@zigrivers/scaffold 3.4.1 → 3.5.0

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Files changed (194) hide show
  1. package/README.md +91 -0
  2. package/content/knowledge/game/game-accessibility.md +328 -0
  3. package/content/knowledge/game/game-ai-patterns.md +542 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +359 -0
  5. package/content/knowledge/game/game-audio-design.md +342 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +260 -0
  8. package/content/knowledge/game/game-domain-patterns.md +297 -0
  9. package/content/knowledge/game/game-economy-design.md +355 -0
  10. package/content/knowledge/game/game-engine-selection.md +242 -0
  11. package/content/knowledge/game/game-input-systems.md +357 -0
  12. package/content/knowledge/game/game-level-content-design.md +455 -0
  13. package/content/knowledge/game/game-liveops-analytics.md +280 -0
  14. package/content/knowledge/game/game-localization.md +323 -0
  15. package/content/knowledge/game/game-milestone-definitions.md +337 -0
  16. package/content/knowledge/game/game-modding-ugc.md +390 -0
  17. package/content/knowledge/game/game-narrative-design.md +404 -0
  18. package/content/knowledge/game/game-networking.md +391 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +378 -0
  20. package/content/knowledge/game/game-platform-certification.md +417 -0
  21. package/content/knowledge/game/game-project-structure.md +360 -0
  22. package/content/knowledge/game/game-save-systems.md +452 -0
  23. package/content/knowledge/game/game-testing-strategy.md +470 -0
  24. package/content/knowledge/game/game-ui-patterns.md +475 -0
  25. package/content/knowledge/game/game-vr-ar-design.md +313 -0
  26. package/content/knowledge/review/review-art-bible.md +305 -0
  27. package/content/knowledge/review/review-game-design.md +303 -0
  28. package/content/knowledge/review/review-game-economy.md +272 -0
  29. package/content/knowledge/review/review-netcode.md +280 -0
  30. package/content/knowledge/review/review-platform-cert.md +341 -0
  31. package/content/methodology/custom-defaults.yml +25 -0
  32. package/content/methodology/deep.yml +25 -0
  33. package/content/methodology/game-overlay.yml +145 -0
  34. package/content/methodology/mvp.yml +25 -0
  35. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  36. package/content/pipeline/architecture/netcode-spec.md +86 -0
  37. package/content/pipeline/architecture/review-netcode.md +78 -0
  38. package/content/pipeline/foundation/performance-budgets.md +91 -0
  39. package/content/pipeline/modeling/narrative-bible.md +84 -0
  40. package/content/pipeline/pre/game-design-document.md +89 -0
  41. package/content/pipeline/pre/review-gdd.md +74 -0
  42. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  43. package/content/pipeline/quality/live-ops-plan.md +99 -0
  44. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  45. package/content/pipeline/quality/playtest-plan.md +83 -0
  46. package/content/pipeline/specification/art-bible.md +87 -0
  47. package/content/pipeline/specification/audio-design.md +96 -0
  48. package/content/pipeline/specification/content-structure-design.md +141 -0
  49. package/content/pipeline/specification/economy-design.md +104 -0
  50. package/content/pipeline/specification/game-accessibility.md +82 -0
  51. package/content/pipeline/specification/game-ui-spec.md +97 -0
  52. package/content/pipeline/specification/input-controls-spec.md +81 -0
  53. package/content/pipeline/specification/localization-plan.md +113 -0
  54. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  55. package/content/pipeline/specification/online-services-spec.md +104 -0
  56. package/content/pipeline/specification/review-economy.md +87 -0
  57. package/content/pipeline/specification/review-game-ui.md +73 -0
  58. package/content/pipeline/specification/save-system-spec.md +116 -0
  59. package/dist/cli/commands/adopt.d.ts.map +1 -1
  60. package/dist/cli/commands/adopt.js +25 -0
  61. package/dist/cli/commands/adopt.js.map +1 -1
  62. package/dist/cli/commands/adopt.test.js +28 -1
  63. package/dist/cli/commands/adopt.test.js.map +1 -1
  64. package/dist/cli/commands/build.test.js +3 -0
  65. package/dist/cli/commands/build.test.js.map +1 -1
  66. package/dist/cli/commands/init.d.ts +1 -0
  67. package/dist/cli/commands/init.d.ts.map +1 -1
  68. package/dist/cli/commands/init.js +6 -0
  69. package/dist/cli/commands/init.js.map +1 -1
  70. package/dist/cli/commands/init.test.js +12 -1
  71. package/dist/cli/commands/init.test.js.map +1 -1
  72. package/dist/cli/commands/knowledge.test.js +8 -0
  73. package/dist/cli/commands/knowledge.test.js.map +1 -1
  74. package/dist/cli/commands/next.d.ts.map +1 -1
  75. package/dist/cli/commands/next.js +19 -5
  76. package/dist/cli/commands/next.js.map +1 -1
  77. package/dist/cli/commands/next.test.js +56 -0
  78. package/dist/cli/commands/next.test.js.map +1 -1
  79. package/dist/cli/commands/rework.d.ts.map +1 -1
  80. package/dist/cli/commands/rework.js +11 -2
  81. package/dist/cli/commands/rework.js.map +1 -1
  82. package/dist/cli/commands/rework.test.js +5 -0
  83. package/dist/cli/commands/rework.test.js.map +1 -1
  84. package/dist/cli/commands/run.d.ts.map +1 -1
  85. package/dist/cli/commands/run.js +54 -4
  86. package/dist/cli/commands/run.js.map +1 -1
  87. package/dist/cli/commands/run.test.js +384 -0
  88. package/dist/cli/commands/run.test.js.map +1 -1
  89. package/dist/cli/commands/skip.test.js +3 -0
  90. package/dist/cli/commands/skip.test.js.map +1 -1
  91. package/dist/cli/commands/status.d.ts.map +1 -1
  92. package/dist/cli/commands/status.js +16 -3
  93. package/dist/cli/commands/status.js.map +1 -1
  94. package/dist/cli/commands/status.test.js +55 -0
  95. package/dist/cli/commands/status.test.js.map +1 -1
  96. package/dist/cli/output/auto.d.ts +3 -0
  97. package/dist/cli/output/auto.d.ts.map +1 -1
  98. package/dist/cli/output/auto.js +9 -0
  99. package/dist/cli/output/auto.js.map +1 -1
  100. package/dist/cli/output/context.d.ts +6 -0
  101. package/dist/cli/output/context.d.ts.map +1 -1
  102. package/dist/cli/output/context.js.map +1 -1
  103. package/dist/cli/output/context.test.js +87 -0
  104. package/dist/cli/output/context.test.js.map +1 -1
  105. package/dist/cli/output/error-display.test.js +3 -0
  106. package/dist/cli/output/error-display.test.js.map +1 -1
  107. package/dist/cli/output/interactive.d.ts +3 -0
  108. package/dist/cli/output/interactive.d.ts.map +1 -1
  109. package/dist/cli/output/interactive.js +76 -0
  110. package/dist/cli/output/interactive.js.map +1 -1
  111. package/dist/cli/output/json.d.ts +3 -0
  112. package/dist/cli/output/json.d.ts.map +1 -1
  113. package/dist/cli/output/json.js +9 -0
  114. package/dist/cli/output/json.js.map +1 -1
  115. package/dist/config/loader.d.ts.map +1 -1
  116. package/dist/config/loader.js +3 -2
  117. package/dist/config/loader.js.map +1 -1
  118. package/dist/config/schema.d.ts +641 -15
  119. package/dist/config/schema.d.ts.map +1 -1
  120. package/dist/config/schema.js +26 -1
  121. package/dist/config/schema.js.map +1 -1
  122. package/dist/config/schema.test.js +192 -1
  123. package/dist/config/schema.test.js.map +1 -1
  124. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  125. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  126. package/dist/core/assembly/overlay-loader.js +190 -0
  127. package/dist/core/assembly/overlay-loader.js.map +1 -0
  128. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  130. package/dist/core/assembly/overlay-loader.test.js +106 -0
  131. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  132. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
  134. package/dist/core/assembly/overlay-resolver.js +58 -0
  135. package/dist/core/assembly/overlay-resolver.js.map +1 -0
  136. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
  137. package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
  138. package/dist/core/assembly/overlay-resolver.test.js +246 -0
  139. package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
  140. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  141. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
  142. package/dist/core/assembly/overlay-state-resolver.js +63 -0
  143. package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
  144. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
  146. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  147. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  148. package/dist/core/assembly/preset-loader.d.ts +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  150. package/dist/core/assembly/preset-loader.js +2 -0
  151. package/dist/core/assembly/preset-loader.js.map +1 -1
  152. package/dist/core/dependency/eligibility.test.js +3 -0
  153. package/dist/core/dependency/eligibility.test.js.map +1 -1
  154. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  155. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  156. package/dist/e2e/game-pipeline.test.js +298 -0
