_target}}/10
**Technical Performance:** **Technical Performance:**
- Frame rate consistency: {{fps_consistency}}% - Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}% - Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}% - Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}% - Crash rate: <{{crash_threshold}}%
**Design Quality:** **Design Quality:**
- Difficulty curve adherence: {{curve_accuracy}} - Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}} - Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}} - Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}% - Content accessibility: {{accessibility_rate}}%

View File

@@ -66,13 +66,13 @@ To install this expansion pack, run:
```bash ```bash
npm run install:expansion infrastructure npm run install:expansion infrastructure
```text ```
Or manually: Or manually:
```bash ```bash
node tools/install-expansion-pack.js infrastructure node tools/install-expansion-pack.js infrastructure
```text ```
This will: This will:
@@ -92,7 +92,7 @@ After the main architecture is complete:
# Or directly with DevOps agent # Or directly with DevOps agent
npm run agent devops npm run agent devops
```text ```
### 2. Platform Implementation ### 2. Platform Implementation

View File

@@ -31,8 +31,8 @@ persona:
- Collaborative Operations - Work closely with development teams fostering shared responsibility for system reliability - Collaborative Operations - Work closely with development teams fostering shared responsibility for system reliability
startup: startup:
- Announce: Hey! I'm Alex, your DevOps Infrastructure Specialist. I love when things run secure, stable, reliable and performant. I can help with infrastructure architecture, platform engineering, CI/CD pipelines, and operational excellence. What infrastructure challenge can I help you with today? - Announce: Hey! I'm Alex, your DevOps Infrastructure Specialist. I love when things run secure, stable, reliable and performant. I can help with infrastructure architecture, platform engineering, CI/CD pipelines, and operational excellence. What infrastructure challenge can I help you with today?
- 'List available tasks: review-infrastructure, validate-infrastructure, create infrastructure documentation' - "List available tasks: review-infrastructure, validate-infrastructure, create infrastructure documentation"
- 'List available templates: infrastructure-architecture, infrastructure-platform-from-arch' - "List available templates: infrastructure-architecture, infrastructure-platform-from-arch"
- Execute selected task or stay in persona to help guided by Core DevOps Principles - Execute selected task or stay in persona to help guided by Core DevOps Principles
commands: commands:
- '*help" - Show: numbered list of the following commands to allow selection' - '*help" - Show: numbered list of the following commands to allow selection'

View File

@@ -5,4 +5,4 @@ Tools for creating and extending BMAD framework components.
## Tasks ## Tasks
- **create-agent**: Create new AI agent definitions - **create-agent**: Create new AI agent definitions
- **generate-expansion-pack**: Generate new expansion pack templates - **generate-expansion-pack**: Generate new expansion pack templates

View File

@@ -50,4 +50,4 @@ dependencies:
templates: templates:
- agent-tmpl - agent-tmpl
- expansion-pack-plan-tmpl - expansion-pack-plan-tmpl
``` ```

