* Added 1.0 files * Converted agents, and templates to new format. Updated filenames to include extensions like in unity-2d-game-team.yaml, Updated some wordage in workflow, config, and increased minor version number * Forgot to remove unused startup section in game-sm since it's moved to activation-instructions, now fixed. * Updated verbosity for development workflow in development-guidenlines.md * built the web-dist files for the expansion pack * Synched with main repo and rebuilt dist * Added enforcement of game-design-checklist to designer persona * Updated with new changes to phaser epack that seem relevant to discussion we had on discord for summarizing documentation updates * updated dist build for our epack
252 lines
9.3 KiB
Markdown
252 lines
9.3 KiB
Markdown
# Game Development BMad Knowledge Base
|
|
|
|
## Overview
|
|
|
|
This game development expansion of BMad-Method specializes in creating 2D games using Unity and C#. It extends the core BMad framework with game-specific agents, workflows, and best practices for professional game development.
|
|
|
|
### Game Development Focus
|
|
|
|
- **Target Engine**: Unity 2022 LTS or newer with C# 10+
|
|
- **Platform Strategy**: Cross-platform (PC, Console, Mobile) with a focus on 2D
|
|
- **Development Approach**: Agile story-driven development
|
|
- **Performance Target**: Stable frame rate on target devices
|
|
- **Architecture**: Component-based architecture using Unity's best practices
|
|
|
|
## Core Game Development Philosophy
|
|
|
|
### Player-First Development
|
|
|
|
You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment. Your AI agents are your specialized game development team:
|
|
|
|
- **Direct**: Provide clear game design vision and player experience goals
|
|
- **Refine**: Iterate on gameplay mechanics until they're compelling
|
|
- **Oversee**: Maintain creative alignment across all development disciplines
|
|
- **Playfocus**: Every decision serves the player experience
|
|
|
|
### Game Development Principles
|
|
|
|
1. **PLAYER_EXPERIENCE_FIRST**: Every mechanic must serve player engagement and fun
|
|
2. **ITERATIVE_DESIGN**: Prototype, test, refine - games are discovered through iteration
|
|
3. **TECHNICAL_EXCELLENCE**: Stable performance and cross-platform compatibility are non-negotiable
|
|
4. **STORY_DRIVEN_DEV**: Game features are implemented through detailed development stories
|
|
5. **BALANCE_THROUGH_DATA**: Use metrics and playtesting to validate game balance
|
|
6. **DOCUMENT_EVERYTHING**: Clear specifications enable proper game implementation
|
|
7. **START_SMALL_ITERATE_FAST**: Core mechanics first, then expand and polish
|
|
8. **EMBRACE_CREATIVE_CHAOS**: Games evolve - adapt design based on what's fun
|
|
|
|
## Game Development Workflow
|
|
|
|
### Phase 1: Game Concept and Design
|
|
|
|
1. **Game Designer**: Start with brainstorming and concept development
|
|
|
|
- Use \*brainstorm to explore game concepts and mechanics
|
|
- Create Game Brief using game-brief-tmpl
|
|
- Develop core game pillars and player experience goals
|
|
|
|
2. **Game Designer**: Create comprehensive Game Design Document
|
|
|
|
- Use game-design-doc-tmpl to create detailed GDD
|
|
- Define all game mechanics, progression, and balance
|
|
- Specify technical requirements and platform targets
|
|
|
|
3. **Game Designer**: Develop Level Design Framework
|
|
- Create level-design-doc-tmpl for content guidelines
|
|
- Define level types, difficulty progression, and content structure
|
|
- Establish performance and technical constraints for levels
|
|
|
|
### Phase 2: Technical Architecture
|
|
|
|
4. **Solution Architect** (or Game Designer): Create Technical Architecture
|
|
- Use game-architecture-tmpl to design technical implementation
|
|
- Define Unity systems, performance optimization, and C# code structure
|
|
- Align technical architecture with game design requirements
|
|
|
|
### Phase 3: Story-Driven Development
|
|
|
|
5. **Game Scrum Master**: Break down design into development stories
|
|
|
|
- Use create-game-story task to create detailed implementation stories
|
|
- Each story should be immediately actionable by game developers
|
|
- Apply game-story-dod-checklist to ensure story quality
|
|
|
|
6. **Game Developer**: Implement game features story by story
|
|
|
|
- Follow C# best practices and Unity's component-based architecture
|
|
- Maintain stable frame rate on target devices
|
|
- Use Unity Test Framework for game logic components
|
|
|
|
7. **Iterative Refinement**: Continuous playtesting and improvement
|
|
- Test core mechanics early and often in the Unity Editor
|
|
- Validate game balance through metrics and player feedback
|
|
- Iterate on design based on implementation discoveries
|
|
|
|
## Game-Specific Development Guidelines
|
|
|
|
### Unity + C# Standards
|
|
|
|
**Project Structure:**
|
|
|
|
```text
|
|
UnityProject/
|
|
├── Assets/
|
|
│ ├── Scenes/ # Game scenes (Boot, Menu, Game, etc.)
|
|
│ ├── Scripts/ # C# scripts
|
|
│ │ ├── Editor/ # Editor-specific scripts
|
|
│ │ └── Runtime/ # Runtime scripts
|
|
│ ├── Prefabs/ # Reusable game objects
|
|
│ ├── Art/ # Art assets (sprites, models, etc.)
