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>
467 lines
11 KiB
Markdown
467 lines
11 KiB
Markdown
---
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title: "BMGD Workflows Guide"
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---
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Complete reference for all BMGD workflows organized by development phase.
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---
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## Workflow Overview
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BMGD workflows are organized into four phases:
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---
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## Phase 1: Preproduction
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### Brainstorm Game
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**Command:** `brainstorm-game`
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**Agent:** Game Designer
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**Input:** None required
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**Output:** Ideas and concepts (optionally saved)
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**Description:**
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Guided ideation session using game-specific brainstorming techniques:
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- **MDA Framework** - Mechanics → Dynamics → Aesthetics analysis
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- **Core Loop Workshop** - Define the fundamental gameplay loop
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- **Player Fantasy Mining** - Explore what players want to feel
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- **Genre Mashup** - Combine genres for unique concepts
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**Steps:**
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1. Initialize brainstorm session
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2. Load game-specific techniques
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3. Execute ideation with selected techniques
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4. Summarize and (optionally) hand off to Game Brief
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---
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### Game Brief
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**Command:** `create-game-brief`
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**Agent:** Game Designer
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**Input:** Ideas from brainstorming (optional)
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**Output:** `{output_folder}/game-brief.md`
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**Description:**
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Captures your game's core vision and fundamentals. This is the foundation for all subsequent design work.
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**Sections covered:**
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- Game concept and vision
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- Design pillars (3-5 core principles)
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- Target audience and market
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- Platform considerations
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- Core gameplay loop
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- Initial scope definition
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---
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## Phase 2: Design
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### GDD (Game Design Document)
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**Command:** `create-gdd`
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**Agent:** Game Designer
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**Input:** Game Brief
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**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`)
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**Description:**
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Comprehensive game design document with genre-specific sections based on 24 supported game types.
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**Core sections:**
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1. Executive Summary
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2. Gameplay Systems
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3. Core Mechanics
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4. Progression Systems
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5. UI/UX Design
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6. Audio Design
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7. Art Direction
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8. Technical Requirements
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9. Game-Type-Specific Sections
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10. Epic Generation (for sprint planning)
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**Features:**
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- Game type selection with specialized sections
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- Hybrid game type support
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- Automatic epic generation
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- Scale-adaptive complexity
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---
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### Narrative Design
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**Command:** `narrative`
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**Agent:** Game Designer
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**Input:** GDD (required), Game Brief (optional)
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**Output:** `{output_folder}/narrative-design.md`
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**Description:**
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For story-driven games. Creates comprehensive narrative documentation.
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**Sections covered:**
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1. Story Foundation (premise, themes, tone)
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2. Story Structure (acts, beats, pacing)
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3. Characters (protagonists, antagonists, supporting, arcs)
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4. World Building (setting, history, factions, locations)
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5. Dialogue Framework (style, branching)
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6. Environmental Storytelling
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7. Narrative Delivery Methods
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8. Gameplay-Narrative Integration
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9. Production Planning (scope, localization, voice acting)
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10. Appendices (relationship map, timeline)
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**Narrative Complexity Levels:**
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- **Critical** - Story IS the game (visual novels, adventure games)
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- **Heavy** - Deep narrative with gameplay (RPGs, story-driven action)
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- **Moderate** - Meaningful story supporting gameplay
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- **Light** - Minimal story, gameplay-focused
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---
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## Phase 3: Technical
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### Game Architecture
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**Command:** `create-architecture`
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**Agent:** Game Architect
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**Input:** GDD, Narrative Design (optional)
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**Output:** `{output_folder}/game-architecture.md`
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**Description:**
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Technical architecture document covering engine selection, system design, and implementation approach.
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**Sections covered:**
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1. Executive Summary
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2. Engine/Framework Selection
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3. Core Systems Architecture
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4. Data Architecture
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5. Performance Requirements
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6. Platform-Specific Considerations
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7. Development Environment
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8. Testing Strategy
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9. Build and Deployment
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10. Technical Risks and Mitigations
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---
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## Phase 4: Production
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Production workflows inherit from BMM and add game-specific overrides.
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### Sprint Planning
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**Command:** `sprint-planning`
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**Agent:** Game Scrum Master
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**Input:** GDD with epics
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**Output:** `{implementation_artifacts}/sprint-status.yaml`
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**Description:**
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Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking.
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---
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### Sprint Status
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**Command:** `sprint-status`
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**Agent:** Game Scrum Master
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**Input:** `sprint-status.yaml`
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**Output:** Sprint summary, risks, next action recommendation
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**Description:**
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Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run. Supports three modes:
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- **interactive** (default): Displays summary with menu options
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- **validate**: Checks sprint-status.yaml structure
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- **data**: Returns raw data for other workflows
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---
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### Create Story
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**Command:** `create-story`
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**Agent:** Game Scrum Master
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**Input:** GDD, Architecture, Epic context
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**Output:** `{output_folder}/epics/{epic-name}/stories/{story-name}.md`
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**Description:**
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Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created.
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**Validation:** `validate-create-story`
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---
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### Dev Story
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**Command:** `dev-story`
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**Agent:** Game Developer
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**Input:** Story (ready for dev)
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**Output:** Implemented code
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**Description:**
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Implements story tasks following acceptance criteria. Uses TDD approach (red-green-refactor). Updates sprint-status.yaml automatically on completion.
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---
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### Code Review
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**Command:** `code-review`
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**Agent:** Game Developer
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**Input:** Story (ready for review)
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**Output:** Review feedback, approved/needs changes
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**Description:**
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Thorough QA code review with game-specific considerations (performance, 60fps, etc.).