  157. package/dist/e2e/game-pipeline.test.js.map +1 -0
  158. package/dist/e2e/init.test.js +3 -0
  159. package/dist/e2e/init.test.js.map +1 -1
  160. package/dist/project/adopt.d.ts +3 -1
  161. package/dist/project/adopt.d.ts.map +1 -1
  162. package/dist/project/adopt.js +29 -1
  163. package/dist/project/adopt.js.map +1 -1
  164. package/dist/project/adopt.test.js +51 -1
  165. package/dist/project/adopt.test.js.map +1 -1
  166. package/dist/types/config.d.ts +50 -4
  167. package/dist/types/config.d.ts.map +1 -1
  168. package/dist/types/config.test.d.ts +2 -0
  169. package/dist/types/config.test.d.ts.map +1 -0
  170. package/dist/types/config.test.js +97 -0
  171. package/dist/types/config.test.js.map +1 -0
  172. package/dist/utils/eligible.d.ts +3 -2
  173. package/dist/utils/eligible.d.ts.map +1 -1
  174. package/dist/utils/eligible.js +18 -4
  175. package/dist/utils/eligible.js.map +1 -1
  176. package/dist/utils/errors.d.ts +4 -0
  177. package/dist/utils/errors.d.ts.map +1 -1
  178. package/dist/utils/errors.js +31 -0
  179. package/dist/utils/errors.js.map +1 -1
  180. package/dist/utils/errors.test.js +4 -1
  181. package/dist/utils/errors.test.js.map +1 -1
  182. package/dist/wizard/questions.d.ts +4 -0
  183. package/dist/wizard/questions.d.ts.map +1 -1
  184. package/dist/wizard/questions.js +59 -1
  185. package/dist/wizard/questions.js.map +1 -1
  186. package/dist/wizard/questions.test.js +178 -4
  187. package/dist/wizard/questions.test.js.map +1 -1
  188. package/dist/wizard/wizard.d.ts +1 -0
  189. package/dist/wizard/wizard.d.ts.map +1 -1
  190. package/dist/wizard/wizard.js +4 -1
  191. package/dist/wizard/wizard.js.map +1 -1
  192. package/dist/wizard/wizard.test.js +102 -4
  193. package/dist/wizard/wizard.test.js.map +1 -1
  194. package/package.json +1 -1
@@ -81,3 +81,28 @@ steps:
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  multi-agent-resume: { enabled: true }
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  quick-task: { enabled: true }
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  new-enhancement: { enabled: true }
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+ # Game development steps (enabled via game overlay)
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+ game-design-document: { enabled: false }
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+ review-gdd: { enabled: false }
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+ performance-budgets: { enabled: false }
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+ narrative-bible: { enabled: false }
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+ netcode-spec: { enabled: false }
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+ review-netcode: { enabled: false }
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+ ai-behavior-design: { enabled: false }
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+ game-accessibility: { enabled: false }
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+ input-controls-spec: { enabled: false }
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+ game-ui-spec: { enabled: false }
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+ review-game-ui: { enabled: false }
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+ content-structure-design: { enabled: false }
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+ art-bible: { enabled: false }
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+ audio-design: { enabled: false }
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+ economy-design: { enabled: false }
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+ review-economy: { enabled: false }
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+ online-services-spec: { enabled: false }
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+ modding-ugc-spec: { enabled: false }
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+ save-system-spec: { enabled: false }
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+ localization-plan: { enabled: false }
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+ playtest-plan: { enabled: false }
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+ analytics-telemetry: { enabled: false }
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+ live-ops-plan: { enabled: false }
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+ platform-cert-prep: { enabled: false }
@@ -80,3 +80,28 @@ steps:
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  multi-agent-resume: { enabled: true }
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  quick-task: { enabled: true }
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  new-enhancement: { enabled: true }
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+ # Game development steps (enabled via game overlay)
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+ game-design-document: { enabled: false }
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+ review-gdd: { enabled: false }
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+ performance-budgets: { enabled: false }
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+ narrative-bible: { enabled: false }
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+ netcode-spec: { enabled: false }
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+ review-netcode: { enabled: false }
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+ ai-behavior-design: { enabled: false }
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+ game-accessibility: { enabled: false }
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+ input-controls-spec: { enabled: false }
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+ game-ui-spec: { enabled: false }
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+ review-game-ui: { enabled: false }
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+ content-structure-design: { enabled: false }
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+ art-bible: { enabled: false }
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+ audio-design: { enabled: false }
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+ economy-design: { enabled: false }
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+ review-economy: { enabled: false }
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+ online-services-spec: { enabled: false }
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+ modding-ugc-spec: { enabled: false }
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+ save-system-spec: { enabled: false }
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+ localization-plan: { enabled: false }
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+ playtest-plan: { enabled: false }
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+ analytics-telemetry: { enabled: false }
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+ live-ops-plan: { enabled: false }
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+ platform-cert-prep: { enabled: false }
@@ -0,0 +1,145 @@
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+ # methodology/game-overlay.yml
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+ name: game
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+ description: >
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+ Game development overlay — adds game-specific steps, injects game knowledge
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+ into existing steps, and remaps artifact references for game projects.
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+ project-type: game
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+
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+ # ---------------------------------------------------------------------------
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+ # step-overrides
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+ # ---------------------------------------------------------------------------
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+ # Enable all 24 game-specific steps (12 always-on, 12 conditional).
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+ # Disable 3 web-centric steps that game projects replace.
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+ step-overrides:
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+ # --- Always-enabled game steps (12) ---
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+ game-design-document: { enabled: true }
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+ review-gdd: { enabled: true }
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+ performance-budgets: { enabled: true }
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+ game-accessibility: { enabled: true }
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+ input-controls-spec: { enabled: true }
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+ game-ui-spec: { enabled: true }