|
|
│ ├── Audio/ # Audio assets
|
|
│ ├── Data/ # ScriptableObjects and other data
|
|
│ └── Tests/ # Unity Test Framework tests
|
|
│ ├── EditMode/
|
|
│ └── PlayMode/
|
|
├── Packages/ # Package Manager manifest
|
|
└── ProjectSettings/ # Unity project settings
|
|
```
|
|
|
|
**Performance Requirements:**
|
|
|
|
- Maintain stable frame rate on target devices
|
|
- Memory usage under specified limits per level
|
|
- Loading times under 3 seconds for levels
|
|
- Smooth animation and responsive controls
|
|
|
|
**Code Quality:**
|
|
|
|
- C# best practices compliance
|
|
- Component-based architecture (SOLID principles)
|
|
- Efficient use of the MonoBehaviour lifecycle
|
|
- Error handling and graceful degradation
|
|
|
|
### Game Development Story Structure
|
|
|
|
**Story Requirements:**
|
|
|
|
- Clear reference to Game Design Document section
|
|
- Specific acceptance criteria for game functionality
|
|
- Technical implementation details for Unity and C#
|
|
- Performance requirements and optimization considerations
|
|
- Testing requirements including gameplay validation
|
|
|
|
**Story Categories:**
|
|
|
|
- **Core Mechanics**: Fundamental gameplay systems
|
|
- **Level Content**: Individual levels and content implementation
|
|
- **UI/UX**: User interface and player experience features
|
|
- **Performance**: Optimization and technical improvements
|
|
- **Polish**: Visual effects, audio, and game feel enhancements
|
|
|
|
### Quality Assurance for Games
|
|
|
|
**Testing Approach:**
|
|
|
|
- Unit tests for C# logic (EditMode tests)
|
|
- Integration tests for game systems (PlayMode tests)
|
|
- Performance benchmarking and profiling with Unity Profiler
|
|
- Gameplay testing and balance validation
|
|
- Cross-platform compatibility testing
|
|
|
|
**Performance Monitoring:**
|
|
|
|
- Frame rate consistency tracking
|
|
- Memory usage monitoring
|
|
- Asset loading performance
|
|
- Input responsiveness validation
|
|
- Battery usage optimization (mobile)
|
|
|
|
## Game Development Team Roles
|
|
|
|
### Game Designer (Alex)
|
|
|
|
- **Primary Focus**: Game mechanics, player experience, design documentation
|
|
- **Key Outputs**: Game Brief, Game Design Document, Level Design Framework
|
|
- **Specialties**: Brainstorming, game balance, player psychology, creative direction
|
|
|
|
### Game Developer (Maya)
|
|
|
|
- **Primary Focus**: Unity implementation, C# excellence, performance
|
|
- **Key Outputs**: Working game features, optimized code, technical architecture
|
|
- **Specialties**: C#/Unity, performance optimization, cross-platform development
|
|
|
|
### Game Scrum Master (Jordan)
|
|
|
|
- **Primary Focus**: Story creation, development planning, agile process
|
|
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
|
|
- **Specialties**: Story breakdown, developer handoffs, process optimization
|
|
|
|
## Platform-Specific Considerations
|
|
|
|
### Cross-Platform Development
|
|
|
|
- Abstract input using the new Input System
|
|
- Use platform-dependent compilation for specific logic
|
|
- Test on all target platforms regularly
|
|
- Optimize for different screen resolutions and aspect ratios
|
|
|
|
### Mobile Optimization
|
|
|
|
- Touch gesture support and responsive controls
|
|
- Battery usage optimization
|
|
- Performance scaling for different device capabilities
|
|
- App store compliance and packaging
|
|
|
|
### Performance Targets
|
|
|
|
- **PC/Console**: 60+ FPS at target resolution
|
|
- **Mobile**: 60 FPS on mid-range devices, 30 FPS minimum on low-end
|
|
- **Loading**: Initial load under 5 seconds, scene transitions under 2 seconds
|
|
- **Memory**: Within platform-specific memory budgets
|
|
|
|
## Success Metrics for Game Development
|
|
|
|
### Technical Metrics
|
|
|
|
- Frame rate consistency (>90% of time at target FPS)
|
|
- Memory usage within budgets
|
|
- Loading time targets met
|
|
- Zero critical bugs in core gameplay systems
|
|
|
|
### Player Experience Metrics
|
|
|
|
- Tutorial completion rate >80%
|
|
- Level completion rates appropriate for difficulty curve
|
|
- Average session length meets design targets
|
|
- Player retention and engagement metrics
|
|
|
|
### Development Process Metrics
|
|
|
|
- Story completion within estimated timeframes
|
|
- Code quality metrics (test coverage, code analysis)
|
|
- Documentation completeness and accuracy
|
|
- Team velocity and delivery consistency
|
|
|
|
## Common Unity Development Patterns
|
|
|
|
### Scene Management
|
|
|
|
- Use a loading scene for asynchronous loading of game scenes
|
|
- Use additive scene loading for large levels or streaming
|
|
- Manage scenes with a dedicated SceneManager class
|
|
|
|
### Game State Management
|
|
|
|
- Use ScriptableObjects to store shared game state
|
|
- Implement a finite state machine (FSM) for complex behaviors
|
|
- Use a GameManager singleton for global state management
|
|
|
|
### Input Handling
|
|
|
|
- Use the new Input System for robust, cross-platform input
|
|
- Create Action Maps for different input contexts (e.g., menu, gameplay)
|
|
- Use PlayerInput component for easy player input handling
|
|
|
|
### Performance Optimization
|
|
|
|
- Object pooling for frequently instantiated objects (e.g., bullets, enemies)
|
|
- Use the Unity Profiler to identify performance bottlenecks
|
|
- Optimize physics settings and collision detection
|
|
- Use LOD (Level of Detail) for complex models
|
|
|
|
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on 2D game creation using Unity and C#.
|