* feat: add OpenCode integration implementation plan for BMAD-METHOD * installer(opencode): add OpenCode target metadata in install.config.yaml * chore(deps): add comment-json for JSONC parsing in OpenCode integration * feat(installer/opencode): implement setupOpenCode with minimal instructions merge and BMAD-managed agents/commands * feat(installer): add OpenCode (SST) to IDE selector and CLI --ide help * fix(opencode): align generated opencode.json(c) with schema (instructions as strings; agent.prompt; command.template; remove unsupported fields) * feat(installer): enhance OpenCode setup with agent selection and prefix options * fix: update configuration file references from `bmad-core/core-config.yaml` to `.bmad-core/core-config.yaml` across multiple agent and task files for consistency and clarity. * refactor: streamline OpenCode configuration prompts and normalize instruction paths for agents and tasks * feat: add tools property to agent definitions for enhanced functionality. Otherwise opencode consders the subagents as readonly * feat: add extraction of 'whenToUse' from agents markdown files for improved agent configuration in opencode * feat: enhance task purpose extraction from markdown files with improved parsing and cleanup logic * feat: add collision warnings for non-BMAD-managed agent and command keys during setup * feat: generate and update AGENTS.md for OpenCode integration with agent and task details * feat: add compact AGENTS.md generator and JSON-only integration for OpenCode * chore(docs): remove completed OpenCode integration implementation plans * feat: enable default prefixes for agent and command keys to avoid collisions * fix: remove unnecessary line breaks in 'whenToUse' descriptions for QA agents to mathc the rest of the agents definitions and improve programatic parsing of whenToUse prop * fix: update OpenCode references to remove 'SST' for consistency across documentation and configuration * fix: update agent mode from 'subagent' to 'all' for consistency in agent definitions * fix: consolidate 'whenToUse' description format for clarity and consistent parsing
BMAD-Method BMAD Godot Expansion User Guide
This guide will help you understand and effectively use the BMad Method Godot Expansion Pack for agile ai driven planning and development.
The BMad Plan and Execute Workflow
We will be following the user-guide in most cases, and modifications will be made for expansion pack specific usage First, here is the full standard Greenfield Planning + Execution Workflow.
The Planning Workflow (Web UI or Powerful IDE Agents)
Before development begins, BMad follows a structured planning workflow that's ideally done in web UI for cost efficiency:
graph TD
A["Start: Project Idea"] --> B{"Optional: Analyst Research"}
B -->|Yes| C["Analyst: Brainstorming (Optional)"]
B -->|No| G{"Project Brief Available?"}
C --> C2["Analyst: Market Research (Optional)"]
C2 --> C3["Analyst: Competitor Analysis (Optional)"]
C3 --> D["Game-Designer: Create Game Brief"]
D --> G
G -->|Yes| E["Game-Designer: Create GDD from Brief (Fast Track)"]
G -->|No| E2["Game-Designer: Interactive GDD Creation (More Questions)"]
E --> F["GDD Created with FRs, NFRs, Epics & Stories"]
E2 --> F
F --> F2["Game-PM: Create PRD from GDD"]
F2 --> F3["Game-Architect: Create Game Architecture from GDD and PRD"]
F3 --> I["PO: Run game-po-validation-checklist"]
I --> J{"Documents Aligned?"}
J -->|Yes| K["Planning Complete"]
J -->|No| L["Game-Designer: Update Epics & Stories"]
L --> M["Update GDD/Game Architecture as needed"]
M --> I
K --> N["📁 Switch to IDE (If in a Web Agent Platform)"]
N --> O["Game-PO: Shard Documents"]