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+ review-game-ui: { enabled: true }
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+ content-structure-design: { enabled: true }
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+ art-bible: { enabled: true }
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+ audio-design: { enabled: true }
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+ playtest-plan: { enabled: true }
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+ analytics-telemetry: { enabled: true }
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+
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+ # --- Conditional game steps (12) ---
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+ narrative-bible: { enabled: true, conditional: "if-needed" }
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+ netcode-spec: { enabled: true, conditional: "if-needed" }
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+ review-netcode: { enabled: true, conditional: "if-needed" }
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+ ai-behavior-design: { enabled: true, conditional: "if-needed" }
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+ economy-design: { enabled: true, conditional: "if-needed" }
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+ review-economy: { enabled: true, conditional: "if-needed" }
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+ save-system-spec: { enabled: true, conditional: "if-needed" }
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+ localization-plan: { enabled: true, conditional: "if-needed" }
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+ online-services-spec: { enabled: true, conditional: "if-needed" }
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+ modding-ugc-spec: { enabled: true, conditional: "if-needed" }
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+ live-ops-plan: { enabled: true, conditional: "if-needed" }
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+ platform-cert-prep: { enabled: true, conditional: "if-needed" }
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+
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+ # --- Disabled (replaced by game equivalents) ---
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+ design-system: { enabled: false }
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+ ux-spec: { enabled: false }
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+ review-ux: { enabled: false }
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+
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+ # ---------------------------------------------------------------------------
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+ # knowledge-overrides
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+ # ---------------------------------------------------------------------------
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+ # Map game knowledge entries into existing pipeline steps so that game domain
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+ # expertise is injected during prompt assembly.
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+ knowledge-overrides:
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+ create-prd:
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+ append: [game-design-document]
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+ user-stories:
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+ append: [game-design-document, game-accessibility]
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+ tech-stack:
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+ append: [game-engine-selection, game-performance-budgeting]
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+ coding-standards:
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+ append: [game-engine-selection]
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+ tdd:
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+ append: [game-testing-strategy]
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+ project-structure:
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+ append: [game-project-structure]
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+ git-workflow:
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+ append: [game-asset-pipeline, game-project-structure]
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+ dev-env-setup:
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+ append: [game-project-structure]
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+ add-e2e-testing:
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+ append: [game-testing-strategy]
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+ domain-modeling:
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+ append: [game-domain-patterns, game-save-systems]
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+ adrs:
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+ append: [game-engine-selection]
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+ system-architecture:
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+ append: [game-domain-patterns, game-engine-selection]
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+ review-architecture:
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+ append: [game-performance-budgeting]
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+ security:
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+ append: [game-networking]
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+ review-security:
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+ append: [game-networking]
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+ operations:
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+ append: [game-liveops-analytics]
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+ review-operations:
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+ append: [game-liveops-analytics]
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+ database-schema:
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+ append: [game-save-systems, game-networking]
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+ api-contracts:
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+ append: [game-networking]
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+ review-database:
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+ append: [game-save-systems]
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+ review-api:
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+ append: [game-networking]
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+ platform-parity-review:
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+ append: [game-platform-certification, game-networking]
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+ implementation-plan:
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+ append: [game-milestone-definitions, game-design-document]
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+ implementation-playbook:
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+ append: [game-milestone-definitions]
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+ game-design-document:
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+ append: [game-milestone-definitions]
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+ playtest-plan:
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+ append: [game-milestone-definitions]
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+ story-tests:
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+ append: [game-testing-strategy]
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+ review-testing:
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+ append: [game-testing-strategy, game-performance-budgeting]
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+ create-evals:
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+ append: [game-testing-strategy]
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+ cross-phase-consistency:
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+ append: [game-design-document]
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+ critical-path-walkthrough:
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+ append: [game-design-document]
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+
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+ # ---------------------------------------------------------------------------
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+ # reads-overrides
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+ # ---------------------------------------------------------------------------
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+ # Remap artifact references so game steps read game-specific docs instead of
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+ # web-centric ones (e.g. ux-spec -> game-ui-spec).
