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BMAD-METHOD/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.md
Brian 595342cb10 Node 20, installer improvements, agent improvements and Expansion Pack for game dev (#232)
* feat: add expansion pack installation system with game dev and infrastructure expansion packs

- Added expansion pack discovery and installation to BMAD installer
- Supports interactive and CLI installation of expansion packs
- Expansion pack files install to destination root (.bmad-core)
- Added game development expansion pack (.bmad-2d-phaser-game-dev)
  - Game designer, developer, and scrum master agents
  - Game-specific templates, tasks, workflows, and guidelines
  - Specialized for Phaser 3 + TypeScript development
- Added infrastructure devops expansion pack (.bmad-infrastructure-devops)
  - Platform engineering agent and infrastructure templates
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🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>

* alpha expansion packs and installer update to support installing expansion packs optionally

* node20

---------

Co-authored-by: Brian Madison <brianmadison@Brians-MacBook-Pro.local>
Co-authored-by: Claude <noreply@anthropic.com>
2025-06-16 18:34:12 -05:00

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
```text

### 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

[[LLM: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.]]

### 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.ts`
- `src/scenes/PreloadScene.ts`
- `src/scenes/MenuScene.ts`
- `src/scenes/GameScene.ts`
- `src/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.ts`
- `src/systems/SaveManager.ts`
- `src/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.ts`
- `src/config/AssetConfig.ts`
- `src/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.ts`
- `src/utils/TouchControls.ts`
- `src/types/InputTypes.ts`

### Game Mechanics Systems

[[LLM: For each major mechanic defined in the GDD, create a system specification]]

<<REPEAT section="mechanic_system" count="based_on_gdd">>

#### {{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}}.ts`
- `src/gameObjects/{{RelatedObject}}.ts`
- `src/types/{{SystemTypes}}.ts`

<</REPEAT>>

### 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.ts`
- `src/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.ts`
- `src/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.ts`
- `src/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.ts`
- `src/utils/PerformanceMonitor.ts`
- `src/config/OptimizationConfig.ts`

## Game Configuration

[[LLM: Define all configurable aspects of the game]]

### Phaser Configuration

```typescript
// 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...
};
```text

### Game Balance Configuration

[[LLM: Based on GDD, define configurable game parameters]]

```typescript
// 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 any type 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.ts
  • tests/systems/SaveManager.test.ts
  • tests/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

LLM: Break down the architecture implementation into phases that align with the GDD development phases

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