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