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+ reads-overrides:
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+ story-tests:
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+ replace: { ux-spec: game-ui-spec }
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+ create-evals:
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+ replace: { ux-spec: game-ui-spec }
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+ implementation-plan:
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+ replace: { ux-spec: game-ui-spec }
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+ implementation-playbook:
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+ replace: { ux-spec: game-ui-spec, design-system: game-ui-spec }
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+ new-enhancement:
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+ replace: { ux-spec: game-ui-spec }
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+ platform-parity-review:
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+ replace: { design-system: game-ui-spec }
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+ cross-phase-consistency:
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+ replace: { ux-spec: game-ui-spec }
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+
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+ # ---------------------------------------------------------------------------
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+ # dependency-overrides
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+ # ---------------------------------------------------------------------------
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+ # Adjust dependency graph so game review gates are wired correctly.
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+ dependency-overrides:
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+ user-stories:
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+ append: [review-gdd]
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+ platform-parity-review:
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+ replace: { review-ux: review-game-ui }
@@ -80,3 +80,28 @@ steps:
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  multi-agent-resume: { enabled: true }
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  quick-task: { enabled: true }
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  new-enhancement: { enabled: true }
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+ # Game development steps (enabled via game overlay)
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+ game-design-document: { enabled: false }
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+ review-gdd: { enabled: false }
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+ performance-budgets: { enabled: false }
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+ narrative-bible: { enabled: false }
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+ netcode-spec: { enabled: false }
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+ review-netcode: { enabled: false }
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+ ai-behavior-design: { enabled: false }
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+ game-accessibility: { enabled: false }
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+ input-controls-spec: { enabled: false }
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+ game-ui-spec: { enabled: false }
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+ review-game-ui: { enabled: false }
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+ content-structure-design: { enabled: false }
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+ art-bible: { enabled: false }
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+ audio-design: { enabled: false }
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+ economy-design: { enabled: false }
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+ review-economy: { enabled: false }
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+ online-services-spec: { enabled: false }
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+ modding-ugc-spec: { enabled: false }
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+ save-system-spec: { enabled: false }
103
+ localization-plan: { enabled: false }
104
+ playtest-plan: { enabled: false }
105
+ analytics-telemetry: { enabled: false }
106
+ live-ops-plan: { enabled: false }
107
+ platform-cert-prep: { enabled: false }
@@ -0,0 +1,87 @@
1
+ ---
2
+ name: ai-behavior-design
3
+ description: Design NPC AI architecture, pathfinding, perception systems, and difficulty scaling
4
+ summary: "Documents AI architecture (behavior trees, GOAP, utility AI, state machines), pathfinding strategy, perception systems, difficulty scaling, and companion AI behavior."
5
+ phase: "architecture"
6
+ order: 717
7
+ dependencies: [system-architecture, game-design-document]
8
+ outputs: [docs/ai-behavior-design.md]
9
+ conditional: "if-needed"
10
+ reads: [performance-budgets]
11
+ knowledge-base: [game-ai-patterns]
12
+ ---
13
+
14
+ ## Purpose
15
+ Design the game AI architecture covering NPC behavior systems, pathfinding,
16
+ perception, difficulty scaling, and companion/ally AI. Selects and documents
17
+ the appropriate AI pattern (behavior trees, GOAP, utility AI, finite state
18
+ machines, or hybrids) based on the game's complexity requirements and
19
+ performance budgets. This specification drives the implementation of all
20
+ non-player character behavior in the game.
21
+
22
+ ## Conditional Evaluation
23
+ Enable when: the GDD or project config specifies `npcAiComplexity` as `simple`
24
+ or `complex`. Simple AI projects produce basic behavior specifications (patrol
25
+ patterns, trigger responses, state machines). Complex AI projects produce full
26
+ behavior tree/GOAP specifications with perception systems and difficulty scaling.
27
+
28
+ Skip when: the GDD or project config specifies `npcAiComplexity: none` — the
29
+ game has no AI-controlled entities (e.g., pure PvP multiplayer, puzzle games
30
+ with no NPCs, rhythm games, visual novels without AI opponents).