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---
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### Retrospective
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**Command:** `epic-retrospective`
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**Agent:** Game Scrum Master
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**Input:** Completed epic
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**Output:** Retrospective document
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**Description:**
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Facilitates team retrospective after epic completion. Captures learnings and improvements.
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---
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### Correct Course
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**Command:** `correct-course`
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**Agent:** Game Scrum Master or Game Architect
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**Input:** Current project state
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**Output:** Correction plan
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**Description:**
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Navigates significant changes when implementation is off-track. Analyzes impact and recommends adjustments.
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---
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## Workflow Status
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**Command:** `workflow-status`
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**Agent:** All agents
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**Output:** Project status summary
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**Description:**
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Checks current project status across all phases. Shows completed documents, current phase, and next steps.
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---
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## Quick-Flow Workflows
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Fast-track workflows that skip full planning phases. See **[Quick-Flow Guide](../../how-to/workflows/bmgd-quick-flow.md)** for detailed usage.
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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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**Input:** Idea or concept to test
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**Output:** Working prototype, playtest results
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**Description:**
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Rapid prototyping workflow for testing game mechanics and ideas quickly. Focuses on "feel" over polish.
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**Use when:**
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- Testing if a mechanic is fun
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- Proving a concept before committing to design
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- Experimenting with gameplay 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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**Input:** Tech-spec, prototype, or direct instructions
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**Output:** Implemented feature
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**Description:**
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Flexible development workflow with game-specific considerations (performance, feel, integration).
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**Use when:**
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- Implementing features from tech-specs
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- Building on successful prototypes
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- Making changes that don't need full story workflow
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---
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## Quality Assurance Workflows
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Game testing workflows for automated testing, playtesting, and quality assurance across Unity, Unreal, and Godot.
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### Test Framework
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**Command:** `test-framework`
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**Agent:** Game QA
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**Input:** Game project
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**Output:** Configured test framework
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**Description:**
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Initialize a production-ready test framework for your game engine:
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- **Unity**: Unity Test Framework with Edit Mode and Play Mode tests
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- **Unreal**: Unreal Automation system with functional tests
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- **Godot**: GUT (Godot Unit Test) framework
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**Creates:**
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- Test directory structure
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- Framework configuration
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- Sample unit and integration tests
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- Test documentation
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---
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### Test Design
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**Command:** `test-design`
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**Agent:** Game QA
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**Input:** GDD, Architecture
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**Output:** `{output_folder}/game-test-design.md`
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**Description:**
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Creates comprehensive test scenarios covering:
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- Core gameplay mechanics
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- Progression and save systems
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- Multiplayer (if applicable)
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- Platform certification requirements
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Uses GIVEN/WHEN/THEN format with priority levels (P0-P3).
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---
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### Automate
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**Command:** `automate`
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**Agent:** Game QA
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**Input:** Test design, game code
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**Output:** Automated test files
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**Description:**
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Generates engine-appropriate automated tests:
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- Unit tests for pure logic
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- Integration tests for system interactions
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- Smoke tests for critical path validation
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---
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### Playtest Plan
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**Command:** `playtest-plan`
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**Agent:** Game QA
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**Input:** Build, test objectives
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**Output:** `{output_folder}/playtest-plan.md`
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**Description:**
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Creates structured playtesting sessions:
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- Session structure (pre/during/post)
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- Observation guides
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- Interview questions
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- Analysis templates
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**Playtest Types:**
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- Internal (team validation)
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- External (unbiased feedback)
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- Focused (specific feature testing)
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---
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### Performance Test
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**Command:** `performance-test`
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**Agent:** Game QA
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**Input:** Platform targets
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**Output:** `{output_folder}/performance-test-plan.md`
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**Description:**
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Designs performance testing strategy:
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- Frame rate targets per platform
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- Memory budgets
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- Loading time requirements
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- Benchmark scenarios
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- Profiling methodology
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---
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### Test Review
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**Command:** `test-review`
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**Agent:** Game QA
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**Input:** Existing test suite
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**Output:** `{output_folder}/test-review-report.md`
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**Description:**
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Reviews test quality and coverage:
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- Test suite metrics
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- Quality assessment
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- Coverage gaps
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- Recommendations
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---
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## Utility Workflows
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### Party Mode
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**Command:** `party-mode`
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**Agent:** All agents
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**Description:**
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Brings multiple agents together for collaborative discussion on complex decisions.
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---
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### Advanced Elicitation
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**Command:** `advanced-elicitation`
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**Agent:** All agents (web only)
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**Description:**
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Deep exploration techniques to challenge assumptions and surface hidden requirements.
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---
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## Standalone BMGD Workflows
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BMGD Phase 4 workflows are standalone implementations tailored for game development:
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```yaml
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workflow: '{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml'
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```
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This means:
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1. BMGD workflows are self-contained with game-specific logic
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2. Game-focused templates, checklists, and instructions
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3. No dependency on BMM workflow files
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---
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## Next Steps
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- **[Quick Start Guide](../../tutorials/getting-started/quick-start-bmgd.md)** - Get started with BMGD
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- **[Quick-Flow Guide](../../how-to/workflows/bmgd-quick-flow.md)** - Rapid prototyping and development
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- **[Agents Guide](../../explanation/game-dev/agents.md)** - Agent reference
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- **[Game Types Guide](../../explanation/game-dev/game-types.md)** - Game type templates
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