* Updated game-sm agent to match the new core framework patterns * feat:Created more comprehensive game story matching new format system as well * feat:Added Game specific course correct task * feat:Updated dod-checklist to match new DoD format * feat:Added new Architect agent for appropriate architecture doc creation and design * feat:Overhaul of game-architecture-tmpl template * feat:Updated rest of templates besides level which doesnt really need it * feat: Finished extended architecture documentation needed for new game story tasks * feat: Updated game Developer to new format * feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file * feat: Finished updating designer agent to new format and cleaned up template linting errors * Built dist for web bundle * Increased expansion pack minor verison number * Updated architecht and design for sharding built-in * chore: bump bmad-2d-unity-game-dev version (minor) * updated config.yaml for game-specific pieces to supplement core-config.yaml * Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic * chore: bump bmad-2d-unity-game-dev version (patch) * feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch) * Chore: Built web-bundle * feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch) * feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)
204 lines
8.3 KiB
Markdown
204 lines
8.3 KiB
Markdown
# Game Development Change Navigation Checklist
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**Purpose:** To systematically guide the Game SM agent and user through analysis and planning when a significant change (performance issue, platform constraint, technical blocker, gameplay feedback) is identified during Unity game development.
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**Instructions:** Review each item with the user. Mark `[x]` for completed/confirmed, `[N/A]` if not applicable, or add notes for discussion points.
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[[LLM: INITIALIZATION INSTRUCTIONS - GAME CHANGE NAVIGATION
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Changes during game development are common - performance issues, platform constraints, gameplay feedback, and technical limitations are part of the process.
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Before proceeding, understand:
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1. This checklist is for SIGNIFICANT changes affecting game architecture or features
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2. Minor tweaks (shader adjustments, UI positioning) don't require this process
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3. The goal is to maintain playability while adapting to technical realities
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4. Performance and player experience are paramount
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Required context:
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- The triggering issue (performance metrics, crash logs, feedback)
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- Current development state (implemented features, current sprint)
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- Access to GDD, technical specs, and performance budgets
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- Understanding of remaining features and milestones
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APPROACH:
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This is an interactive process. Discuss performance implications, platform constraints, and player impact. The user makes final decisions, but provide expert Unity/game dev guidance.
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REMEMBER: Game development is iterative. Changes often lead to better gameplay and performance.]]
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---
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## 1. Understand the Trigger & Context
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[[LLM: Start by understanding the game-specific issue. Ask technical questions:
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- What performance metrics triggered this? (FPS, memory, load times)
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- Is this platform-specific or universal?
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- Can we reproduce it consistently?
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- What Unity profiler data do we have?
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- Is this a gameplay issue or technical constraint?
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Focus on measurable impacts and technical specifics.]]
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- [ ] **Identify Triggering Element:** Clearly identify the game feature/system revealing the issue.
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- [ ] **Define the Issue:** Articulate the core problem precisely.
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- [ ] Performance bottleneck (CPU/GPU/Memory)?
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- [ ] Platform-specific limitation?
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- [ ] Unity engine constraint?
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- [ ] Gameplay/balance issue from playtesting?
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- [ ] Asset pipeline or build size problem?
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- [ ] Third-party SDK/plugin conflict?
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- [ ] **Assess Performance Impact:** Document specific metrics (current FPS, target FPS, memory usage, build size).
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- [ ] **Gather Technical Evidence:** Note profiler data, crash logs, platform test results, player feedback.
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## 2. Game Feature Impact Assessment
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[[LLM: Game features are interconnected. Evaluate systematically:
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1. Can we optimize the current feature without changing gameplay?
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2. Do dependent features need adjustment?
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3. Are there platform-specific workarounds?
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4. Does this affect our performance budget allocation?
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Consider both technical and gameplay impacts.]]
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- [ ] **Analyze Current Sprint Features:**
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- [ ] Can the current feature be optimized (LOD, pooling, batching)?
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- [ ] Does it need gameplay simplification?
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- [ ] Should it be platform-specific (high-end only)?
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- [ ] **Analyze Dependent Systems:**
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- [ ] Review all game systems interacting with the affected feature.
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- [ ] Do physics systems need adjustment?
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- [ ] Are UI/HUD systems impacted?
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- [ ] Do save/load systems require changes?
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- [ ] Are multiplayer systems affected?
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- [ ] **Summarize Feature Impact:** Document effects on gameplay systems and technical architecture.
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## 3. Game Artifact Conflict & Impact Analysis
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[[LLM: Game documentation drives development. Check each artifact:
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1. Does this invalidate GDD mechanics?
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2. Are technical architecture assumptions still valid?
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3. Do performance budgets need reallocation?
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4. Are platform requirements still achievable?