31
+
32
+ ## Inputs
33
+ - docs/system-architecture.md (required) — component boundaries and update loop architecture
34
+ - docs/game-design.md (required) — NPC roles, enemy types, companion behavior requirements
35
+ - docs/performance-budgets.md (required) — CPU budget for AI systems, entity count targets
36
+ - docs/domain-models/ (required) — entity definitions for AI-controlled characters
37
+
38
+ ## Expected Outputs
39
+ - docs/ai-behavior-design.md — AI architecture selection, behavior specifications,
40
+ pathfinding strategy, perception systems, difficulty scaling, and performance
41
+ constraints
42
+
43
+ ## Quality Criteria
44
+ - (mvp) AI architecture pattern selected and justified (behavior trees, GOAP, utility AI, FSM, or hybrid)
45
+ - (mvp) Every NPC role from the GDD has a behavior specification
46
+ - (mvp) Pathfinding strategy selected (A*, navmesh, flow fields) with rationale for game type
47
+ - (mvp) AI CPU budget allocated within performance budget constraints
48
+ - (deep) Perception system designed (sight cones, hearing radius, awareness states, stealth interaction)
49
+ - (deep) Difficulty scaling strategy documented (parameter tuning, behavior variant selection, rubber banding)
50
+ - (deep) Companion/ally AI behavior specified (follow, assist, independent action, player communication)
51
+ - (deep) AI debugging and visualization tools specified (behavior tree inspector, navmesh overlay, perception cones)
52
+ - (deep) Edge cases documented (stuck detection, recovery behaviors, group coordination, spawn/despawn transitions)
53
+
54
+ ## Methodology Scaling
55
+ - **deep**: Full AI design with architecture selection rationale, per-role
56
+ behavior specifications, pathfinding with navmesh generation strategy,
57
+ perception system design, difficulty scaling curves, companion AI,
58
+ debugging tools, and edge case handling. 15-25 pages.
59
+ - **mvp**: Architecture pattern selection, key NPC behavior summaries,
60
+ pathfinding choice, and AI budget allocation. 3-5 pages.
61
+ - **custom:depth(1-5)**:
62
+ - Depth 1: AI pattern selection and one-line behavior summary per NPC role.
63
+ - Depth 2: add pathfinding strategy and AI budget allocation.
64
+ - Depth 3: add per-role behavior specifications and perception system overview.
65
+ - Depth 4: add difficulty scaling, companion AI, and edge case handling.
66
+ - Depth 5: full specification with debugging tools, group coordination, and performance profiling plan.
67
+
68
+ ## Mode Detection
69
+ Check for docs/ai-behavior-design.md. If it exists, operate in update mode:
70
+ read existing design and diff against current GDD NPC requirements and
71
+ performance budgets. Preserve established AI architecture decisions and
72
+ pathfinding choices. Add behavior specs for new NPC roles. Update budgets
73
+ if performance constraints changed. Never switch AI architecture pattern
74
+ without explicit user approval.
75
+
76
+ ## Update Mode Specifics
77
+ - **Detect prior artifact**: docs/ai-behavior-design.md exists
78
+ - **Preserve**: AI architecture pattern, pathfinding strategy, perception
79
+ system design, existing NPC behavior specifications, difficulty scaling
80
+ approach
81
+ - **Triggers for update**: GDD added new NPC roles or enemy types, performance
82
+ budgets revised AI CPU allocation, system architecture changed update loop,
83
+ new companion mechanics introduced
84
+ - **Conflict resolution**: if new NPC requirements exceed the AI CPU budget,
85
+ flag the budget conflict with options (optimize existing behaviors, increase
86
+ budget, reduce NPC count); present to user rather than silently degrading
87
+ existing behaviors
@@ -0,0 +1,86 @@
1
+ ---
2
+ name: netcode-spec
3
+ description: Design network topology, tick rate, prediction, reconciliation, and anti-cheat architecture
4
+ summary: "Specifies client-server or P2P topology, tick rate, client prediction, server reconciliation, lag compensation, bandwidth budgets, and anti-cheat architecture for multiplayer games."
5
+ phase: "architecture"
6
+ order: 715
7
+ dependencies: [system-architecture]
8
+ outputs: [docs/netcode-spec.md]
9
+ conditional: "if-needed"
10
+ reads: [tech-stack, performance-budgets]
11
+ knowledge-base: [game-networking]
12
+ ---
13
+
14
+ ## Purpose
15
+ Design the complete network architecture for multiplayer games. Specifies the
16
+ network topology (client-server authoritative, P2P, relay hybrid), tick rate
17
+ and simulation frequency, client-side prediction and server reconciliation
18
+ strategy, lag compensation techniques, bandwidth budgets per connection, and
19
+ anti-cheat architecture. This document bridges the system architecture and
20
+ the implementation of all networked gameplay systems.
21
+
22
+ ## Conditional Evaluation
23
+ Enable when: the GDD or project config specifies `multiplayerMode` as `online`
24
+ or `hybrid` (online + local). Any game requiring network communication between
25
+ players needs this specification.
26
+
27
+ Skip when: the GDD or project config specifies `multiplayerMode` as `none`
28
+ (single-player only) or `local` (local multiplayer only using shared screen,
29
+ split screen, or local network without internet). Local multiplayer uses shared
30
+ game state without network serialization.
31
+
32
+ ## Inputs
33
+ - docs/system-architecture.md (required) — system component boundaries and data flows
34
+ - docs/tech-stack.md (required) — networking library/framework choices, transport protocol
35
+ - docs/performance-budgets.md (required) — latency targets, bandwidth constraints, tick rate goals
36
+ - docs/game-design.md (required) — multiplayer mode, player count, gameplay mechanics requiring sync
37
+
38
+ ## Expected Outputs
39
+ - docs/netcode-spec.md — network topology, tick rate, prediction/reconciliation
40
+ strategy, lag compensation, bandwidth budgets, anti-cheat architecture, and
41
+ connection lifecycle
42
+
43
+ ## Quality Criteria
44
+ - (mvp) Network topology selected and justified (client-server, P2P, or hybrid) with rationale
45
+ - (mvp) Tick rate specified with justification based on game genre and latency requirements
46
+ - (mvp) Client prediction strategy defined for player-controlled entities
47
+ - (mvp) Server reconciliation approach documented (snapshot interpolation, rollback, or hybrid)
48
+ - (mvp) Bandwidth budget per connection specified and within performance budget constraints
49
+ - (deep) Lag compensation techniques documented (input delay, rollback, entity interpolation)
50
+ - (deep) Anti-cheat architecture covers input validation, server authority boundaries, and detection heuristics
51
+ - (deep) Connection lifecycle specified (matchmaking handshake, session join, reconnection, graceful disconnect, timeout)
52
+ - (deep) Network serialization format defined with size budgets per message type
53
+ - (deep) Edge cases documented (host migration for P2P, region failover, NAT traversal)
54
+
55
+ ## Methodology Scaling
56
+ - **deep**: Full netcode specification with topology rationale, tick rate
57
+ analysis, prediction/reconciliation deep dive, lag compensation techniques,
58
+ bandwidth budgets per message type, anti-cheat architecture, connection
59
+ lifecycle, network serialization format, edge case handling, and load
60
+ testing plan. 15-25 pages.
