Files
BMAD-METHOD/docs/_archive/how-to-workflows/bmgd-quick-flow.md
Alex Verkhovsky 91f6c41be1 docs: radical reduction of documentation scope for v6 beta (#1406)
* 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- Archive outdated explanation and reference content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>
2026-01-25 14:00:26 -06:00

4.5 KiB

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

  1. Run quick-prototype
  2. Define what you're prototyping (mechanic, feature, system)
  3. Set success criteria (2-3 items)
  4. Build the minimum to test the idea
  5. 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) — Use quick-dev to 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-prototypequick-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