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BMAD-METHOD/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-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
- Expansion pack agents automatically integrate with IDE rules
- Added list:expansions command and --expansion-packs CLI option

🤖 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

12 KiB

{{Game Title}} Level Design Document

[[LLM: This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.

If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.]]

Introduction

LLM: Establish the purpose and scope of level design for this game

This document defines the level design framework for {{Game Title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.

This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.

Change Log

LLM: Track document versions and changes

Date Version Description Author

Level Design Philosophy

[[LLM: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply tasks#advanced-elicitation after presenting this section.]]

Design Principles

LLM: Define 3-5 core principles that guide all level design decisions

  1. {{principle_1}} - {{description}}
  2. {{principle_2}} - {{description}}
  3. {{principle_3}} - {{description}}

Player Experience Goals

LLM: Define what players should feel and learn in each level category

Tutorial Levels: {{experience_description}} Standard Levels: {{experience_description}} Challenge Levels: {{experience_description}} Boss Levels: {{experience_description}}

Level Flow Framework

LLM: Define the standard structure for level progression

Introduction Phase: {{duration}} - {{purpose}} Development Phase: {{duration}} - {{purpose}} Climax Phase: {{duration}} - {{purpose}} Resolution Phase: {{duration}} - {{purpose}}

Level Categories

LLM: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.

<>

{{category_name}} Levels

Purpose: {{gameplay_purpose}}

Target Duration: {{min_time}} - {{max_time}} minutes

Difficulty Range: {{difficulty_scale}}

Key Mechanics Featured:

  • {{mechanic_1}} - {{usage_description}}
  • {{mechanic_2}} - {{usage_description}}

Player Objectives:

  • Primary: {{primary_objective}}
  • Secondary: {{secondary_objective}}
  • Hidden: {{secret_objective}}

Success Criteria:

  • {{completion_requirement_1}}
  • {{completion_requirement_2}}

Technical Requirements:

  • Maximum entities: {{entity_limit}}
  • Performance target: {{fps_target}} FPS
  • Memory budget: {{memory_limit}}MB
  • Asset requirements: {{asset_needs}}

<>

Level Progression System

LLM: Define how players move through levels and how difficulty scales

World Structure

LLM: Based on GDD requirements, define the overall level organization

Organization Type: {{linear|hub_world|open_world}}

Total Level Count: {{number}}

World Breakdown:

  • World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
  • World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
  • World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}

Difficulty Progression

LLM: Define how challenge increases across the game

Progression Curve:

Difficulty
    ^     ___/```
    |    /
    |   /     ___/```
    |  /     /
    | /     /
    |/     /
    +-----------> Level Number
   Tutorial  Early  Mid  Late
```text

**Scaling Parameters:**
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}

### Unlock Requirements

[[LLM: Define how players access new levels]]

**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}

## Level Design Components

[[LLM: Define the building blocks used to create levels]]

### Environmental Elements

[[LLM: Define all environmental components that can be used in levels]]

**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}

**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}

**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}

### Collectibles and Rewards

[[LLM: Define all collectible items and their placement rules]]

**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}

**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}

**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%

### Enemy Placement Framework

[[LLM: Define how enemies should be placed and balanced in levels]]

**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}

**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}

**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}

## Level Creation Guidelines

[[LLM: Provide specific guidelines for creating individual levels]]

### Level Layout Principles

**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}

**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
- Multiple path options: {{branching_rules}}

### Pacing and Flow

[[LLM: Define how to control the rhythm and pace of gameplay within levels]]

**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}

**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}

### Challenge Design

[[LLM: Define how to create appropriate challenges for each level type]]

**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}

**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}

## Technical Implementation

[[LLM: Define technical requirements for level implementation]]

### Level Data Structure

[[LLM: Define how level data should be structured for implementation]]

**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}

**Required Data Fields:**
```json
{
  "levelId": "{{unique_identifier}}",
  "worldId": "{{world_identifier}}",
  "difficulty": {{difficulty_value}},
  "targetTime": {{completion_time_seconds}},
  "objectives": {
    "primary": "{{primary_objective}}",
    "secondary": ["{{secondary_objectives}}"],
    "hidden": ["{{secret_objectives}}"]
  },
  "layout": {
    "width": {{grid_width}},
    "height": {{grid_height}},
    "tilemap": "{{tilemap_reference}}"
  },
  "entities": [
    {
      "type": "{{entity_type}}",
      "position": {"x": {{x}}, "y": {{y}}},
      "properties": {{entity_properties}}
    }
  ]
}

