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* 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>
292 lines
7.5 KiB
Markdown
292 lines
7.5 KiB
Markdown
---
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title: "BMGD Quick-Flow Guide"
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---
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Fast-track workflows for rapid game prototyping and flexible development.
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---
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## Game Solo Dev Agent
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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.
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**Switch to Game Solo Dev:** Type `@game-solo-dev` or select the agent from your IDE.
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The Game Solo Dev agent includes:
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- `quick-prototype` - Rapid mechanic testing
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- `quick-dev` - Flexible feature implementation
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- `create-tech-spec` - Create implementation-ready specs
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- `code-review` - Quality checks
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- `test-framework` - Automated testing setup
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---
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## Overview
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Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:
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- Testing a game mechanic idea
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- Implementing a small feature
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- Rapid prototyping before committing to design
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- Bug fixes and tweaks
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```
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Full BMGD Flow:
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Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
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Quick-Flow:
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Idea → Quick-Prototype → Quick-Dev → Done
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```
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---
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## Quick-Prototype
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**Command:** `quick-prototype`
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**Agent:** Game Designer, Game Developer
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**Purpose:** Rapidly test gameplay ideas with minimal setup
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### When to Use
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- You have a mechanic idea and want to test the "feel"
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- You're not sure if something will be fun
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- You want to experiment before committing to design
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- You need a proof of concept
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### Workflow Steps
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1. **Define Scope** - What are you prototyping? (mechanic, feature, system)
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2. **Set Success Criteria** - How will you know if it works?
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3. **Rapid Implementation** - Build the minimum to test the idea
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4. **Playtest and Evaluate** - Does it feel right?
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### Prototype Principles
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- **Minimum Viable Prototype** - Only what's needed to test the idea
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- **Hardcode First** - Magic numbers are fine, extract later
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- **Skip Edge Cases** - Happy path only for now
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- **Placeholder Everything** - Cubes, debug text, temp sounds
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- **Comment Intent** - Mark what's temporary vs keeper code
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### Example Session
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```
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You: quick-prototype
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Agent: What are you prototyping?
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You: I want to test a grappling hook mechanic. Player should be
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able to aim at surfaces and pull themselves toward the hook point.
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Agent: What makes this prototype successful?
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You: 1. Aiming feels responsive and intuitive
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2. The pull movement feels satisfying, not floaty
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3. Player can chain hooks without awkward pauses
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Agent: [Implements minimal grappling hook]
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Agent: Prototype complete! Playtest results:
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- Aiming: Works, consider adding aim assist
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- Movement: Pull is smooth, might need speed curve
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- Chaining: Currently has 0.2s delay, feels sluggish
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Next: [d] Develop further | [i] Iterate | [a] Archive
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```
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### After Prototyping
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- **Develop** (`d`) - Use `quick-dev` to build production code
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- **Iterate** (`i`) - Adjust and re-test the prototype
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- **Archive** (`a`) - Keep as reference, move on to other ideas
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---
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## Quick-Dev
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**Command:** `quick-dev`
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**Agent:** Game Developer
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**Purpose:** Flexible development with game-specific considerations
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### When to Use
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- Implementing a feature from a tech-spec
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- Building on a successful prototype
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- Making changes that don't need full story workflow
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- Quick fixes and improvements
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### Workflow Modes
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**Mode A: Tech-Spec Driven**
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```
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You: quick-dev tech-spec-combat.md
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Agent: [Loads spec, extracts tasks, implements]
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```
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**Mode B: Direct Instructions**
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```
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You: quick-dev implement double-jump for the player
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Agent: [Evaluates complexity, offers planning options]
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```
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**Mode C: From Prototype**
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```
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You: quick-dev from the grappling hook prototype
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Agent: [Loads prototype, productionizes code]
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```
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### Game-Specific Checks
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Quick-dev includes automatic consideration of:
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- **Performance** - No allocations in hot paths, object pooling
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- **Feel** - Input responsiveness, visual/audio feedback
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- **Integration** - Save/load, multiplayer sync, platform testing
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### Example Session
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```
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You: quick-dev implement enemy patrol behavior
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Agent: This looks like a focused feature. Options:
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[t] Plan first - Create tech-spec (recommended)
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[r] Prototype first - Test the idea
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[e] Execute directly
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You: e
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Agent: Any additional guidance? (patterns, files, constraints)
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You: Use the existing AIController base class. Enemies should
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patrol between waypoints and return if player leaves range.
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Agent: [Implements patrol behavior]
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Agent: Implementation Complete!
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Files Modified: EnemyAI.cs, PatrolBehavior.cs
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Tests: Unit tests added for patrol state machine
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Performance: No per-frame allocations
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Recommended: Playtest the changes
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```
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### Complexity Routing
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Quick-dev automatically detects complex requests and offers alternatives:
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| Signals | Recommendation |
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| -------------------------------------- | ---------------------- |
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| Single mechanic, bug fix, tweak | Execute directly |
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| Multiple systems, performance-critical | Plan first (tech-spec) |
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| Platform/system level work | Use full BMGD workflow |
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---
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## Choosing Between Quick-Flows
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| Scenario | Use |
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| ----------------------- | ------------------------------- |
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| "Will this be fun?" | `quick-prototype` |
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| "How should this feel?" | `quick-prototype` |
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| "Build this feature" | `quick-dev` |
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| "Fix this bug" | `quick-dev` |
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| "Test then build" | `quick-prototype` → `quick-dev` |
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---
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## Quick-Flow vs Full BMGD
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### Use Quick-Flow When
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- The scope is small and well-understood
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- You're experimenting or prototyping
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- You have a clear tech-spec already
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- The work doesn't affect core game systems significantly
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### Use Full BMGD When
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- Building a major feature or system
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- The scope is unclear or large
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- Multiple team members need alignment
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- The work affects game pillars or core loop
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- You need documentation for future reference
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---
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## Checklists
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### Quick-Prototype Checklist
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**Before:**
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- [ ] Prototype scope defined
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- [ ] Success criteria established (2-3 items)
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**During:**
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- [ ] Minimum viable code written
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- [ ] Placeholder assets used
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- [ ] Core functionality testable
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**After:**
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- [ ] Each criterion evaluated
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- [ ] Decision made (develop/iterate/archive)
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### Quick-Dev Checklist
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**Before:**
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- [ ] Context loaded (spec, prototype, or guidance)
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- [ ] Files to modify identified
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- [ ] Patterns understood
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**During:**
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- [ ] All tasks completed
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- [ ] No allocations in hot paths
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- [ ] Frame rate maintained
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**After:**
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- [ ] Game runs without errors
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- [ ] Feature works as specified
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- [ ] Manual playtest completed
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---
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## Tips for Success
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### 1. Timebox Prototypes
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Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider.
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### 2. Embrace Programmer Art
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Prototypes don't need to look good. Focus on feel, not visuals.
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### 3. Test on Target Hardware
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What feels right on your dev machine might not feel right on target platform.
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### 4. Document Learnings
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Even failed prototypes teach something. Note what you learned.
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### 5. Know When to Graduate
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If quick-dev keeps expanding scope, stop and create proper stories.
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---
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## Next Steps
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- **[Workflows Guide](/docs/reference/workflows/bmgd-workflows.md)** - Full workflow reference
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- **[Agents Guide](/docs/explanation/game-dev/agents.md)** - Agent capabilities
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- **[Quick Start Guide](/docs/tutorials/getting-started/quick-start-bmgd.md)** - Getting started with BMGD
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