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* docs: radical reduction of documentation scope for v6 beta Archive and basement unreviewed content to ship a focused, minimal doc set. Changes: - Archive stale how-to workflow guides (will rewrite for v6) - Archive outdated explanation and reference content - Move unreviewed content to basement for later review - Reorganize TEA docs into dedicated /tea/ section - Add workflow-map visual reference page - Simplify getting-started tutorial and sidebar navigation - Add explanation pages: brainstorming, adversarial-review, party-mode, quick-flow, advanced-elicitation - Fix base URL handling for subdirectory deployments (GitHub Pages forks) The goal is a minimal, accurate doc set for beta rather than comprehensive but potentially misleading content. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: restructure BMM and agents documentation by consolidating and flattening index files. --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
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title, description
| title | description |
|---|---|
| BMGD Quick-Flow Guide | Fast-track workflows for rapid game prototyping and flexible development |
Use BMGD Quick-Flow workflows for rapid game prototyping and flexible development when you need to move fast.
When to Use This
- Testing a game mechanic idea
- Implementing a small feature
- Rapid prototyping before committing to design
- Bug fixes and tweaks
When to Use Full BMGD Instead
- Building a major feature or system
- The scope is unclear or large
- Multiple team members need alignment
- The work affects game pillars or core loop
- You need documentation for future reference
:::note[Prerequisites]
- BMad Method installed with BMGD module
- Game Solo Dev agent (Indie) or other BMGD agent available :::
Game Solo Dev Agent
For dedicated quick-flow development, use the Game Solo Dev agent. This agent is optimized for solo developers and small teams who want to skip the full planning phases.
Switch to Game Solo Dev: Type @game-solo-dev or select from your IDE.
Includes: quick-prototype, quick-dev, quick-spec, code-review, test-framework
Quick-Prototype
Use quick-prototype to rapidly test gameplay ideas with minimal setup.
When to Use
- You have a mechanic idea and want to test the "feel"
- You're not sure if something will be fun
- You want to experiment before committing to design
- You need a proof of concept
Steps
- Run
quick-prototype - Define what you're prototyping (mechanic, feature, system)
- Set success criteria (2-3 items)
- Build the minimum to test the idea
- Playtest and evaluate
Prototype Principles
- Minimum Viable Prototype — Only what's needed to test the idea
- Hardcode First — Magic numbers are fine, extract later
- Skip Edge Cases — Happy path only for now
- Placeholder Everything — Cubes, debug text, temp sounds
- Comment Intent — Mark what's temporary vs keeper code
After Prototyping
- Develop (
d) — Usequick-devto build production code - Iterate (
i) — Adjust and re-test the prototype - Archive (
a) — Keep as reference, move on to other ideas
Quick-Dev
Use quick-dev for flexible development with game-specific considerations.
When to Use
- Implementing a feature from a tech-spec
- Building on a successful prototype
- Making changes that don't need full story workflow
- Quick fixes and improvements
Workflow Modes
Mode A: Tech-Spec Driven
quick-dev tech-spec-combat.md
Mode B: Direct Instructions
quick-dev implement double-jump for the player
Mode C: From Prototype
quick-dev from the grappling hook prototype
Game-Specific Checks
Quick-dev includes automatic consideration of:
- Performance — No allocations in hot paths, object pooling
- Feel — Input responsiveness, visual/audio feedback
- Integration — Save/load, multiplayer sync, platform testing
Complexity Routing
| Signals | Recommendation |
|---|---|
| Single mechanic, bug fix, tweak | Execute directly |
| Multiple systems, performance-critical | Plan first (tech-spec) |
| Platform/system level work | Use full BMGD workflow |
Choosing Between Quick-Flows
| Scenario | Use |
|---|---|
| "Will this be fun?" | quick-prototype |
| "How should this feel?" | quick-prototype |
| "Build this feature" | quick-dev |
| "Fix this bug" | quick-dev |
| "Test then build" | quick-prototype → quick-dev |
Flow Comparison
Full BMGD Flow:
Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
Quick-Flow:
Idea → Quick-Prototype → Quick-Dev → Done
Checklists
Quick-Prototype:
- Prototype scope defined
- Success criteria established (2-3 items)
- Minimum viable code written
- Placeholder assets used
- Each criterion evaluated
- Decision made (develop/iterate/archive)
Quick-Dev:
- Context loaded (spec, prototype, or guidance)
- Files to modify identified
- All tasks completed
- No allocations in hot paths
- Game runs without errors
- Manual playtest completed
Tips
- Timebox prototypes — Set a limit (e.g., 2 hours). If it's not working, step back
- Embrace programmer art — Focus on feel, not visuals
- Test on target hardware — What feels right on dev machine might not on target
- Document learnings — Even failed prototypes teach something
- Know when to graduate — If quick-dev keeps expanding scope, create proper stories