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294 lines
5.6 KiB
Markdown
294 lines
5.6 KiB
Markdown
# BMGD Glossary
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Key game development terminology used in BMGD workflows.
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---
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## A
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### Acceptance Criteria
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Specific conditions that must be met for a story to be considered complete. Defines "done" for implementation.
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### Act Structure
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Story organization into major sections (typically 3 acts: Setup, Confrontation, Resolution).
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## B
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### Backlog
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List of pending work items (epics, stories) waiting to be scheduled and implemented.
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### Boss Design
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Design of significant enemy encounters, typically featuring unique mechanics and increased challenge.
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## C
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### Character Arc
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The transformation a character undergoes through the story, from initial state to final state.
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### Core Fantasy
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The emotional experience players seek from your game. What they want to FEEL.
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### Core Loop
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The fundamental cycle of actions players repeat throughout gameplay. The heart of your game.
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## D
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### Definition of Done (DoD)
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Checklist of requirements that must be satisfied before work is considered complete.
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### Design Pillar
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Core principle that guides all design decisions. Typically 3-5 pillars define a game's identity.
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## E
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### Environmental Storytelling
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Narrative communicated through the game world itself—visual details, audio, found documents—rather than explicit dialogue.
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### Epic
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Large body of work that can be broken down into smaller stories. Represents a major feature or system.
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## F
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### Frame Data
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In fighting games, the precise timing information for moves (startup, active, recovery frames).
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### Frontmatter
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YAML metadata at the beginning of markdown files, used for workflow state tracking.
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## G
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### Game Brief
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Document capturing the game's core vision, pillars, target audience, and scope. Foundation for the GDD.
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### Game Design Document (GDD)
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Comprehensive document detailing all aspects of game design: mechanics, systems, content, and more.
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### Game Type
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Genre classification that determines which specialized GDD sections are included.
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## H
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### Hot Path
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Code that executes frequently (every frame). Must be optimized for performance.
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## I
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### Idle Progression
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Game mechanics where progress continues even when the player isn't actively playing.
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## K
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### Kishotenketsu
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Four-act story structure from East Asian narrative tradition (Introduction, Development, Twist, Conclusion).
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## L
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### Localization
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Adapting game content for different languages and cultures.
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## M
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### MDA Framework
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Mechanics → Dynamics → Aesthetics. Framework for analyzing and designing games.
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### Meta-Progression
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Persistent progression that carries between individual runs or sessions.
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### Metroidvania
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Genre featuring interconnected world exploration with ability-gated progression.
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## N
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### Narrative Complexity
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How central story is to the game experience (Critical, Heavy, Moderate, Light).
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### Netcode
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Networking code handling multiplayer communication and synchronization.
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## P
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### Permadeath
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Game mechanic where character death is permanent, typically requiring a new run.
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### Player Agency
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The degree to which players can make meaningful choices that affect outcomes.
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### Procedural Generation
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Algorithmic creation of game content (levels, items, characters) rather than hand-crafted.
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## R
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### Retrospective
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Team meeting after completing work to reflect on what went well and what to improve.
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### Roguelike
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Genre featuring procedural generation, permadeath, and run-based progression.
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### Run
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A single playthrough in a roguelike or run-based game, from start to death/completion.
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## S
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### Sprint
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Time-boxed period of development work, typically 1-2 weeks.
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### Sprint Status
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Tracking document showing current sprint progress, story states, and blockers.
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### Story
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Smallest unit of implementable work with clear acceptance criteria. Part of an epic.
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### Story Context
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Assembled documentation and code context needed to implement a specific story.
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### Story Gates
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Points where story progression is blocked until certain gameplay conditions are met.
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## T
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### Tech Spec
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Technical specification document detailing how a feature will be implemented.
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### TDD (Test-Driven Development)
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Development approach: write tests first, then implement code to pass them.
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## U
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### UI/UX
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User Interface / User Experience. How players interact with and experience the game.
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## V
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### Visual Novel
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Genre focused on narrative with static images, dialogue, and player choices.
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### Voice Acting
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Recorded spoken dialogue for game characters.
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## W
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### Workflow
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Structured process for completing a specific type of work (e.g., GDD creation, story implementation).
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### Workflow Status
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Current state of project workflows, tracking which phases and documents are complete.
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### World Building
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Creation of the game's setting, including history, culture, geography, and lore.
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## BMGD-Specific Terms
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### A/P/C Menu
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Options presented after content generation:
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- **A** - Advanced Elicitation (explore deeper)
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- **P** - Party Mode (multi-agent discussion)
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- **C** - Continue (save and proceed)
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### Narrative Complexity Levels
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- **Critical** - Story IS the game (visual novels)
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- **Heavy** - Deep narrative with gameplay (RPGs)
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- **Moderate** - Meaningful story supporting gameplay
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- **Light** - Minimal story, gameplay-focused
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### Step-File Architecture
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BMGD workflow pattern using separate markdown files for each workflow step.
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### Workflow-Install Pattern
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Phase 4 workflows inherit from BMM base and add BMGD-specific overrides.
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---
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## Next Steps
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- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD
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- **[Game Types Guide](./game-types-guide.md)** - Game genre reference
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