# BMGD Glossary Key game development terminology used in BMGD workflows. --- ## A ### Acceptance Criteria Specific conditions that must be met for a story to be considered complete. Defines "done" for implementation. ### Act Structure Story organization into major sections (typically 3 acts: Setup, Confrontation, Resolution). --- ## B ### Backlog List of pending work items (epics, stories) waiting to be scheduled and implemented. ### Boss Design Design of significant enemy encounters, typically featuring unique mechanics and increased challenge. --- ## C ### Character Arc The transformation a character undergoes through the story, from initial state to final state. ### Core Fantasy The emotional experience players seek from your game. What they want to FEEL. ### Core Loop The fundamental cycle of actions players repeat throughout gameplay. The heart of your game. --- ## D ### Definition of Done (DoD) Checklist of requirements that must be satisfied before work is considered complete. ### Design Pillar Core principle that guides all design decisions. Typically 3-5 pillars define a game's identity. --- ## E ### Environmental Storytelling Narrative communicated through the game world itself—visual details, audio, found documents—rather than explicit dialogue. ### Epic Large body of work that can be broken down into smaller stories. Represents a major feature or system. --- ## F ### Frame Data In fighting games, the precise timing information for moves (startup, active, recovery frames). ### Frontmatter YAML metadata at the beginning of markdown files, used for workflow state tracking. --- ## G ### Game Brief Document capturing the game's core vision, pillars, target audience, and scope. Foundation for the GDD. ### Game Design Document (GDD) Comprehensive document detailing all aspects of game design: mechanics, systems, content, and more. ### Game Type Genre classification that determines which specialized GDD sections are included. --- ## H ### Hot Path Code that executes frequently (every frame). Must be optimized for performance. --- ## I ### Idle Progression Game mechanics where progress continues even when the player isn't actively playing. --- ## K ### Kishotenketsu Four-act story structure from East Asian narrative tradition (Introduction, Development, Twist, Conclusion). --- ## L ### Localization Adapting game content for different languages and cultures. --- ## M ### MDA Framework Mechanics → Dynamics → Aesthetics. Framework for analyzing and designing games. ### Meta-Progression Persistent progression that carries between individual runs or sessions. ### Metroidvania Genre featuring interconnected world exploration with ability-gated progression. --- ## N ### Narrative Complexity How central story is to the game experience (Critical, Heavy, Moderate, Light). ### Netcode Networking code handling multiplayer communication and synchronization. --- ## P ### Permadeath Game mechanic where character death is permanent, typically requiring a new run. ### Player Agency The degree to which players can make meaningful choices that affect outcomes. ### Procedural Generation Algorithmic creation of game content (levels, items, characters) rather than hand-crafted. --- ## R ### Retrospective Team meeting after completing work to reflect on what went well and what to improve. ### Roguelike Genre featuring procedural generation, permadeath, and run-based progression. ### Run A single playthrough in a roguelike or run-based game, from start to death/completion. --- ## S ### Sprint Time-boxed period of development work, typically 1-2 weeks. ### Sprint Status Tracking document showing current sprint progress, story states, and blockers. ### Story Smallest unit of implementable work with clear acceptance criteria. Part of an epic. ### Story Context Assembled documentation and code context needed to implement a specific story. ### Story Gates Points where story progression is blocked until certain gameplay conditions are met. --- ## T ### Tech Spec Technical specification document detailing how a feature will be implemented. ### TDD (Test-Driven Development) Development approach: write tests first, then implement code to pass them. --- ## U ### UI/UX User Interface / User Experience. How players interact with and experience the game. --- ## V ### Visual Novel Genre focused on narrative with static images, dialogue, and player choices. ### Voice Acting Recorded spoken dialogue for game characters. --- ## W ### Workflow Structured process for completing a specific type of work (e.g., GDD creation, story implementation). ### Workflow Status Current state of project workflows, tracking which phases and documents are complete. ### World Building Creation of the game's setting, including history, culture, geography, and lore. --- ## BMGD-Specific Terms ### A/P/C Menu Options presented after content generation: - **A** - Advanced Elicitation (explore deeper) - **P** - Party Mode (multi-agent discussion) - **C** - Continue (save and proceed) ### Narrative Complexity Levels - **Critical** - Story IS the game (visual novels) - **Heavy** - Deep narrative with gameplay (RPGs) - **Moderate** - Meaningful story supporting gameplay - **Light** - Minimal story, gameplay-focused ### Step-File Architecture BMGD workflow pattern using separate markdown files for each workflow step. ### Workflow-Install Pattern Phase 4 workflows inherit from BMM base and add BMGD-specific overrides. --- ## Next Steps - **[Quick Start Guide](./quick-start.md)** - Get started with BMGD - **[Game Types Guide](./game-types-guide.md)** - Game genre reference