O --> P["Ready for SM/Dev Cycle"]
style A fill:#f5f5f5,color:#000
style B fill:#e3f2fd,color:#000
style C fill:#e8f5e9,color:#000
style C2 fill:#e8f5e9,color:#000
style C3 fill:#e8f5e9,color:#000
style D fill:#e8f5e9,color:#000
style E fill:#fff3e0,color:#000
style E2 fill:#fff3e0,color:#000
style F fill:#fff3e0,color:#000
style F2 fill:#e3f2fd,color:#000
style F3 fill:#f3e5f5,color:#000
style G fill:#e3f2fd,color:#000
style H fill:#f3e5f5,color:#000
style H2 fill:#f3e5f5,color:#000
style I fill:#f9ab00,color:#fff
style J fill:#e3f2fd,color:#000
style K fill:#34a853,color:#fff
style L fill:#f9ab00,color:#fff
style M fill:#fff3e0,color:#000
style N fill:#1a73e8,color:#fff
style O fill:#f9ab00,color:#fff
style P fill:#34a853,color:#fff
Web UI to IDE Transition
Critical Transition Point: Once the PO confirms document alignment, you must switch from web UI to IDE to begin the development workflow:
- Copy Documents to Project: Ensure
docs/gdd.mdanddocs/gamearchitecture.mdare in your project's docs folder (or a custom location you can specify during installation) - Switch to IDE: Open your project in your preferred Agentic IDE
- Document Sharding: Use the Game-Designer to shard the GDD and then the game-architecht to shard the gamearchitecture
- Begin Development: Start the Core Development Cycle that follows
The Core Development Cycle (IDE)
Once planning is complete and documents are sharded, BMad follows a structured development workflow:
graph TD
A["Development Phase Start"] --> B["Game-SM: Reviews Previous Story Dev/QA Notes"]
B --> B2["Game-SM: Drafts Next Story from Sharded Epic + Architecture"]
B2 --> B3{"Game-PO: Review Story Draft - Optional"}
B3 -->|Review Requested| B4["Game-QA: Review Story Against Artifacts"]
B3 -->|Skip Review| C{"User Approval"}
B4 --> C
C -->|Approved| D["Game-Dev: Sequential Task Execution"]
C -->|Needs Changes| B2
D --> E["Game-Dev: Implement Tasks + Tests"]
E --> F["Game-Dev: Run All Validations"]
F --> G["Game-Dev: Mark Ready for Review + Add Notes"]
G --> H{"User Verification"}
H -->|Request QA Review| I["Game-QA: Senior Dev Review + Active Refactoring"]
H -->|Approve Without QA| M["IMPORTANT: Verify All Regression Tests and Linting are Passing"]
I --> J["Game-QA: Review, Refactor Code, Add Tests, Document Notes"]
J --> L{"Game-QA Decision"}
L -->|Needs Dev Work| D
L -->|Approved| M
H -->|Needs Fixes| D
M --> N["IMPORTANT: COMMIT YOUR CHANGES BEFORE PROCEEDING!"]
N --> K["Mark Story as Done"]
K --> B
style A fill:#f5f5f5,color:#000
style B fill:#e8f5e9,color:#000
style B2 fill:#e8f5e9,color:#000
style B3 fill:#e3f2fd,color:#000
style B4 fill:#fce4ec,color:#000
style C fill:#e3f2fd,color:#000
style D fill:#e3f2fd,color:#000
style E fill:#e3f2fd,color:#000
style F fill:#e3f2fd,color:#000
style G fill:#e3f2fd,color:#000
style H fill:#e3f2fd,color:#000
style I fill:#f9ab00,color:#fff
style J fill:#ffd54f,color:#000
style K fill:#34a853,color:#fff
style L fill:#e3f2fd,color:#000
style M fill:#ff5722,color:#fff
style N fill:#d32f2f,color:#fff
Installation
Optional
If you want to do the planning in the Web with Claude (Sonnet 4 or Opus), Gemini Gem (2.5 Pro), or Custom GPT's:
- Navigate to
dist/expansion-packs/bmad-godot-game-dev/teams - Copy
godot-game-dev.txtcontent - Create new Gemini Gem or CustomGPT
- Upload file with instructions: "Your critical operating instructions are attached, do not break character as directed"
- Type
/helpto see available commands
IDE Project Setup
# Interactive installation (recommended)
npx bmad-method install
Special Agents
There are two bmad agents - in the future they will be consolidated into the single bmad-master.
