mirror of
https://github.com/bmad-code-org/BMAD-METHOD.git
synced 2026-01-30 04:32:02 +00:00
* feat(docs): add Diataxis folder structure and update sidebar styling - Create tutorials, how-to, explanation, reference directories with subdirectories - Add index.md files for each main Diataxis section - Update homepage with Diataxis card navigation layout - Implement clean React Native-inspired sidebar styling - Convert sidebar to autogenerated for both Diataxis and legacy sections - Update docusaurus config with dark mode default and navbar changes 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(docs): migrate Phase 1 files to Diataxis structure Move 21 files to new locations: - Tutorials: quick-start guides, agent creation guide - How-To: installation, customization, workflows - Explanation: core concepts, features, game-dev, builder - Reference: merged glossary from BMM and BMGD Also: - Copy images to new locations - Update internal links via migration script (73 links updated) - Build verified successfully 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(docs): add category labels for sidebar folders Add _category_.json files to control display labels and position for autogenerated sidebar categories. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * style(docs): improve welcome page and visual styling - Rewrite index.md with React Native-inspired welcoming layout - Add Diataxis section cards with descriptions - Remove sidebar separator, add spacing instead - Increase navbar padding with responsive breakpoints - Add rounded admonitions without left border bar - Use system font stack for better readability - Add lighter chevron styling in sidebar - Constrain max-width to 1600px for wide viewports 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: use baseUrl in meta tag paths for correct deployment URLs * feat(docs): complete Phase 2 - split files and fix broken links Phase 2 of Diataxis migration: - Split 16 large legacy files into 42+ focused documents - Created FAQ section with 7 topic-specific files - Created brownfield how-to guides (3 files) - Created workflow how-to guides (15+ files) - Created architecture explanation files (3 files) - Created TEA/testing explanation files - Moved remaining legacy module files to proper Diataxis locations Link fixes: - Fixed ~50 broken internal links across documentation - Updated relative paths for new file locations - Created missing index files for installation, advanced tutorials - Simplified TOC anchors to fix Docusaurus warnings Cleanup: - Removed legacy sidebar entries for deleted folders - Deleted duplicate and empty placeholder files - Moved workflow diagram assets to tutorials/images 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(build): use file glob instead of sidebar parsing for llms-full.txt Replace brittle sidebar.js regex parsing with recursive file glob. The old approach captured non-file strings like 'autogenerated' and category labels, resulting in only 5 files being processed. Now correctly processes all 86+ markdown files (~95k tokens). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(seo): use absolute URLs in AI meta tags for agent discoverability AI web-browsing agents couldn't follow relative paths in meta tags due to URL security restrictions. Changed llms-full.txt and llms.txt meta tag URLs from relative (baseUrl) to absolute (urlParts.origin + baseUrl). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(docs): recategorize misplaced files per Diataxis analysis Phase 2.5 categorization fixes based on post-migration analysis: Moved to correct Diataxis categories: - tutorials/installation.md → deleted (duplicate of how-to/install-bmad.md) - tutorials/brownfield-onboarding.md → how-to/brownfield/index.md - reference/faq/* (8 files) → explanation/faq/ - reference/agents/barry-quick-flow.md → explanation/agents/ - reference/agents/bmgd-agents.md → explanation/game-dev/agents.md Created: - explanation/agents/index.md Fixed all broken internal links (14 total) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(docs): add Getting Started tutorial and simplify build script - Add comprehensive Getting Started tutorial with installation as Step 1 - Simplify build-docs.js to read directly from docs/ (no consolidation) - Remove backup/restore dance that could corrupt docs folder on build failure - Remove ~150 lines of unused consolidation code 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(css): use fixed width layout to prevent content shifting Apply React Native docs approach: set both width and max-width at largest breakpoint (1400px) so content area maintains consistent size regardless of content length. Switches to fluid 100% below 1416px breakpoint. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(docs): restructure tutorials with renamed entry point - Rename index.md to bmad-tutorial.md for clearer navigation - Remove redundant tutorials/index.md - Update sidebar and config references 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(docs): add tutorial style guide and AI agent announcement bar - Add docs/_contributing/ with tutorial style guide - Reformat quick-start-bmm.md and bmad-tutorial.md per style guide - Remove horizontal separators, add strategic admonitions - Add persistent announcement bar for AI agents directing to llms-full.txt - Fix footer broken link to tutorials 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(docs): add markdown demo page and UI refinements - Add comprehensive markdown-demo.md for style testing - Remove doc category links from navbar (use sidebar instead) - Remove card buttons from welcome page - Add dark mode styling for announcement bar - Clean up index.md card layout 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(docs): apply unified tutorial style and update references - Reformat create-custom-agent.md to follow tutorial style guide - Update tutorial-style.md with complete unified structure - Update all internal references to renamed tutorial files - Remove obsolete advanced/index.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(docs): migrate from Docusaurus to Astro+Starlight Replace Docusaurus with Astro and the Starlight documentation theme for improved performance, better customization, and modern tooling. Build pipeline changes: - New build-docs.js orchestrates link checking, artifact generation, and Astro build in sequence - Add check-doc-links.js for validating internal links and anchors - Generate llms.txt and llms-full.txt for LLM-friendly documentation - Create downloadable source bundles (bmad-sources.zip, bmad-prompts.zip) - Suppress MODULE_TYPELESS_PACKAGE_JSON warning in Astro build - Output directly to build/site for cleaner deployment Website architecture: - Add rehype-markdown-links.js plugin to transform .md links to routes - Add site-url.js helper for GitHub Pages URL resolution with strict validation (throws on invalid GITHUB_REPOSITORY format) - Custom Astro components: Banner, Header, MobileMenuFooter - Symlink docs/ into website/src/content/docs for Starlight Documentation cleanup: - Remove Docusaurus _category_.json files (Starlight uses frontmatter) - Convert all docs to use YAML frontmatter with title field - Move downloads.md from website/src/pages to docs/ - Consolidate style guide and workflow diagram docs - Add 404.md and tutorials/index.md --------- Co-authored-by: forcetrainer <bryan@inagaki.us> Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
292 lines
7.5 KiB
Markdown
292 lines
7.5 KiB
Markdown
---
|
|
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 testing
|
|
- `quick-dev` - Flexible feature implementation
|
|
- `create-tech-spec` - Create implementation-ready specs
|
|
- `code-review` - Quality checks
|
|
- `test-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
|
|
|
|
1. **Define Scope** - What are you prototyping? (mechanic, feature, system)
|
|
2. **Set Success Criteria** - How will you know if it works?
|
|
3. **Rapid Implementation** - Build the minimum to test the idea
|
|
4. **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`) - Use `quick-dev` to 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](../../reference/workflows/bmgd-workflows.md)** - Full workflow reference
|
|
- **[Agents Guide](../../explanation/game-dev/agents.md)** - Agent capabilities
|
|
- **[Quick Start Guide](../../tutorials/getting-started/quick-start-bmgd.md)** - Getting started with BMGD
|