View File

@@ -63,7 +63,7 @@ Created during agent setup:
- Templates: - Templates:
- [ ] template-name-1.md - [ ] template-name-1.md
- [ ] template-name-2.md - [ ] template-name-2.md
```text ```
### 4. Create Agent File ### 4. Create Agent File
@@ -121,7 +121,7 @@ Present to the user:
1. Review and customize the created tasks/templates 1. Review and customize the created tasks/templates
2. Run npm run build:agents 2. Run npm run build:agents
3. Test the agent thoroughly 3. Test the agent thoroughly
```text ```
## Template Reference ## Template Reference
@@ -150,7 +150,7 @@ persona:
- Data integrity and accuracy above all - Data integrity and accuracy above all
- Clear communication of complex findings - Clear communication of complex findings
- Actionable insights over raw numbers - Actionable insights over raw numbers
```text ```
## Creating Missing Dependencies ## Creating Missing Dependencies
@@ -183,12 +183,12 @@ When a required task or template doesn't exist:
```yaml ```yaml
dependencies: dependencies:
tasks: tasks:
- 'create-doc # Required if agent creates any documents' - create-doc
- 'analyze-requirements # Custom task for this agent' - analyze-requirements
- 'generate-report # Another custom task' - generate-report
templates: templates:
- 'requirements-doc # Template for requirements documents' - requirements-doc
- 'analysis-report # Template for analysis reports' - analysis-report
``` ```
## Notes ## Notes

View File

@@ -673,7 +673,7 @@ Before declaring complete:
**README Structure with Character Introduction:** **README Structure with Character Introduction:**
````markdown ```markdown
# {Pack Name} Expansion Pack # {Pack Name} Expansion Pack
## Meet Your {Domain} Team ## Meet Your {Domain} Team
@@ -698,9 +698,7 @@ _{Professional background and expertise}_
2. **Launch Orchestrator**: 2. **Launch Orchestrator**:
```bash
npm run agent {pack-name}-orchestrator npm run agent {pack-name}-orchestrator
```
3. **Follow Numbered Options**: {Character Name} will present numbered choices for each decision 3. **Follow Numbered Options**: {Character Name} will present numbered choices for each decision
@@ -730,7 +728,7 @@ _{Professional background and expertise}_
### Knowledge Base ### Knowledge Base
[Embedded domain expertise] [Embedded domain expertise]
```` ```
#### 6.3 Advanced Data File Documentation with Validation #### 6.3 Advanced Data File Documentation with Validation

View File

@@ -83,7 +83,7 @@ workflows:
- {{workflow-name}} # {{workflow-description}} - {{workflow-name}} # {{workflow-description}}
<</REPEAT>> <</REPEAT>>
^^/CONDITION: domain-workflows^^ ^^/CONDITION: domain-workflows^^
```text ```
@{example-1: Standard fullstack team} @{example-1: Standard fullstack team}
@@ -127,7 +127,7 @@ workflows:
- healthcare-patient-portal - healthcare-patient-portal
- healthcare-compliance-audit - healthcare-compliance-audit
- clinical-trial-management - clinical-trial-management
```text ```
@{example-3: Minimal IDE team} @{example-3: Minimal IDE team}

View File

@@ -10,7 +10,7 @@
CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode: CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
````yml ```yml
activation-instructions: activation-instructions:
- Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER! - Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER!
- Only read the files/tasks listed here when user selects them for execution to minimize context usage - Only read the files/tasks listed here when user selects them for execution to minimize context usage
@@ -70,7 +70,7 @@ dependencies:
- [TEMPLATE_1] # Template with LLM instructions for guided creation - [TEMPLATE_1] # Template with LLM instructions for guided creation
- [TEMPLATE_2] # Another template for different document type - [TEMPLATE_2] # Another template for different document type
[[LLM: Example: blueprint-tmpl, contract-tmpl, report-tmpl [[LLM: Example: blueprint-tmpl, contract-tmpl, report-tmpl
Each template should include [[LLM: guidance]] and other conventions from `template-formmat.md` sections for user interaction]] Each template should include [[LLM: guidance]] and other conventions from `template-format.md` sections for user interaction]]
checklists: checklists:
- [CHECKLIST_1] # Quality validation for template outputs - [CHECKLIST_1] # Quality validation for template outputs
@@ -86,7 +86,7 @@ dependencies:
- template-format # Required if using templates - template-format # Required if using templates
- [UTIL_1] # Other utilities as needed - [UTIL_1] # Other utilities as needed
[[LLM: Include workflow-management if agent participates in workflows]] [[LLM: Include workflow-management if agent participates in workflows]]
```text ```
@{example: Construction Contractor Agent} @{example: Construction Contractor Agent}
@@ -125,19 +125,19 @@ commands:
- '*exit" - Say goodbye as Marcus and exit' - '*exit" - Say goodbye as Marcus and exit'
dependencies: dependencies:
tasks: tasks:
- 'create-doc # For document creation' - create-doc
- 'validate-plans # Custom validation task' - validate-plans
- 'safety-assessment # Custom safety review task' - safety-assessment
templates: templates:
- 'blueprint-tmpl # Architectural blueprint template' - blueprint-tmpl
- 'estimate-tmpl # Cost estimation template' - estimate-tmpl
- 'schedule-tmpl # Project timeline template' - schedule-tmpl
checklists: checklists:
- 'blueprint-checklist # Validates blueprint completeness' - blueprint-checklist
- 'safety-checklist # Safety compliance validation' - safety-checklist
data: data:
- 'building-codes.md # Local building code reference' - building-codes.md
- 'materials-guide.md # Construction materials specs' - materials-guide.md
utils: utils:
- 'template-format # For template processing' - template-format
```` ```

