* 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)
185 lines
10 KiB
Markdown
185 lines
10 KiB
Markdown
# Create Game Story Task
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## Purpose
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To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
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## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
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### 0. Load Core Configuration and Check Workflow
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- Load `{root}/core-config.yaml` from the project root
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- If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
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- Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
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### 1. Identify Next Story for Preparation
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#### 1.1 Locate Epic Files and Review Existing Stories
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- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
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- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
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- **If highest story exists:**
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- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
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- If proceeding, select next sequential story in the current epic
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- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
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- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
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- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
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- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
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### 2. Gather Story Requirements and Previous Story Context
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- Extract story requirements from the identified epic file or GDD section
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- If previous story exists, review Dev Agent Record sections for:
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- Completion Notes and Debug Log References
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- Implementation deviations and technical decisions
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- Unity-specific challenges (prefab issues, scene management, performance)
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- Asset pipeline decisions and optimizations
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- Extract relevant insights that inform the current story's preparation
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### 3. Gather Architecture Context
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#### 3.1 Determine Architecture Reading Strategy
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- **If `gamearchitectureVersion: >= v3` and `gamearchitectureSharded: true`**: Read `{gamearchitectureShardedLocation}/index.md` then follow structured reading order below
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- **Else**: Use monolithic `gamearchitectureFile` for similar sections
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#### 3.2 Read Architecture Documents Based on Story Type
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**For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
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**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
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**For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
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**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
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**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
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#### 3.3 Extract Story-Specific Technical Details
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Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
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Extract:
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- Specific Unity components and MonoBehaviours the story will use
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- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
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- Package-specific configurations and setup requirements
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- Prefab structures and scene organization requirements
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- Input system bindings and configurations
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- Physics settings and collision layers
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- UI canvas and layout specifications
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- Asset naming conventions and folder structures
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- Performance budgets (target FPS, memory limits, draw calls)
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- Platform-specific considerations (mobile vs desktop)
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- Testing requirements specific to Unity features
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ALWAYS cite source documents: `[Source: gamearchitecture/{filename}.md#{section}]`
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### 4. Unity-Specific Technical Analysis
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#### 4.1 Package Dependencies Analysis
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- Identify Unity Package Manager packages required for the story
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- Document package versions from manifest.json
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- Note any package-specific APIs or components being used
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- List package configuration requirements (e.g., Input System settings, URP asset config)
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- Identify any third-party Asset Store packages and their integration points
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#### 4.2 Scene and Prefab Planning
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- Identify which scenes will be modified or created
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- List prefabs that need to be created or updated
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- Document prefab variant requirements
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- Specify scene loading/unloading requirements
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#### 4.3 Component Architecture
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- Define MonoBehaviour scripts needed
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- Specify ScriptableObject assets required
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- Document component dependencies and execution order
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- Identify required Unity Events and UnityActions
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- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
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#### 4.4 Asset Requirements
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- List sprite/texture requirements with resolution specs
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- Define animation clips and animator controllers needed
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- Specify audio clips and their import settings
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- Document any shader or material requirements
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- Note any package-specific assets (e.g., URP materials, Input Action maps)
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### 5. Populate Story Template with Full Context
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- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
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- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
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- **`Dev Notes` section (CRITICAL):**
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- CRITICAL: This section MUST contain ONLY information extracted from gamearchitecture documents and GDD. NEVER invent or assume technical details.
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- Include ALL relevant technical details from Steps 2-4, organized by category:
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- **Previous Story Insights**: Key learnings from previous story implementation
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- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
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- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
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- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
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- **Input Configuration**: Input actions, bindings, control schemes [with source references]
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- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
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- **Asset Pipeline**: Asset requirements, import settings, optimization notes
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- **Performance Targets**: FPS targets, memory budgets, profiler metrics
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- **Platform Considerations**: Mobile vs desktop differences, input variations
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- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
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- Every technical detail MUST include its source reference: `[Source: gamearchitecture/{filename}.md#{section}]`
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- If information for a category is not found in the gamearchitecture docs, explicitly state: "No specific guidance found in gamearchitecture docs"
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- **`Tasks / Subtasks` section:**
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- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed GameArchitecture Information
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- Include Unity-specific tasks:
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- Scene setup and configuration
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- Prefab creation and testing
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- Component implementation with proper lifecycle methods
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- Input system integration
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- Physics configuration
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- UI implementation with proper anchoring
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- Performance profiling checkpoints
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- Each task must reference relevant gamearchitecture documentation
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- Include PlayMode testing as explicit subtasks
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- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
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- Add notes on Unity project structure alignment or discrepancies found in Step 4
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### 6. Story Draft Completion and Review
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- Review all sections for completeness and accuracy
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- Verify all source references are included for technical details
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- Ensure Unity-specific requirements are comprehensive:
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- All scenes and prefabs documented
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- Component dependencies clear
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- Asset requirements specified
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- Performance targets defined
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- Update status to "Draft" and save the story file
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- Execute `{root}/tasks/execute-checklist` `{root}/checklists/game-story-dod-checklist`
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- Provide summary to user including:
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- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
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- Status: Draft
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- Key Unity components and systems included
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- Scene/prefab modifications required
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- Asset requirements identified
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- Any deviations or conflicts noted between GDD and gamearchitecture
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- Checklist Results
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- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
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### 7. Unity-Specific Validation
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Before finalizing, ensure:
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- [ ] All required Unity packages are documented with versions
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- [ ] Package-specific APIs and configurations are included
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- [ ] All MonoBehaviour lifecycle methods are considered
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- [ ] Prefab workflows are clearly defined
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- [ ] Scene management approach is specified
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- [ ] Input system integration is complete (legacy or new Input System)
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- [ ] UI canvas setup follows Unity best practices
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- [ ] Performance profiling points are identified
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- [ ] Asset import settings are documented
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- [ ] Platform-specific code paths are noted
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- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
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This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
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