7.4 KiB
BMGD Quick-Flow Guide
Fast-track workflows for rapid game prototyping and flexible development.
Game Solo Dev Agent
For dedicated quick-flow development, use the Game Solo Dev agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast.
Switch to Game Solo Dev: Type @game-solo-dev or select the agent from your IDE.
The Game Solo Dev agent includes:
quick-prototype- Rapid mechanic testingquick-dev- Flexible feature implementationcreate-tech-spec- Create implementation-ready specscode-review- Quality checkstest-framework- Automated testing setup
Overview
Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:
- Testing a game mechanic idea
- Implementing a small feature
- Rapid prototyping before committing to design
- Bug fixes and tweaks
Full BMGD Flow:
Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
Quick-Flow:
Idea → Quick-Prototype → Quick-Dev → Done
Quick-Prototype
Command: quick-prototype
Agent: Game Designer, Game Developer
Purpose: 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
Workflow Steps
- Define Scope - What are you prototyping? (mechanic, feature, system)
- Set Success Criteria - How will you know if it works?
- Rapid Implementation - Build the minimum to test the idea
- Playtest and Evaluate - Does it feel right?
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
Example Session
You: quick-prototype
Agent: What are you prototyping?
You: I want to test a grappling hook mechanic. Player should be
able to aim at surfaces and pull themselves toward the hook point.
Agent: What makes this prototype successful?
You: 1. Aiming feels responsive and intuitive
2. The pull movement feels satisfying, not floaty
3. Player can chain hooks without awkward pauses
Agent: [Implements minimal grappling hook]
Agent: Prototype complete! Playtest results:
- Aiming: Works, consider adding aim assist
- Movement: Pull is smooth, might need speed curve
- Chaining: Currently has 0.2s delay, feels sluggish
Next: [d] Develop further | [i] Iterate | [a] Archive
After Prototyping
- Develop (
d) - Usequick-devto build production code - Iterate (
i) - Adjust and re-test the prototype - Archive (
a) - Keep as reference, move on to other ideas
Quick-Dev
Command: quick-dev
Agent: Game Developer
Purpose: 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
You: quick-dev tech-spec-combat.md
Agent: [Loads spec, extracts tasks, implements]
Mode B: Direct Instructions
You: quick-dev implement double-jump for the player
Agent: [Evaluates complexity, offers planning options]
Mode C: From Prototype
You: quick-dev from the grappling hook prototype
Agent: [Loads prototype, productionizes code]
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
Example Session
You: quick-dev implement enemy patrol behavior
Agent: This looks like a focused feature. Options:
[t] Plan first - Create tech-spec (recommended)
[r] Prototype first - Test the idea
[e] Execute directly
You: e
Agent: Any additional guidance? (patterns, files, constraints)
You: Use the existing AIController base class. Enemies should
patrol between waypoints and return if player leaves range.
Agent: [Implements patrol behavior]
Agent: Implementation Complete!
Files Modified: EnemyAI.cs, PatrolBehavior.cs
Tests: Unit tests added for patrol state machine
Performance: No per-frame allocations
Recommended: Playtest the changes
Complexity Routing
Quick-dev automatically detects complex requests and offers alternatives:
| 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-prototype → quick-dev |
Quick-Flow vs Full BMGD
Use Quick-Flow When
- The scope is small and well-understood
- You're experimenting or prototyping
- You have a clear tech-spec already
- The work doesn't affect core game systems significantly
Use Full BMGD When
- 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
Checklists
Quick-Prototype Checklist
Before:
- Prototype scope defined
- Success criteria established (2-3 items)
During:
- Minimum viable code written
- Placeholder assets used
- Core functionality testable
After:
- Each criterion evaluated
- Decision made (develop/iterate/archive)
Quick-Dev Checklist
Before:
- Context loaded (spec, prototype, or guidance)
- Files to modify identified
- Patterns understood
During:
- All tasks completed
- No allocations in hot paths
- Frame rate maintained
After:
- Game runs without errors
- Feature works as specified
- Manual playtest completed
Tips for Success
1. Timebox Prototypes
Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider.
2. Embrace Programmer Art
Prototypes don't need to look good. Focus on feel, not visuals.
3. Test on Target Hardware
What feels right on your dev machine might not feel right on target platform.
4. Document Learnings
Even failed prototypes teach something. Note what you learned.
5. Know When to Graduate
If quick-dev keeps expanding scope, stop and create proper stories.
Next Steps
- Workflows Guide - Full workflow reference
- Agents Guide - Agent capabilities
- Quick Start Guide - Getting started with BMGD