61
+ - **mvp**: Topology selection, tick rate, basic prediction/reconciliation
62
+ approach, and bandwidth budget. 3-5 pages.
63
+ - **custom:depth(1-5)**:
64
+ - Depth 1: topology selection with rationale and tick rate only.
65
+ - Depth 2: add client prediction and server reconciliation approach.
66
+ - Depth 3: add bandwidth budgets and connection lifecycle.
67
+ - Depth 4: add lag compensation, anti-cheat architecture, and serialization format.
68
+ - Depth 5: full specification with edge cases, load testing plan, and region failover strategy.
69
+
70
+ ## Mode Detection
71
+ Check for docs/netcode-spec.md. If it exists, operate in update mode: read
72
+ existing spec and diff against current system architecture and performance
73
+ budgets. Preserve established topology decisions, tick rate, and protocol
74
+ choices. Update prediction/reconciliation if gameplay mechanics changed.
75
+ Never change network topology without explicit user approval.
76
+
77
+ ## Update Mode Specifics
78
+ - **Detect prior artifact**: docs/netcode-spec.md exists
79
+ - **Preserve**: network topology decision, tick rate, transport protocol,
80
+ serialization format, anti-cheat strategy, bandwidth budgets
81
+ - **Triggers for update**: system architecture changed networking components,
82
+ performance budgets revised latency targets, GDD added new multiplayer
83
+ modes or increased player count, tech stack changed networking library
84
+ - **Conflict resolution**: if architecture changes require a different
85
+ topology, flag the breaking change with migration impact analysis;
86
+ present options to user rather than silently switching
@@ -0,0 +1,78 @@
1
+ ---
2
+ name: review-netcode
3
+ description: Review netcode specification for latency tolerance, bandwidth, cheat resistance, and edge cases
4
+ summary: "Multi-pass review of netcode spec checking latency tolerance, bandwidth compliance, cheat resistance, determinism verification, and connection edge cases."
5
+ phase: "architecture"
6
+ order: 716
7
+ dependencies: [netcode-spec]
8
+ outputs: [docs/reviews/architecture-review-netcode.md]
9
+ conditional: "if-needed"
10
+ reads: []
11
+ knowledge-base: [review-netcode, review-step-template, multi-model-review-dispatch]
12
+ ---
13
+
14
+ ## Purpose
15
+ Multi-pass review of the netcode specification targeting networking-specific
16
+ failure modes: latency tolerance violations, bandwidth budget overruns, cheat
17
+ surface exposure, determinism gaps in simulation, connection edge case omissions,
18
+ and inconsistencies with the system architecture and performance budgets.
19
+
20
+ At depth 4+, dispatches to external AI models (Codex, Gemini) for
21
+ independent review validation.
22
+
23
+ ## Conditional Evaluation
24
+ Enable when: netcode-spec is enabled (i.e., `multiplayerMode` is `online` or
25
+ `hybrid`). If netcode-spec runs, this review must follow it.
26
+
27
+ Skip when: netcode-spec is skipped (i.e., `multiplayerMode` is `none` or
28
+ `local`). No netcode spec means no netcode review.
29
+
30
+ ## Inputs
31
+ - docs/netcode-spec.md (required) — netcode specification to review
32
+ - docs/performance-budgets.md (required) — latency and bandwidth constraints for compliance checking
33
+ - docs/system-architecture.md (required) — for cross-referencing component boundaries
34
+ - docs/game-design.md (required) — multiplayer mechanics that must be supported
35
+
36
+ ## Expected Outputs
37
+ - docs/reviews/architecture-review-netcode.md — findings and resolution log
38
+ - docs/netcode-spec.md — updated with fixes
39
+ - docs/reviews/netcode/review-summary.md (depth 4+) — multi-model review synthesis
40
+ - docs/reviews/netcode/codex-review.json (depth 4+, if available) — raw Codex findings
41
+ - docs/reviews/netcode/gemini-review.json (depth 4+, if available) — raw Gemini findings
42
+
43
+ ## Quality Criteria
44
+ - (mvp) Latency tolerance verified (prediction window covers target round-trip time)
45
+ - (mvp) Bandwidth budget compliance verified (per-connection budget within performance constraints)
46
+ - (mvp) Cheat surface audit completed (server authority boundaries cover all game-critical state)
47
+ - (mvp) Every finding categorized P0-P3 with specific section and issue. Severity definitions: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
48
+ - (mvp) Fix plan documented for all P0/P1 findings; fixes applied to netcode-spec.md and re-validated
49
+ - (deep) Determinism verification completed (simulation produces identical results given identical inputs)
50
+ - (deep) Connection edge cases audited (reconnection, host migration, NAT traversal, timeout handling)
51
+ - (deep) Serialization size audit (message sizes within per-type budgets)
52
+ - (deep) Cross-reference with system architecture verified (no orphaned network components)
53
+ - (depth 4+) Multi-model findings synthesized: Consensus (all models agree), Majority (2+ models agree), or Divergent (models disagree — present to user for decision)
54
+
55
+ ## Methodology Scaling
56
+ - **deep**: All 7 review passes (Latency Tolerance, Bandwidth Compliance,
57
+ Cheat Surface Audit, Determinism Verification, Connection Edge Cases,
58
+ Serialization Size Audit, Architecture Cross-Reference). Multi-model
59
+ review dispatched to Codex and Gemini if available, with graceful fallback
60
+ to Claude-only enhanced review.