Asset Integration

LLM: Define how level assets are organized and loaded

Tilemap Requirements:

  • Tile size: {{tile_dimensions}}px
  • Tileset organization: {{tileset_structure}}
  • Layer organization: {{layer_system}}
  • Collision data: {{collision_format}}

Audio Integration:

  • Background music: {{music_requirements}}
  • Ambient sounds: {{ambient_system}}
  • Dynamic audio: {{dynamic_audio_rules}}

Performance Optimization

LLM: Define performance requirements for level systems

Entity Limits:

  • Maximum active entities: {{entity_limit}}
  • Maximum particles: {{particle_limit}}
  • Maximum audio sources: {{audio_limit}}

Memory Management:

  • Texture memory budget: {{texture_memory}}MB
  • Audio memory budget: {{audio_memory}}MB
  • Level loading time: <{{load_time}}s

Culling and LOD:

  • Off-screen culling: {{culling_distance}}
  • Level-of-detail rules: {{lod_system}}
  • Asset streaming: {{streaming_requirements}}

Level Testing Framework

LLM: Define how levels should be tested and validated

Automated Testing

Performance Testing:

  • Frame rate validation: Maintain {{fps_target}} FPS
  • Memory usage monitoring: Stay under {{memory_limit}}MB
  • Loading time verification: Complete in <{{load_time}}s

Gameplay Testing:

  • Completion path validation: All objectives achievable
  • Collectible accessibility: All items reachable
  • Softlock prevention: No unwinnable states

Manual Testing Protocol

Playtesting Checklist:

  • Level completes within target time range
  • All mechanics function correctly
  • Difficulty feels appropriate for level category
  • Player guidance is clear and effective
  • No exploits or sequence breaks (unless intended)

Player Experience Testing:

  • Tutorial levels teach effectively
  • Challenge feels fair and rewarding
  • Flow and pacing maintain engagement
  • Audio and visual feedback support gameplay

Balance Validation

Metrics Collection:

  • Completion rate: Target {{completion_percentage}}%
  • Average completion time: {{target_time}} ± {{variance}}
  • Death count per level: <{{max_deaths}}
  • Collectible discovery rate: {{discovery_percentage}}%

Iteration Guidelines:

  • Adjustment criteria: {{criteria_for_changes}}
  • Testing sample size: {{minimum_testers}}
  • Validation period: {{testing_duration}}

Content Creation Pipeline

LLM: Define the workflow for creating new levels

Design Phase

Concept Development:

  1. Define level purpose and goals
  2. Create rough layout sketch
  3. Identify key mechanics and challenges
  4. Estimate difficulty and duration

Documentation Requirements:

  • Level design brief
  • Layout diagrams
  • Mechanic integration notes
  • Asset requirement list

Implementation Phase

Technical Implementation:

  1. Create level data file
  2. Build tilemap and layout
  3. Place entities and objects
  4. Configure level logic and triggers
  5. Integrate audio and visual effects

Quality Assurance:

  1. Automated testing execution
  2. Internal playtesting
  3. Performance validation
  4. Bug fixing and polish

Integration Phase

Game Integration:

  1. Level progression integration
  2. Save system compatibility
  3. Analytics integration
  4. Achievement system integration

Final Validation:

  1. Full game context testing
  2. Performance regression testing
  3. Platform compatibility verification
  4. Final approval and release

Success Metrics

LLM: Define how to measure level design success

Player Engagement:

  • Level completion rate: {{target_rate}}%
  • Replay rate: {{replay_target}}%
  • Time spent per level: {{engagement_time}}
  • Player satisfaction scores: {{satisfaction_target}}/10

Technical Performance:

  • Frame rate consistency: {{fps_consistency}}%
  • Loading time compliance: {{load_compliance}}%
  • Memory usage efficiency: {{memory_efficiency}}%
  • Crash rate: <{{crash_threshold}}%

Design Quality:

  • Difficulty curve adherence: {{curve_accuracy}}
  • Mechanic integration effectiveness: {{integration_score}}
  • Player guidance clarity: {{guidance_score}}
  • Content accessibility: {{accessibility_rate}}%