* feat: add link auditor tools and fix broken docs links - Add audit-doc-links.js to scan docs for broken links with auto-resolution - Add fix-doc-links.js to apply suggested fixes (dry-run by default) - Remove stale "Back to Core Concepts" breadcrumb links - Update BMad acronym to "Breakthrough Method of Agile AI Driven Development" - Update README links to docs.bmad-method.org - Simplify upgrade callout in getting-started tutorial Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: reorganize docs structure and archive v4 tutorial - Remove unused section index files (tutorials, how-to, explanation, reference) - Move getting-started-bmadv4.md to _archive - Update quick-start-bmgd.md to remove archived file reference - Update upgrade-to-v6.md - Update astro.config.mjs for new structure Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: ignore underscore directories in link checker Update check-doc-links.js to skip _archive, _planning, and other underscore-prefixed directories when validating links. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: add v4 users section to README Add links to v4 documentation archive and upgrade guide for users migrating from previous versions. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: convert docs to site-relative links and add validation tools - Convert all relative links (./ ../) to site-relative paths (/path/) - Strip .md extensions and use trailing slashes for Astro/Starlight - Add fix-doc-links.js to convert relative links to site-relative - Add validate-doc-links.js to check links point to existing files - Remove old audit-doc-links.js and check-doc-links.js - Update build-docs.js to use new validation script - Add npm scripts: docs:fix-links, docs:validate-links - Update style guide with validation steps Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: standardize acronym to BMad across documentation Replace incorrect "BMAD" with correct "BMad" in text and frontmatter while preserving "BMAD-METHOD" in GitHub URLs. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: fix BMad acronym and remove draft README - Correct acronym to "Breakthrough Method of Agile AI Driven Development" - Remove unused README-draft.md Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: standardize BMad acronym in README Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: standardize FAQ format across all FAQ pages - Add TOC with jump links under "## Questions" - Use ### headers for questions (no Q: prefix) - Direct answers without **A:** prefix - Remove horizontal rules and "Related Documentation" sections - End each FAQ with issue/Discord CTA - Update style guide with new FAQ guidelines - Delete redundant faq/index.md (sidebar handles navigation) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: use repo-relative links with .md for GitHub compatibility Convert all documentation links to repo-relative format (/docs/path/file.md) so they work when browsing on GitHub. The rehype plugin strips /docs/ prefix and converts .md to trailing slash at build time for Astro/Starlight. - Update rehype-markdown-links.js to strip /docs/ prefix from absolute paths - Update fix-doc-links.js to generate /docs/ prefixed paths with .md extension - Convert 217 links across 64 files to new format Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: handle /docs/ prefix in link validator Update resolveLink to strip /docs/ prefix from repo-relative links before checking if files exist. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: restore FAQ index page Re-add the FAQ index page that was accidentally deleted, with updated repo-relative link format. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com> Co-authored-by: Alex Verkhovsky <alexey.verkhovsky@gmail.com>
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title
| title |
|---|
| BMGD Quick-Flow Guide |
Fast-track workflows for rapid game prototyping and flexible development.
Game Solo Dev Agent
For dedicated quick-flow development, use the Game Solo Dev agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast.
Switch to Game Solo Dev: Type @game-solo-dev or select the agent from your IDE.
The Game Solo Dev agent includes:
quick-prototype- Rapid mechanic testingquick-dev- Flexible feature implementationcreate-tech-spec- Create implementation-ready specscode-review- Quality checkstest-framework- Automated testing setup
Overview
Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:
- Testing a game mechanic idea
- Implementing a small feature
- Rapid prototyping before committing to design
- Bug fixes and tweaks
Full BMGD Flow:
Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
Quick-Flow:
Idea → Quick-Prototype → Quick-Dev → Done
Quick-Prototype
Command: quick-prototype
Agent: Game Designer, Game Developer
Purpose: Rapidly test gameplay ideas with minimal setup
When to Use
- You have a mechanic idea and want to test the "feel"
- You're not sure if something will be fun
- You want to experiment before committing to design
- You need a proof of concept
Workflow Steps
- Define Scope - What are you prototyping? (mechanic, feature, system)
- Set Success Criteria - How will you know if it works?
- Rapid Implementation - Build the minimum to test the idea
- Playtest and Evaluate - Does it feel right?
Prototype Principles
- Minimum Viable Prototype - Only what's needed to test the idea
- Hardcode First - Magic numbers are fine, extract later
- Skip Edge Cases - Happy path only for now
- Placeholder Everything - Cubes, debug text, temp sounds
- Comment Intent - Mark what's temporary vs keeper code
Example Session
You: quick-prototype
Agent: What are you prototyping?