61
+ - **mvp**: Three passes — Latency Tolerance, Bandwidth Compliance, and Cheat
62
+ Surface Audit only.
63
+ - **custom:depth(1-5)**:
64
+ - Depth 1: two passes — Latency Tolerance and Bandwidth Compliance only.
65
+ - Depth 2: three passes — add Cheat Surface Audit.
66
+ - Depth 3: five passes — add Determinism Verification and Connection Edge Cases.
67
+ - Depth 4: all 7 passes + one external model (if CLI available).
68
+ - Depth 5: all 7 passes + multi-model with reconciliation.
69
+
70
+ ## Mode Detection
71
+ Re-review mode if previous review exists. If multi-model review artifacts exist
72
+ under docs/reviews/netcode/, preserve prior findings still valid.
73
+
74
+ ## Update Mode Specifics
75
+ - **Detect**: `docs/reviews/architecture-review-netcode.md` exists with tracking comment
76
+ - **Preserve**: Prior findings still valid, resolution decisions, multi-model review artifacts
77
+ - **Triggers**: Upstream artifact changed since last review (compare tracking comment dates)
78
+ - **Conflict resolution**: Previously resolved findings reappearing = regression; flag and re-evaluate
@@ -0,0 +1,91 @@
1
+ ---
2
+ name: performance-budgets
3
+ description: Define frame budgets, memory budgets, GPU budgets, and platform-specific performance targets
4
+ summary: "Establishes per-system frame time allocations, per-platform memory budgets, GPU/draw call limits, loading time targets, and thermal constraints. Every budget has a measurement method and alert threshold."
5
+ phase: "foundation"
6
+ order: 225
7
+ dependencies: [review-gdd, tech-stack]
8
+ outputs: [docs/performance-budgets.md]
9
+ conditional: null
10
+ reads: [game-design-document]
11
+ knowledge-base: [game-performance-budgeting]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define concrete, measurable performance budgets for every target platform. This
16
+ covers frame time budgets (per-system millisecond allocations within the target
17
+ frame rate), memory budgets (per platform), GPU and draw call budgets, loading
18
+ time targets, storage size targets, bandwidth budgets (for online titles),
19
+ thermal and battery constraints (for mobile), and VR-specific targets (90 fps,
20
+ stereo rendering overhead, motion-to-photon latency). Each budget entry includes
21
+ the system, its allocation, rationale, measurement method, and alert threshold
22
+ so that performance regressions are caught automatically.
23
+
24
+ ## Inputs
25
+ - docs/game-design-document.md (required) — core systems, target platforms,
26
+ visual fidelity targets, multiplayer scope
27
+ - docs/tech-stack.md (required) — engine, renderer, target hardware, platform
28
+ SDK constraints
29
+ - User preferences (gathered via questions) — target frame rate, minimum spec
30
+ hardware, acceptable loading times, network conditions
31
+
32
+ ## Expected Outputs
33
+ - docs/performance-budgets.md — complete performance budget reference containing:
34
+ - Target frame rate and per-system frame time breakdown table
35
+ - Per-platform memory budget tables (RAM, VRAM, texture streaming)
36
+ - GPU budget (draw calls, triangle counts, shader complexity)
37
+ - Loading time targets (initial load, level transitions, fast travel)
38
+ - Storage size targets per platform
39
+ - Bandwidth budgets (if online: tick rate, packet size, sync model)
40
+ - Thermal and battery budgets (if mobile/handheld)
41
+ - VR-specific budgets (if applicable: 90 fps, stereo rendering, motion-to-photon)
42
+ - Hitch and stutter budget (maximum frame time spikes, frequency)
43
+ - Measurement methods and profiling tool recommendations
44
+ - Alert thresholds for CI performance regression detection
45
+
46
+ ## Quality Criteria
47
+ - (mvp) Target frame rate explicitly defined for each target platform
48
+ - (mvp) Per-system frame time breakdown sums to at most the frame budget (e.g., 16.6 ms at 60 fps)
49
+ - (mvp) Memory budget defined for every target platform
50
+ - (mvp) Hitch/stutter budget defined (max spike duration, acceptable frequency)
51
+ - (mvp) Every budget entry has a measurement method (tool, metric, command)
52
+ - (mvp) Every budget entry has an alert threshold (the number that triggers investigation)
53
+ - (deep) GPU budget with draw call and triangle count limits per scene type
54
+ - (deep) Loading time targets for every transition type
55
+ - (deep) Storage and bandwidth budgets where applicable
56
+ - (deep) Thermal/battery constraints for mobile platforms
57
+ - (deep) VR budgets with motion-to-photon latency target (if VR platform)
58
+ - (deep) CI integration plan for automated performance regression detection
59
+
60
+ ## Methodology Scaling
61
+ - **deep**: Full per-system breakdown across all target platforms. Per-platform
62
+ matrices for memory, GPU, loading, storage, and bandwidth. Profiling tool
63
+ recommendations with CI performance regression pipeline. Thermal and VR
64
+ budgets where applicable. 8-15 pages with concrete tables.
65
+ - **mvp**: Target frame rate and top-level memory budget per platform. Frame
66
+ time breakdown for the 3-5 most expensive systems. Hitch budget. Concrete
67
+ tables, not prose. 2-4 pages.
68
+ - **custom:depth(1-5)**:
69
+ - Depth 1: Target frame rate + total memory budget per platform. Single summary table. 1 page.
70
+ - Depth 2: Depth 1 + per-system frame time breakdown for top 3-5 systems + hitch budget. Concrete tables. 2-3 pages.
71
+ - Depth 3: Full per-system frame time breakdown + GPU budget (draw calls, triangles) + loading time targets. 4-6 pages.
72
+ - Depth 4: Per-platform matrices for all budget categories + profiling tool recommendations + CI perf regression thresholds. 6-10 pages.
