@zigrivers/scaffold 3.4.1 → 3.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +91 -0
- package/content/knowledge/game/game-accessibility.md +328 -0
- package/content/knowledge/game/game-ai-patterns.md +542 -0
- package/content/knowledge/game/game-asset-pipeline.md +359 -0
- package/content/knowledge/game/game-audio-design.md +342 -0
- package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
- package/content/knowledge/game/game-design-document.md +260 -0
- package/content/knowledge/game/game-domain-patterns.md +297 -0
- package/content/knowledge/game/game-economy-design.md +355 -0
- package/content/knowledge/game/game-engine-selection.md +242 -0
- package/content/knowledge/game/game-input-systems.md +357 -0
- package/content/knowledge/game/game-level-content-design.md +455 -0
- package/content/knowledge/game/game-liveops-analytics.md +280 -0
- package/content/knowledge/game/game-localization.md +323 -0
- package/content/knowledge/game/game-milestone-definitions.md +337 -0
- package/content/knowledge/game/game-modding-ugc.md +390 -0
- package/content/knowledge/game/game-narrative-design.md +404 -0
- package/content/knowledge/game/game-networking.md +391 -0
- package/content/knowledge/game/game-performance-budgeting.md +378 -0
- package/content/knowledge/game/game-platform-certification.md +417 -0
- package/content/knowledge/game/game-project-structure.md +360 -0
- package/content/knowledge/game/game-save-systems.md +452 -0
- package/content/knowledge/game/game-testing-strategy.md +470 -0
- package/content/knowledge/game/game-ui-patterns.md +475 -0
- package/content/knowledge/game/game-vr-ar-design.md +313 -0
- package/content/knowledge/review/review-art-bible.md +305 -0
- package/content/knowledge/review/review-game-design.md +303 -0
- package/content/knowledge/review/review-game-economy.md +272 -0
- package/content/knowledge/review/review-netcode.md +280 -0
- package/content/knowledge/review/review-platform-cert.md +341 -0
- package/content/methodology/custom-defaults.yml +25 -0
- package/content/methodology/deep.yml +25 -0
- package/content/methodology/game-overlay.yml +145 -0
- package/content/methodology/mvp.yml +25 -0
- package/content/pipeline/architecture/ai-behavior-design.md +87 -0
- package/content/pipeline/architecture/netcode-spec.md +86 -0
- package/content/pipeline/architecture/review-netcode.md +78 -0
- package/content/pipeline/foundation/performance-budgets.md +91 -0
- package/content/pipeline/modeling/narrative-bible.md +84 -0
- package/content/pipeline/pre/game-design-document.md +89 -0
- package/content/pipeline/pre/review-gdd.md +74 -0
- package/content/pipeline/quality/analytics-telemetry.md +98 -0
- package/content/pipeline/quality/live-ops-plan.md +99 -0
- package/content/pipeline/quality/platform-cert-prep.md +129 -0
- package/content/pipeline/quality/playtest-plan.md +83 -0
- package/content/pipeline/specification/art-bible.md +87 -0
- package/content/pipeline/specification/audio-design.md +96 -0
- package/content/pipeline/specification/content-structure-design.md +141 -0
- package/content/pipeline/specification/economy-design.md +104 -0
- package/content/pipeline/specification/game-accessibility.md +82 -0
- package/content/pipeline/specification/game-ui-spec.md +97 -0
- package/content/pipeline/specification/input-controls-spec.md +81 -0
- package/content/pipeline/specification/localization-plan.md +113 -0
- package/content/pipeline/specification/modding-ugc-spec.md +116 -0
- package/content/pipeline/specification/online-services-spec.md +104 -0
- package/content/pipeline/specification/review-economy.md +87 -0
- package/content/pipeline/specification/review-game-ui.md +73 -0
- package/content/pipeline/specification/save-system-spec.md +116 -0
- package/dist/cli/commands/adopt.d.ts.map +1 -1
- package/dist/cli/commands/adopt.js +25 -0
- package/dist/cli/commands/adopt.js.map +1 -1
- package/dist/cli/commands/adopt.test.js +28 -1
- package/dist/cli/commands/adopt.test.js.map +1 -1
- package/dist/cli/commands/build.test.js +3 -0
- package/dist/cli/commands/build.test.js.map +1 -1
- package/dist/cli/commands/init.d.ts +1 -0