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Missing conflicts cause performance issues later.]]
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- [ ] **Review GDD:**
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- [ ] Does the issue conflict with core gameplay mechanics?
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- [ ] Do game features need scaling for performance?
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- [ ] Are progression systems affected?
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- [ ] Do balance parameters need adjustment?
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- [ ] **Review Technical Architecture:**
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- [ ] Does the issue conflict with Unity architecture (scene structure, prefab hierarchy)?
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- [ ] Are component systems impacted?
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- [ ] Do shader/rendering approaches need revision?
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- [ ] Are data structures optimal for the scale?
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- [ ] **Review Performance Specifications:**
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- [ ] Are target framerates still achievable?
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- [ ] Do memory budgets need reallocation?
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- [ ] Are load time targets realistic?
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- [ ] Do we need platform-specific targets?
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- [ ] **Review Asset Specifications:**
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- [ ] Do texture resolutions need adjustment?
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- [ ] Are model poly counts appropriate?
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- [ ] Do audio compression settings need changes?
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- [ ] Is the animation budget sustainable?
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- [ ] **Summarize Artifact Impact:** List all game documents requiring updates.
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## 4. Path Forward Evaluation
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[[LLM: Present game-specific solutions with technical trade-offs:
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1. What's the performance gain?
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2. How much rework is required?
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3. What's the player experience impact?
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4. Are there platform-specific solutions?
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5. Is this maintainable across updates?
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Be specific about Unity implementation details.]]
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- [ ] **Option 1: Optimization Within Current Design:**
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- [ ] Can performance be improved through Unity optimizations?
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- [ ] Object pooling implementation?
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- [ ] LOD system addition?
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- [ ] Texture atlasing?
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- [ ] Draw call batching?
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- [ ] Shader optimization?
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- [ ] Define specific optimization techniques.
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- [ ] Estimate performance improvement potential.
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- [ ] **Option 2: Feature Scaling/Simplification:**
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- [ ] Can the feature be simplified while maintaining fun?
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- [ ] Identify specific elements to scale down.
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- [ ] Define platform-specific variations.
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- [ ] Assess player experience impact.
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- [ ] **Option 3: Architecture Refactor:**
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- [ ] Would restructuring improve performance significantly?
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- [ ] Identify Unity-specific refactoring needs:
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- [ ] Scene organization changes?
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- [ ] Prefab structure optimization?
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- [ ] Component system redesign?
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- [ ] State machine optimization?
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- [ ] Estimate development effort.
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- [ ] **Option 4: Scope Adjustment:**
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- [ ] Can we defer features to post-launch?
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- [ ] Should certain features be platform-exclusive?
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- [ ] Do we need to adjust milestone deliverables?
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- [ ] **Select Recommended Path:** Choose based on performance gain vs. effort.
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## 5. Game Development Change Proposal Components
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[[LLM: The proposal must include technical specifics:
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1. Performance metrics (before/after projections)
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2. Unity implementation details
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3. Platform-specific considerations
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4. Testing requirements
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5. Risk mitigation strategies
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Make it actionable for game developers.]]
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(Ensure all points from previous sections are captured)
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- [ ] **Technical Issue Summary:** Performance/technical problem with metrics.
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- [ ] **Feature Impact Summary:** Affected game systems and dependencies.
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- [ ] **Performance Projections:** Expected improvements from chosen solution.
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- [ ] **Implementation Plan:** Unity-specific technical approach.
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- [ ] **Platform Considerations:** Any platform-specific implementations.
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- [ ] **Testing Strategy:** Performance benchmarks and validation approach.
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- [ ] **Risk Assessment:** Technical risks and mitigation plans.
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- [ ] **Updated Game Stories:** Revised stories with technical constraints.
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## 6. Final Review & Handoff
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[[LLM: Game changes require technical validation. Before concluding:
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1. Are performance targets clearly defined?
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2. Is the Unity implementation approach clear?
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3. Do we have rollback strategies?
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4. Are test scenarios defined?
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5. Is platform testing covered?
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Get explicit approval on technical approach.
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FINAL REPORT:
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Provide a technical summary:
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- Performance issue and root cause
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- Chosen solution with expected gains
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- Implementation approach in Unity
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- Testing and validation plan
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- Timeline and milestone impacts
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Keep it technically precise and actionable.]]
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- [ ] **Review Checklist:** Confirm all technical aspects discussed.
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- [ ] **Review Change Proposal:** Ensure Unity implementation details are clear.
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- [ ] **Performance Validation:** Define how we'll measure success.
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- [ ] **User Approval:** Obtain approval for technical approach.
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- [ ] **Developer Handoff:** Ensure game-dev agent has all technical details needed.
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---
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