BMad-Master
This agent can do any task or command that all other agents can do, aside from actual story implementation. Additionally, this agent can help explain the BMad Method when in the web by accessing the knowledge base and explaining anything to you about the process.
If you dont want to bother switching between different agents aside from the dev, this is the agent for you.
BMad-Orchestrator
This agent should NOT be used within the IDE, it is a heavy weight special purpose agent that utilizes a lot of context and can morph into any other agent. This exists solely to facilitate the team's within the web bundles. If you use a web bundle you will be greeted by the BMad Orchestrator.
How Agents Work
Dependencies System
Each agent has a YAML section that defines its dependencies:
dependencies:
templates:
- prd-template.md
- user-story-template.md
tasks:
- create-doc.md
- shard-doc.md
data:
- bmad-kb.md
Key Points:
- Agents only load resources they need (lean context)
- Dependencies are automatically resolved during bundling
- Resources are shared across agents to maintain consistency
Agent Interaction
In IDE:
# Some Ide's, like Cursor or Windsurf for example, utilize manual rules so interaction is done with the '@' symbol
@game-designer Create a GDD for a task management app
@game-architect Design the game architecture
@game-developer Implement the user authentication
# Some, like Claude Code use slash commands instead
/game-sm Create user stories
/game-developer Fix the login bug
Interactive Modes
- Incremental Mode: Step-by-step with user input
- YOLO Mode: Rapid generation with minimal interaction
IDE Integration
IDE Best Practices
- Context Management: Keep relevant files only in context, keep files as lean and focused as necessary
- Agent Selection: Use appropriate agent for task
- Iterative Development: Work in small, focused tasks
- File Organization: Maintain clean project structure
Technical Preferences System
BMad includes a personalization system through the technical-preferences.md file located in .bmad-godot-game-dev/data/ - this can help bias the PM and Architect to recommend your preferences for design patterns, technology selection, or anything else you would like to put in here.
Using with Web Bundles
When creating custom web bundles or uploading to AI platforms, include your technical-preferences.md content to ensure agents have your preferences from the start of any conversation.
Core Configuration
The .bmad-core/core-config.yaml and for this expansion-pack the .bmad-godot-game-dev/config.yaml files are a critical config that enables BMad to work seamlessly with differing project structures, more options will be made available in the future. Currently the most important is the devLoadAlwaysFiles list section in the yaml.
For the expansion pack ensure you either copy the core-config.yaml.example from the expansion pack directory to replace your .bmad-core/core-config.yaml and copy it to the .bmad-unit-game-dev/ expansion pack as core-config.yaml and at the very least update the gameDimension variable to the dimension your game will be in.
Developer Context Files
Define which files the dev agent should always load:
devLoadAlwaysFiles:
- docs/architecture/##-coding-standards.md
- docs/architecture/##-tech-stack.md
- docs/architecture/##-godot-project-structure.md
You will want to verify from sharding your architecture that these documents exist (replace ## with the prefix generated in sharding), that they are as lean as possible, and contain exactly the information you want your dev agent to ALWAYS load into it's context. These are the rules the agent will follow.
As your project grows and the code starts to build consistent patterns, coding standards should be reduced to just the items that the agent makes mistakes at still - must with the better models, they will look at surrounding code in files and not need a rule from that file to guide them.
Getting Help
- Discord Community: Join Discord
- GitHub Issues: Report bugs
- Documentation: Browse docs
- YouTube: BMadCode Channel
Conclusion
Remember: BMad is designed to enhance your development process, not replace your expertise. Use it as a powerful tool to accelerate your projects while maintaining control over design decisions and implementation details.