73
+ - Depth 5: Full budget suite including thermal/battery, VR, bandwidth. CI pipeline config. Per-scene-type budgets. Profiling tool integration guides. 10-15 pages.
74
+
75
+ ## Mode Detection
76
+ Update mode if docs/performance-budgets.md exists. In update mode: preserve
77
+ existing budget allocations unless the user explicitly requests changes, add new
78
+ budget categories without removing existing ones, update measurement methods if
79
+ tooling changed.
80
+
81
+ ## Update Mode Specifics
82
+ - **Detect prior artifact**: docs/performance-budgets.md exists
83
+ - **Preserve**: all existing budget allocations, per-system breakdowns,
84
+ measurement methods, alert thresholds, CI integration configuration
85
+ - **Triggers for update**: new target platform added, GDD scope change
86
+ affecting system count or complexity, tech stack change (new engine/renderer),
87
+ profiling revealed original budgets were infeasible, new system added
88
+ (e.g., adding multiplayer introduces bandwidth budgets)
89
+ - **Conflict resolution**: if a new system pushes the frame time total over
90
+ budget, document the overage and propose rebalancing options with trade-off
91
+ analysis — never silently reduce another system's allocation
@@ -0,0 +1,84 @@
1
+ ---
2
+ name: narrative-bible
3
+ description: Document world lore, characters, dialogue systems, and narrative pacing
4
+ summary: "Creates a narrative bible covering world lore, character profiles, dialogue system design, branching narrative structure, and narrative pacing. Conditional on narrative depth."
5
+ phase: "modeling"
6
+ order: 515
7
+ dependencies: [domain-modeling]
8
+ outputs: [docs/narrative-bible.md]
9
+ conditional: "if-needed"
10
+ reads: [game-design-document]
11
+ knowledge-base: [game-narrative-design]
12
+ ---
13
+
14
+ ## Purpose
15
+ Create a comprehensive narrative bible that documents the world, characters,
16
+ dialogue systems, and story structure for games with narrative content. This
17
+ artifact translates the GDD's narrative vision into implementable specifications
18
+ that downstream steps (architecture, content pipeline, dialogue systems) can
19
+ consume. Covers world lore, character profiles with arcs and relationships,
20
+ dialogue system design (branching, bark, cinematic), narrative pacing aligned
21
+ to gameplay loops, and localization considerations.
22
+
23
+ ## Conditional Evaluation
24
+ Enable when: the GDD or project config specifies `narrative` as `light` or
25
+ `heavy`. Light narrative projects produce a minimal bible (world context, key
26
+ characters, bark/dialogue catalog). Heavy narrative projects produce the full
27
+ bible with branching story graphs, character relationship maps, and pacing
28
+ curves.
29
+
30
+ Skip when: the GDD or project config specifies `narrative: none` — the project
31
+ has no story, dialogue, or character content (e.g., pure puzzle games, abstract
32
+ arcade games, sports simulations without story mode).
33
+
34
+ ## Inputs
35
+ - docs/game-design.md (required) — narrative pillars, world overview, character concepts
36
+ - docs/domain-models/ (required) — entities that may include characters, items, locations
37
+ - docs/plan.md (required) — scope and feature list to gauge narrative breadth
38
+
39
+ ## Expected Outputs
40
+ - docs/narrative-bible.md — world lore, character profiles, dialogue system
41
+ design, branching narrative structure, pacing plan, and localization notes
42
+
43
+ ## Quality Criteria
44
+ - (mvp) World lore section establishes setting, tone, and key locations
45
+ - (mvp) Every named character in the GDD has a profile with role, motivation, and arc summary
46
+ - (mvp) Dialogue system type identified (branching, linear, bark, cinematic) with implementation approach
47
+ - (mvp) Narrative pacing aligns with core gameplay loop from GDD
48
+ - (deep) Character relationship map with faction/alliance dynamics
49
+ - (deep) Branching narrative graph with critical path and optional branches identified
50
+ - (deep) Dialogue state tracking requirements documented (flags, variables, conditions)
51
+ - (deep) Localization strategy for narrative content (string table structure, cultural considerations)
52
+ - (deep) Narrative content pipeline defined (authoring tools, review workflow, integration format)
53
+
54
+ ## Methodology Scaling
55
+ - **deep**: Full narrative bible with world lore, complete character profiles
56
+ with arcs, branching story graph, dialogue system specification, pacing
57
+ curves mapped to gameplay progression, localization strategy, and content
58
+ pipeline. 15-25 pages.
59
+ - **mvp**: World context, key character profiles, dialogue system type, and
60
+ narrative pacing outline. 3-5 pages.
61
+ - **custom:depth(1-5)**:
62
+ - Depth 1: world setting paragraph and character name/role list only.
63
+ - Depth 2: world lore section and character profiles with motivations.
64
+ - Depth 3: add dialogue system design and narrative pacing outline.
65
+ - Depth 4: add branching narrative structure and character relationship map.
66
+ - Depth 5: full bible with localization strategy and content pipeline definition.
67
+
68
+ ## Mode Detection
69
+ Check for docs/narrative-bible.md. If it exists, operate in update mode: read
70
+ existing bible and diff against current GDD narrative sections. Preserve
71
+ established lore, character profiles, and dialogue system decisions. Add new
72
+ characters or story elements from updated GDD. Update pacing if gameplay loop
73
+ changed. Never alter established world canon without explicit user approval.
74
+
75
+ ## Update Mode Specifics
76
+ - **Detect prior artifact**: docs/narrative-bible.md exists
77
+ - **Preserve**: established world lore, character profiles, dialogue system
78
+ type, branching structure decisions, localization strategy
79
+ - **Triggers for update**: GDD narrative sections changed, new characters
80
+ introduced, gameplay loop restructured affecting pacing, new dialogue
81
+ system requirements
82
+ - **Conflict resolution**: if GDD changes contradict established lore, flag
83
+ the contradiction and present both versions for user decision; never
84
+ silently overwrite canon