template: id: game-architecture-template-v2 name: Game Architecture Document version: 2.0 output: format: markdown filename: "docs/{{game_name}}-game-architecture.md" title: "{{game_title}} Game Architecture Document" workflow: mode: interactive sections: - id: initial-setup instruction: | This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics. If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD. - id: introduction title: Introduction instruction: Establish the document's purpose and scope for game development content: | This document outlines the complete technical architecture for {{game_title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems. This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility. sections: - id: change-log title: Change Log instruction: Track document versions and changes type: table template: | | Date | Version | Description | Author | | :--- | :------ | :---------- | :----- | - id: technical-overview title: Technical Overview instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section. sections: - id: architecture-summary title: Architecture Summary instruction: | Provide a comprehensive overview covering: - Game engine choice and configuration - Project structure and organization - Key systems and their interactions - Performance and optimization strategy - How this architecture achieves GDD requirements - id: platform-targets title: Platform Targets instruction: Based on GDD requirements, confirm platform support template: | **Primary Platform:** {{primary_platform}} **Secondary Platforms:** {{secondary_platforms}} **Minimum Requirements:** {{min_specs}} **Target Performance:** 60 FPS on {{target_device}} - id: technology-stack title: Technology Stack template: | **Core Engine:** Phaser 3.70+ **Language:** TypeScript 5.0+ (Strict Mode) **Build Tool:** {{build_tool}} (Webpack/Vite/Parcel) **Package Manager:** {{package_manager}} **Testing:** {{test_framework}} **Deployment:** {{deployment_platform}} - id: project-structure title: Project Structure instruction: Define the complete project organization that developers will follow sections: - id: repository-organization title: Repository Organization instruction: Design a clear folder structure for game development type: code language: text template: | {{game_name}}/ ├── src/ │ ├── scenes/ # Game scenes │ ├── gameObjects/ # Custom game objects │ ├── systems/ # Core game systems │ ├── utils/ # Utility functions │ ├── types/ # TypeScript type definitions │ ├── config/ # Game configuration │ └── main.ts # Entry point ├── assets/ │ ├── images/ # Sprite assets │ ├── audio/ # Sound files │ ├── data/ # JSON data files │ └── fonts/ # Font files ├── public/ # Static web assets ├── tests/ # Test files ├── docs/ # Documentation │ ├── stories/ # Development stories │ └── architecture/ # Technical docs └── dist/ # Built game files - id: module-organization title: Module Organization instruction: Define how TypeScript modules should be organized sections: - id: scene-structure title: Scene Structure type: bullet-list template: | - Each scene in separate file - Scene-specific logic contained - Clear data passing between scenes - id: game-object-pattern title: Game Object Pattern type: bullet-list template: | - Component-based architecture - Reusable game object classes - Type-safe property definitions - id: system-architecture title: System Architecture type: bullet-list template: | - Singleton managers for global systems - Event-driven communication - Clear separation of concerns - id: core-game-systems title: Core Game Systems instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories. sections: - id: scene-management title: Scene Management System template: | **Purpose:** Handle game flow and scene transitions **Key Components:** - Scene loading and unloading - Data passing between scenes - Transition effects - Memory management **Implementation Requirements:** - Preload scene for asset loading - Menu system with navigation - Gameplay scenes with state management - Pause/resume functionality **Files to Create:** - `src/scenes/BootScene.ts` - `src/scenes/PreloadScene.ts` - `src/scenes/MenuScene.ts` - `src/scenes/GameScene.ts` - `src/systems/SceneManager.ts` - id: game-state-management title: Game State Management template: | **Purpose:** Track player progress and game status **State Categories:** - Player progress (levels, unlocks) - Game settings (audio, controls) - Session data (current level, score) - Persistent data (achievements, statistics) **Implementation Requirements:** - Save/load system with localStorage - State validation and error recovery - Cross-session data persistence - Settings management **Files to Create:** - `src/systems/GameState.ts` - `src/systems/SaveManager.ts` - `src/types/GameData.ts` - id: asset-management title: Asset Management System template: | **Purpose:** Efficient loading and management of game assets **Asset Categories:** - Sprite sheets and animations - Audio files and music - Level data and configurations - UI assets and fonts **Implementation Requirements:** - Progressive loading strategy - Asset caching and optimization - Error handling for failed loads - Memory management for large assets **Files to Create:** - `src/systems/AssetManager.ts` - `src/config/AssetConfig.ts` - `src/utils/AssetLoader.ts` - id: input-management title: Input Management System template: | **Purpose:** Handle all player input across platforms **Input Types:** - Keyboard controls - Mouse/pointer interaction - Touch gestures (mobile) - Gamepad support (optional) **Implementation Requirements:** - Input mapping and configuration - Touch-friendly mobile controls - Input buffering for responsive gameplay - Customizable control schemes **Files to Create:** - `src/systems/InputManager.ts` - `src/utils/TouchControls.ts` - `src/types/InputTypes.ts` - id: game-mechanics-systems title: Game Mechanics Systems instruction: For each major mechanic defined in the GDD, create a system specification repeatable: true sections: - id: mechanic-system title: "{{mechanic_name}} System" template: | **Purpose:** {{system_purpose}} **Core Functionality:** - {{feature_1}} - {{feature_2}} - {{feature_3}} **Dependencies:** {{required_systems}} **Performance Considerations:** {{optimization_notes}} **Files to Create:** - `src/systems/{{system_name}}.ts` - `src/gameObjects/{{related_object}}.ts` - `src/types/{{system_types}}.ts` - id: physics-collision title: Physics & Collision System template: | **Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js) **Collision Categories:** - Player collision - Enemy interactions - Environmental objects - Collectibles and items **Implementation Requirements:** - Optimized collision detection - Physics body management - Collision callbacks and events - Performance monitoring **Files to Create:** - `src/systems/PhysicsManager.ts` - `src/utils/CollisionGroups.ts` - id: audio-system title: Audio System template: | **Audio Requirements:** - Background music with looping - Sound effects for actions - Audio settings and volume control - Mobile audio optimization **Implementation Features:** - Audio sprite management - Dynamic music system - Spatial audio (if applicable) - Audio pooling for performance **Files to Create:** - `src/systems/AudioManager.ts` - `src/config/AudioConfig.ts` - id: ui-system title: UI System template: | **UI Components:** - HUD elements (score, health, etc.) - Menu navigation - Modal dialogs - Settings screens **Implementation Requirements:** - Responsive layout system - Touch-friendly interface - Keyboard navigation support - Animation and transitions **Files to Create:** - `src/systems/UIManager.ts` - `src/gameObjects/UI/` - `src/types/UITypes.ts` - id: performance-architecture title: Performance Architecture instruction: Define performance requirements and optimization strategies sections: - id: performance-targets title: Performance Targets template: | **Frame Rate:** 60 FPS sustained, 30 FPS minimum **Memory Usage:** <{{memory_limit}}MB total **Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level **Battery Optimization:** Reduced updates when not visible - id: optimization-strategies title: Optimization Strategies sections: - id: object-pooling title: Object Pooling type: bullet-list template: | - Bullets and projectiles - Particle effects - Enemy objects - UI elements - id: asset-optimization title: Asset Optimization type: bullet-list template: | - Texture atlases for sprites - Audio compression - Lazy loading for large assets - Progressive enhancement - id: rendering-optimization title: Rendering Optimization type: bullet-list template: | - Sprite batching - Culling off-screen objects - Reduced particle counts on mobile - Texture resolution scaling - id: optimization-files title: Files to Create type: bullet-list template: | - `src/utils/ObjectPool.ts` - `src/utils/PerformanceMonitor.ts` - `src/config/OptimizationConfig.ts` - id: game-configuration title: Game Configuration instruction: Define all configurable aspects of the game sections: - id: phaser-configuration title: Phaser Configuration type: code language: typescript template: | // src/config/GameConfig.ts const gameConfig: Phaser.Types.Core.GameConfig = { type: Phaser.AUTO, width: {{game_width}}, height: {{game_height}}, scale: { mode: {{scale_mode}}, autoCenter: Phaser.Scale.CENTER_BOTH }, physics: { default: '{{physics_system}}', {{physics_system}}: { gravity: { y: {{gravity}} }, debug: false } }, // Additional configuration... }; - id: game-balance-configuration title: Game Balance Configuration instruction: Based on GDD, define configurable game parameters type: code language: typescript template: | // src/config/GameBalance.ts export const GameBalance = { player: { speed: {{player_speed}}, health: {{player_health}}, // Additional player parameters... }, difficulty: { easy: {{easy_params}}, normal: {{normal_params}}, hard: {{hard_params}} }, // Additional balance parameters... }; - id: development-guidelines title: Development Guidelines instruction: Provide coding standards specific to game development