You: I want to test a grappling hook mechanic. Player should be
able to aim at surfaces and pull themselves toward the hook point.
Agent: What makes this prototype successful?
You: 1. Aiming feels responsive and intuitive
2. The pull movement feels satisfying, not floaty
3. Player can chain hooks without awkward pauses
Agent: [Implements minimal grappling hook]
Agent: Prototype complete! Playtest results:
- Aiming: Works, consider adding aim assist
- Movement: Pull is smooth, might need speed curve
- Chaining: Currently has 0.2s delay, feels sluggish
Next: [d] Develop further | [i] Iterate | [a] Archive
After Prototyping
- Develop (
d) - Usequick-devto build production code - Iterate (
i) - Adjust and re-test the prototype - Archive (
a) - Keep as reference, move on to other ideas
Quick-Dev
Command: quick-dev
Agent: Game Developer
Purpose: Flexible development with game-specific considerations
When to Use
- Implementing a feature from a tech-spec
- Building on a successful prototype
- Making changes that don't need full story workflow
- Quick fixes and improvements
Workflow Modes
Mode A: Tech-Spec Driven
You: quick-dev tech-spec-combat.md
Agent: [Loads spec, extracts tasks, implements]
Mode B: Direct Instructions
You: quick-dev implement double-jump for the player
Agent: [Evaluates complexity, offers planning options]
Mode C: From Prototype
You: quick-dev from the grappling hook prototype
Agent: [Loads prototype, productionizes code]
Game-Specific Checks
Quick-dev includes automatic consideration of:
- Performance - No allocations in hot paths, object pooling
- Feel - Input responsiveness, visual/audio feedback
- Integration - Save/load, multiplayer sync, platform testing
Example Session
You: quick-dev implement enemy patrol behavior
Agent: This looks like a focused feature. Options:
[t] Plan first - Create tech-spec (recommended)
[r] Prototype first - Test the idea
[e] Execute directly
You: e
Agent: Any additional guidance? (patterns, files, constraints)
You: Use the existing AIController base class. Enemies should
patrol between waypoints and return if player leaves range.
Agent: [Implements patrol behavior]
Agent: Implementation Complete!
Files Modified: EnemyAI.cs, PatrolBehavior.cs
Tests: Unit tests added for patrol state machine
Performance: No per-frame allocations
Recommended: Playtest the changes
Complexity Routing
Quick-dev automatically detects complex requests and offers alternatives:
| Signals | Recommendation |
|---|---|
| Single mechanic, bug fix, tweak | Execute directly |
| Multiple systems, performance-critical | Plan first (tech-spec) |
| Platform/system level work | Use full BMGD workflow |
Choosing Between Quick-Flows
| Scenario | Use |
|---|---|
| "Will this be fun?" | quick-prototype |
| "How should this feel?" | quick-prototype |
| "Build this feature" | quick-dev |
| "Fix this bug" | quick-dev |
| "Test then build" | quick-prototype → quick-dev |
Quick-Flow vs Full BMGD
Use Quick-Flow When
- The scope is small and well-understood
- You're experimenting or prototyping
- You have a clear tech-spec already
- The work doesn't affect core game systems significantly
Use Full BMGD When
- Building a major feature or system
- The scope is unclear or large
- Multiple team members need alignment
- The work affects game pillars or core loop
- You need documentation for future reference
Checklists
Quick-Prototype Checklist
Before:
- Prototype scope defined
- Success criteria established (2-3 items)
During:
- Minimum viable code written
- Placeholder assets used
- Core functionality testable
After:
- Each criterion evaluated
- Decision made (develop/iterate/archive)
Quick-Dev Checklist
Before:
- Context loaded (spec, prototype, or guidance)
- Files to modify identified
- Patterns understood
During:
- All tasks completed
- No allocations in hot paths
- Frame rate maintained
After:
- Game runs without errors
- Feature works as specified
- Manual playtest completed
Tips for Success
1. Timebox Prototypes
Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider.
2. Embrace Programmer Art
Prototypes don't need to look good. Focus on feel, not visuals.
3. Test on Target Hardware
What feels right on your dev machine might not feel right on target platform.
4. Document Learnings
Even failed prototypes teach something. Note what you learned.
5. Know When to Graduate
If quick-dev keeps expanding scope, stop and create proper stories.
Next Steps
- Workflows Guide - Full workflow reference
- Agents Guide - Agent capabilities
- Quick Start Guide - Getting started with BMGD