13 KiB
{{Game Title}} Game Architecture Document
[[LLM: This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.]]
Introduction
LLM: Establish the document's purpose and scope for game development
This document outlines the complete technical architecture for {{Game Title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
Change Log
LLM: Track document versions and changes
| Date | Version | Description | Author |
|---|
Technical Overview
[[LLM: Present all subsections together, then apply tasks#advanced-elicitation protocol to the complete section.]]
Architecture Summary
[[LLM: Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements]]
Platform Targets
LLM: Based on GDD requirements, confirm platform support
Primary Platform: {{primary_platform}} Secondary Platforms: {{secondary_platforms}} Minimum Requirements: {{min_specs}} Target Performance: 60 FPS on {{target_device}}
Technology Stack
Core Engine: Phaser 3.70+ Language: TypeScript 5.0+ (Strict Mode) Build Tool: {{build_tool}} (Webpack/Vite/Parcel) Package Manager: {{package_manager}} Testing: {{test_framework}} Deployment: {{deployment_platform}}
Project Structure
LLM: Define the complete project organization that developers will follow
Repository Organization
LLM: Design a clear folder structure for game development
{{game_name}}/
├── src/
│ ├── scenes/ # Game scenes
│ ├── gameObjects/ # Custom game objects
│ ├── systems/ # Core game systems
│ ├── utils/ # Utility functions
│ ├── types/ # TypeScript type definitions
│ ├── config/ # Game configuration
│ └── main.ts # Entry point
├── assets/
│ ├── images/ # Sprite assets
│ ├── audio/ # Sound files
│ ├── data/ # JSON data files
│ └── fonts/ # Font files
├── public/ # Static web assets
├── tests/ # Test files
├── docs/ # Documentation
│ ├── stories/ # Development stories
│ └── architecture/ # Technical docs
└── dist/ # Built game files
Module Organization
LLM: Define how TypeScript modules should be organized
Scene Structure:
- Each scene in separate file
- Scene-specific logic contained
- Clear data passing between scenes
Game Object Pattern:
- Component-based architecture
- Reusable game object classes
- Type-safe property definitions
System Architecture:
- Singleton managers for global systems
- Event-driven communication
- Clear separation of concerns
Core Game Systems
Scene Management System
Purpose: Handle game flow and scene transitions
Key Components:
- Scene loading and unloading
- Data passing between scenes
- Transition effects
- Memory management
Implementation Requirements:
- Preload scene for asset loading
- Menu system with navigation
- Gameplay scenes with state management
- Pause/resume functionality
Files to Create:
src/scenes/BootScene.tssrc/scenes/PreloadScene.tssrc/scenes/MenuScene.tssrc/scenes/GameScene.tssrc/systems/SceneManager.ts
Game State Management
Purpose: Track player progress and game status
State Categories:
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
Implementation Requirements:
- Save/load system with localStorage
- State validation and error recovery
- Cross-session data persistence
- Settings management
Files to Create:
src/systems/GameState.tssrc/systems/SaveManager.tssrc/types/GameData.ts
Asset Management System
Purpose: Efficient loading and management of game assets
Asset Categories:
- Sprite sheets and animations
- Audio files and music
- Level data and configurations
- UI assets and fonts
Implementation Requirements:
- Progressive loading strategy
- Asset caching and optimization
- Error handling for failed loads
- Memory management for large assets
Files to Create:
src/systems/AssetManager.tssrc/config/AssetConfig.tssrc/utils/AssetLoader.ts
Input Management System
Purpose: Handle all player input across platforms
Input Types:
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support (optional)
Implementation Requirements:
- Input mapping and configuration
- Touch-friendly mobile controls
- Input buffering for responsive gameplay
- Customizable control schemes
Files to Create:
src/systems/InputManager.tssrc/utils/TouchControls.tssrc/types/InputTypes.ts
Game Mechanics Systems
LLM: For each major mechanic defined in the GDD, create a system specification
<>
{{mechanic_name}} System
Purpose: {{system_purpose}}
Core Functionality:
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
Dependencies: {{required_systems}}
Performance Considerations: {{optimization_notes}}
Files to Create:
src/systems/{{SystemName}}.tssrc/gameObjects/{{RelatedObject}}.tssrc/types/{{SystemTypes}}.ts
<>
Physics & Collision System
Physics Engine: {{physics_choice}} (Arcade Physics/Matter.js)
Collision Categories:
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
Implementation Requirements:
- Optimized collision detection
- Physics body management
- Collision callbacks and events
- Performance monitoring
Files to Create:
src/systems/PhysicsManager.tssrc/utils/CollisionGroups.ts