sections: - id: typescript-standards title: TypeScript Standards sections: - id: type-safety title: Type Safety type: bullet-list template: | - Use strict mode - Define interfaces for all data structures - Avoid `any` type usage - Use enums for game states - id: code-organization title: Code Organization type: bullet-list template: | - One class per file - Clear naming conventions - Proper error handling - Comprehensive documentation - id: phaser-best-practices title: Phaser 3 Best Practices sections: - id: scene-management-practices title: Scene Management type: bullet-list template: | - Clean up resources in shutdown() - Use scene data for communication - Implement proper event handling - Avoid memory leaks - id: game-object-design title: Game Object Design type: bullet-list template: | - Extend Phaser classes appropriately - Use component-based architecture - Implement object pooling where needed - Follow consistent update patterns - id: testing-strategy title: Testing Strategy sections: - id: unit-testing title: Unit Testing type: bullet-list template: | - Test game logic separately from Phaser - Mock Phaser dependencies - Test utility functions - Validate game balance calculations - id: integration-testing title: Integration Testing type: bullet-list template: | - Scene loading and transitions - Save/load functionality - Input handling - Performance benchmarks - id: test-files title: Files to Create type: bullet-list template: | - `tests/utils/GameLogic.test.ts` - `tests/systems/SaveManager.test.ts` - `tests/performance/FrameRate.test.ts` - id: deployment-architecture title: Deployment Architecture instruction: Define how the game will be built and deployed sections: - id: build-process title: Build Process sections: - id: development-build title: Development Build type: bullet-list template: | - Fast compilation - Source maps enabled - Debug logging active - Hot reload support - id: production-build title: Production Build type: bullet-list template: | - Minified and optimized - Asset compression - Performance monitoring - Error tracking - id: deployment-strategy title: Deployment Strategy sections: - id: web-deployment title: Web Deployment type: bullet-list template: | - Static hosting ({{hosting_platform}}) - CDN for assets - Progressive loading - Browser compatibility - id: mobile-packaging title: Mobile Packaging type: bullet-list template: | - Cordova/Capacitor wrapper - Platform-specific optimization - App store requirements - Performance testing - id: implementation-roadmap title: Implementation Roadmap instruction: Break down the architecture implementation into phases that align with the GDD development phases sections: - id: phase-1-foundation title: "Phase 1: Foundation ({{duration}})" sections: - id: phase-1-core title: Core Systems type: bullet-list template: | - Project setup and configuration - Basic scene management - Asset loading pipeline - Input handling framework - id: phase-1-epics title: Story Epics type: bullet-list template: | - "Engine Setup and Configuration" - "Basic Scene Management System" - "Asset Loading Foundation" - id: phase-2-game-systems title: "Phase 2: Game Systems ({{duration}})" sections: - id: phase-2-gameplay title: Gameplay Systems type: bullet-list template: | - {{primary_mechanic}} implementation - Physics and collision system - Game state management - UI framework - id: phase-2-epics title: Story Epics type: bullet-list template: | - "{{primary_mechanic}} System Implementation" - "Physics and Collision Framework" - "Game State Management System" - id: phase-3-content-polish title: "Phase 3: Content & Polish ({{duration}})" sections: - id: phase-3-content title: Content Systems type: bullet-list template: | - Level loading and management - Audio system integration - Performance optimization - Final polish and testing - id: phase-3-epics title: Story Epics type: bullet-list template: | - "Level Management System" - "Audio Integration and Optimization" - "Performance Optimization and Testing" - id: risk-assessment title: Risk Assessment instruction: Identify potential technical risks and mitigation strategies type: table template: | | Risk | Probability | Impact | Mitigation Strategy | | ---------------------------- | ----------- | ---------- | ------------------- | | Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} | | Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} | | Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} | - id: success-criteria title: Success Criteria instruction: Define measurable technical success criteria sections: - id: technical-metrics title: Technical Metrics type: bullet-list template: | - All systems implemented per specification - Performance targets met consistently - Zero critical bugs in core systems - Successful deployment across target platforms - id: code-quality title: Code Quality type: bullet-list template: | - 90%+ test coverage on game logic - Zero TypeScript errors in strict mode - Consistent adherence to coding standards - Comprehensive documentation coverage