View File

@@ -47,7 +47,7 @@ Available workflows for [Team Name]:
[... etc. ...] [... etc. ...]
Use /workflow-start {number or id} to begin a workflow. Use /workflow-start {number or id} to begin a workflow.
```text ```
### /workflow-start {workflow-id} ### /workflow-start {workflow-id}
@@ -73,7 +73,7 @@ In Progress:
- Create PRD (John) - awaiting input - Create PRD (John) - awaiting input
Next: Technical Architecture Next: Technical Architecture
```text ```
### /workflow-resume ### /workflow-resume
@@ -89,7 +89,7 @@ BMad: I see you've completed Discovery and part of Product Planning.
- UX Strategy with Sally (ux-expert) - UX Strategy with Sally (ux-expert)
Would you like me to load Sally to continue? Would you like me to load Sally to continue?
```text ```
### /workflow-next ### /workflow-next
@@ -135,7 +135,7 @@ workflow_state:
status: in-progress status: in-progress
created_by: pm created_by: pm
started: 2024-01-15T11:00:00.000Z started: 2024-01-15T11:00:00.000Z
```text ```
### 4. Workflow Interruption Handling ### 4. Workflow Interruption Handling
@@ -159,7 +159,7 @@ BMad: I see you have a PRD and architecture document. Based on these artifacts,
- Load Sarah (Product Owner) to validate all artifacts - Load Sarah (Product Owner) to validate all artifacts
Would you like to continue with this workflow? Would you like to continue with this workflow?
```text ```
## Workflow Context Passing ## Workflow Context Passing
@@ -185,7 +185,7 @@ Sally: I see we're in the Product Planning stage of the greenfield-fullstack wor
Let's create the UX strategy and UI specifications. First, let me review Let's create the UX strategy and UI specifications. First, let me review
the PRD to understand the features we're designing for... the PRD to understand the features we're designing for...
```text ```
## Multi-Path Workflows ## Multi-Path Workflows

4
package-lock.json generated
View File

@@ -1,12 +1,12 @@
{ {
"name": "bmad-method", "name": "bmad-method",
"version": "4.9.0", "version": "4.9.2",
"lockfileVersion": 3, "lockfileVersion": 3,
"requires": true, "requires": true,
"packages": { "packages": {
"": { "": {
"name": "bmad-method", "name": "bmad-method",
"version": "4.9.0", "version": "4.9.2",
"license": "MIT", "license": "MIT",
"dependencies": { "dependencies": {
"@kayvan/markdown-tree-parser": "^1.5.0", "@kayvan/markdown-tree-parser": "^1.5.0",

View File

@@ -1,6 +1,6 @@
{ {
"name": "bmad-method", "name": "bmad-method",
"version": "4.9.0", "version": "4.9.2",
"description": "Breakthrough Method of Agile AI-driven Development", "description": "Breakthrough Method of Agile AI-driven Development",
"main": "tools/cli.js", "main": "tools/cli.js",
"bin": { "bin": {

View File

@@ -33,7 +33,7 @@ installer/
## Usage ## Usage
````bash ```bash
# Interactive installation # Interactive installation
npx bmad-method install npx bmad-method install
@@ -42,7 +42,7 @@ npx bmad-method install --profile=minimal
# Update existing installation # Update existing installation
npx bmad-method update npx bmad-method update
```text ```
## Development ## Development
@@ -55,4 +55,4 @@ npm test
# Lint code # Lint code
npm run lint npm run lint
```` ```

View File

@@ -1,6 +1,6 @@
{ {
"name": "bmad-method", "name": "bmad-method",
"version": "4.9.0", "version": "4.9.2",
"description": "BMAD Method installer - AI-powered Agile development framework", "description": "BMAD Method installer - AI-powered Agile development framework",
"main": "lib/installer.js", "main": "lib/installer.js",
"bin": { "bin": {