Audio System
Audio Requirements:
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
Implementation Features:
- Audio sprite management
- Dynamic music system
- Spatial audio (if applicable)
- Audio pooling for performance
Files to Create:
src/systems/AudioManager.tssrc/config/AudioConfig.ts
UI System
UI Components:
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
Implementation Requirements:
- Responsive layout system
- Touch-friendly interface
- Keyboard navigation support
- Animation and transitions
Files to Create:
src/systems/UIManager.tssrc/gameObjects/UI/src/types/UITypes.ts
Performance Architecture
LLM: Define performance requirements and optimization strategies
Performance Targets
Frame Rate: 60 FPS sustained, 30 FPS minimum Memory Usage: <{{memory_limit}}MB total Load Times: <{{initial_load}}s initial, <{{level_load}}s per level Battery Optimization: Reduced updates when not visible
Optimization Strategies
Object Pooling:
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
Asset Optimization:
- Texture atlases for sprites
- Audio compression
- Lazy loading for large assets
- Progressive enhancement
Rendering Optimization:
- Sprite batching
- Culling off-screen objects
- Reduced particle counts on mobile
- Texture resolution scaling
Files to Create:
src/utils/ObjectPool.tssrc/utils/PerformanceMonitor.tssrc/config/OptimizationConfig.ts
Game Configuration
LLM: Define all configurable aspects of the game
Phaser Configuration
// src/config/GameConfig.ts
const gameConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: {{game_width}},
height: {{game_height}},
scale: {
mode: {{scale_mode}},
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: '{{physics_system}}',
{{physics_system}}: {
gravity: { y: {{gravity}} },
debug: false
}
},
// Additional configuration...
};
Game Balance Configuration
LLM: Based on GDD, define configurable game parameters
// src/config/GameBalance.ts
export const GameBalance = {
player: {
speed: {{player_speed}},
health: {{player_health}},
// Additional player parameters...
},
difficulty: {
easy: {{easy_params}},
normal: {{normal_params}},
hard: {{hard_params}}
},
// Additional balance parameters...
};
Development Guidelines
LLM: Provide coding standards specific to game development
TypeScript Standards
Type Safety:
- Use strict mode
- Define interfaces for all data structures
- Avoid
anytype usage - Use enums for game states
Code Organization:
- One class per file
- Clear naming conventions
- Proper error handling
- Comprehensive documentation
Phaser 3 Best Practices
Scene Management:
- Clean up resources in shutdown()
- Use scene data for communication
- Implement proper event handling
- Avoid memory leaks
Game Object Design:
- Extend Phaser classes appropriately
- Use component-based architecture
- Implement object pooling where needed
- Follow consistent update patterns
Testing Strategy
Unit Testing:
- Test game logic separately from Phaser
- Mock Phaser dependencies
- Test utility functions
- Validate game balance calculations
Integration Testing:
- Scene loading and transitions
- Save/load functionality
- Input handling
- Performance benchmarks
Files to Create:
tests/utils/GameLogic.test.tstests/systems/SaveManager.test.tstests/performance/FrameRate.test.ts
Deployment Architecture
LLM: Define how the game will be built and deployed
Build Process
Development Build:
- Fast compilation
- Source maps enabled
- Debug logging active
- Hot reload support
Production Build:
- Minified and optimized
- Asset compression
- Performance monitoring
- Error tracking
Deployment Strategy
Web Deployment:
- Static hosting ({{hosting_platform}})
- CDN for assets
- Progressive loading
- Browser compatibility
Mobile Packaging:
- Cordova/Capacitor wrapper
- Platform-specific optimization
- App store requirements
- Performance testing
Implementation Roadmap
Phase 1: Foundation ({{duration}})
Core Systems:
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
Story Epics:
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
Phase 2: Game Systems ({{duration}})
Gameplay Systems:
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
Story Epics:
- "{{Primary_Mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
Phase 3: Content & Polish ({{duration}})
Content Systems:
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
Story Epics:
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
Risk Assessment
LLM: Identify potential technical risks and mitigation strategies
| Risk | Probability | Impact | Mitigation Strategy |
|---|---|---|---|
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
Success Criteria
LLM: Define measurable technical success criteria
Technical Metrics:
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
Code Quality:
- 90%+ test coverage on game logic
- Zero TypeScript errors in strict mode
- Consistent adherence to coding standards
- Comprehensive documentation coverage