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