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BMAD-METHOD/expansion-packs/bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.md
2025-06-19 17:09:17 -05:00

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{{Game Title}} Game Design Document (GDD)

[[LLM: This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.

If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis]]

Executive Summary

LLM: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.

Core Concept

LLM: 2-3 sentences that clearly describe what the game is and why players will love it

Target Audience

LLM: Define the primary and secondary audience with demographics and gaming preferences

Primary: {{age_range}}, {{player_type}}, {{platform_preference}} Secondary: {{secondary_audience}}

Platform & Technical Requirements

LLM: Based on the technical preferences or user input, define the target platforms

Primary Platform: {{platform}} Engine: Phaser 3 + TypeScript Performance Target: 60 FPS on {{minimum_device}} Screen Support: {{resolution_range}}

Unique Selling Points

LLM: List 3-5 key features that differentiate this game from competitors

  1. {{usp_1}}
  2. {{usp_2}}
  3. {{usp_3}}

Core Gameplay

[[LLM: This section defines the fundamental game mechanics. After presenting each subsection, apply tasks#advanced-elicitation protocol to ensure completeness.]]

Game Pillars

LLM: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.

  1. {{pillar_1}} - {{description}}
  2. {{pillar_2}} - {{description}}
  3. {{pillar_3}} - {{description}}

Core Gameplay Loop

LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.

Primary Loop ({{duration}} seconds):

  1. {{action_1}} ({{time_1}}s)
  2. {{action_2}} ({{time_2}}s)
  3. {{action_3}} ({{time_3}}s)
  4. {{reward_feedback}} ({{time_4}}s)

Win/Loss Conditions

LLM: Clearly define success and failure states

Victory Conditions:

  • {{win_condition_1}}
  • {{win_condition_2}}

Failure States:

  • {{loss_condition_1}}
  • {{loss_condition_2}}

Game Mechanics

LLM: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.

Primary Mechanics

<>

{{mechanic_name}}

Description: {{detailed_description}}

Player Input: {{input_method}}

System Response: {{game_response}}

Implementation Notes:

  • {{tech_requirement_1}}
  • {{tech_requirement_2}}
  • {{performance_consideration}}

Dependencies: {{other_mechanics_needed}}

<>

Controls

LLM: Define all input methods for different platforms

Action Desktop Mobile Gamepad
{{action_1}} {{key}} {{gesture}} {{button}}
{{action_2}} {{key}} {{gesture}} {{button}}

Progression & Balance

LLM: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.

Player Progression

Progression Type: {{linear|branching|metroidvania}}

Key Milestones:

  1. {{milestone_1}} - {{unlock_description}}
  2. {{milestone_2}} - {{unlock_description}}
  3. {{milestone_3}} - {{unlock_description}}

Difficulty Curve

LLM: Provide specific parameters for balancing

Tutorial Phase: {{duration}} - {{difficulty_description}} Early Game: {{duration}} - {{difficulty_description}} Mid Game: {{duration}} - {{difficulty_description}} Late Game: {{duration}} - {{difficulty_description}}

Economy & Resources

^^CONDITION: has_economy^^

LLM: Define any in-game currencies, resources, or collectibles

Resource Earn Rate Spend Rate Purpose Cap
{{resource_1}} {{rate}} {{rate}} {{use}} {{max}}

^^/CONDITION: has_economy^^

Level Design Framework

LLM: Provide guidelines for level creation that developers can use to create level implementation stories

Level Types

<>

{{level_type_name}}

Purpose: {{gameplay_purpose}} Duration: {{target_time}} Key Elements: {{required_mechanics}} Difficulty: {{relative_difficulty}}

Structure Template:

  • Introduction: {{intro_description}}
  • Challenge: {{main_challenge}}
  • Resolution: {{completion_requirement}}

<>

Level Progression

World Structure: {{linear|hub|open}} Total Levels: {{number}} Unlock Pattern: {{progression_method}}

Technical Specifications

LLM: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.

Performance Requirements

Frame Rate: 60 FPS (minimum 30 FPS on low-end devices) Memory Usage: <{{memory_limit}}MB Load Times: <{{load_time}}s initial, <{{level_load}}s between levels Battery Usage: Optimized for mobile devices

Platform Specific

Desktop:

  • Resolution: {{min_resolution}} - {{max_resolution}}
  • Input: Keyboard, Mouse, Gamepad
  • Browser: Chrome 80+, Firefox 75+, Safari 13+

Mobile:

  • Resolution: {{mobile_min}} - {{mobile_max}}
  • Input: Touch, Tilt (optional)
  • OS: iOS 13+, Android 8+

Asset Requirements

LLM: Define asset specifications for the art and audio teams

Visual Assets:

  • Art Style: {{style_description}}
  • Color Palette: {{color_specification}}
  • Animation: {{animation_requirements}}
  • UI Resolution: {{ui_specs}}

Audio Assets:

  • Music Style: {{music_genre}}
  • Sound Effects: {{sfx_requirements}}
  • Voice Acting: {{voice_needs}}

Technical Architecture Requirements

LLM: Define high-level technical requirements that the game architecture must support

Engine Configuration

Phaser 3 Setup:

  • TypeScript: Strict mode enabled
  • Physics: {{physics_system}} (Arcade/Matter)
  • Renderer: WebGL with Canvas fallback
  • Scale Mode: {{scale_mode}}

Code Architecture

Required Systems:

  • Scene Management
  • State Management
  • Asset Loading
  • Save/Load System
  • Input Management
  • Audio System
  • Performance Monitoring

Data Management

Save Data:

  • Progress tracking
  • Settings persistence
  • Statistics collection
  • {{additional_data}}

Development Phases

LLM: Break down the development into phases that can be converted to epics

Phase 1: Core Systems ({{duration}})

Epic: Foundation

  • Engine setup and configuration
  • Basic scene management
  • Core input handling
  • Asset loading pipeline

Epic: Core Mechanics

  • {{primary_mechanic}} implementation
  • Basic physics and collision
  • Player controller

Phase 2: Gameplay Features ({{duration}})

Epic: Game Systems

  • {{mechanic_2}} implementation
  • {{mechanic_3}} implementation
  • Game state management

Epic: Content Creation

  • Level loading system
  • First playable levels
  • Basic UI implementation

Phase 3: Polish & Optimization ({{duration}})

Epic: Performance

  • Optimization and profiling
  • Mobile platform testing
  • Memory management

Epic: User Experience

  • Audio implementation
  • Visual effects and polish
  • Final UI/UX refinement

Success Metrics

LLM: Define measurable goals for the game

Technical Metrics:

  • Frame rate: {{fps_target}}
  • Load time: {{load_target}}
  • Crash rate: <{{crash_threshold}}%
  • Memory usage: <{{memory_target}}MB

Gameplay Metrics:

  • Tutorial completion: {{completion_rate}}%
  • Average session: {{session_length}} minutes
  • Level completion: {{level_completion}}%
  • Player retention: D1 {{d1}}%, D7 {{d7}}%

Appendices

Change Log

LLM: Track document versions and changes

Date Version Description Author

References

LLM: List any competitive analysis, inspiration, or research sources

  • {{reference_1}}
  • {{reference_2}}
  • {{reference_3}}