- package/dist/cli/commands/init.d.ts.map +1 -1
- package/dist/cli/commands/init.js +6 -0
- package/dist/cli/commands/init.js.map +1 -1
- package/dist/cli/commands/init.test.js +12 -1
- package/dist/cli/commands/init.test.js.map +1 -1
- package/dist/cli/commands/knowledge.test.js +8 -0
- package/dist/cli/commands/knowledge.test.js.map +1 -1
- package/dist/cli/commands/next.d.ts.map +1 -1
- package/dist/cli/commands/next.js +19 -5
- package/dist/cli/commands/next.js.map +1 -1
- package/dist/cli/commands/next.test.js +56 -0
- package/dist/cli/commands/next.test.js.map +1 -1
- package/dist/cli/commands/rework.d.ts.map +1 -1
- package/dist/cli/commands/rework.js +11 -2
- package/dist/cli/commands/rework.js.map +1 -1
- package/dist/cli/commands/rework.test.js +5 -0
- package/dist/cli/commands/rework.test.js.map +1 -1
- package/dist/cli/commands/run.d.ts.map +1 -1
- package/dist/cli/commands/run.js +54 -4
- package/dist/cli/commands/run.js.map +1 -1
- package/dist/cli/commands/run.test.js +384 -0
- package/dist/cli/commands/run.test.js.map +1 -1
- package/dist/cli/commands/skip.test.js +3 -0
- package/dist/cli/commands/skip.test.js.map +1 -1
- package/dist/cli/commands/status.d.ts.map +1 -1
- package/dist/cli/commands/status.js +16 -3
- package/dist/cli/commands/status.js.map +1 -1
- package/dist/cli/commands/status.test.js +55 -0
- package/dist/cli/commands/status.test.js.map +1 -1
- package/dist/cli/output/auto.d.ts +3 -0
- package/dist/cli/output/auto.d.ts.map +1 -1
- package/dist/cli/output/auto.js +9 -0
- package/dist/cli/output/auto.js.map +1 -1
- package/dist/cli/output/context.d.ts +6 -0
- package/dist/cli/output/context.d.ts.map +1 -1
- package/dist/cli/output/context.js.map +1 -1
- package/dist/cli/output/context.test.js +87 -0
- package/dist/cli/output/context.test.js.map +1 -1
- package/dist/cli/output/error-display.test.js +3 -0
- package/dist/cli/output/error-display.test.js.map +1 -1
- package/dist/cli/output/interactive.d.ts +3 -0
- package/dist/cli/output/interactive.d.ts.map +1 -1
- package/dist/cli/output/interactive.js +76 -0
- package/dist/cli/output/interactive.js.map +1 -1
- package/dist/cli/output/json.d.ts +3 -0
- package/dist/cli/output/json.d.ts.map +1 -1
- package/dist/cli/output/json.js +9 -0
- package/dist/cli/output/json.js.map +1 -1
- package/dist/config/loader.d.ts.map +1 -1
- package/dist/config/loader.js +3 -2
- package/dist/config/loader.js.map +1 -1
- package/dist/config/schema.d.ts +641 -15
- package/dist/config/schema.d.ts.map +1 -1
- package/dist/config/schema.js +26 -1
- package/dist/config/schema.js.map +1 -1
- package/dist/config/schema.test.js +192 -1
- package/dist/config/schema.test.js.map +1 -1
- package/dist/core/assembly/overlay-loader.d.ts +24 -0
- package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.js +190 -0
- package/dist/core/assembly/overlay-loader.js.map +1 -0
- package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
- package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.test.js +106 -0
- package/dist/core/assembly/overlay-loader.test.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.d.ts +15 -0
- package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.js +58 -0
- package/dist/core/assembly/overlay-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.js +246 -0
- package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.js +63 -0
- package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
- package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
- package/dist/core/assembly/preset-loader.d.ts +1 -0
- package/dist/core/assembly/preset-loader.d.ts.map +1 -1
- package/dist/core/assembly/preset-loader.js +2 -0
- package/dist/core/assembly/preset-loader.js.map +1 -1
- package/dist/core/dependency/eligibility.test.js +3 -0
- package/dist/core/dependency/eligibility.test.js.map +1 -1
- package/dist/e2e/game-pipeline.test.d.ts +10 -0
- package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
- package/dist/e2e/game-pipeline.test.js +298 -0
- package/dist/e2e/game-pipeline.test.js.map +1 -0
- package/dist/e2e/init.test.js +3 -0
- package/dist/e2e/init.test.js.map +1 -1
- package/dist/project/adopt.d.ts +3 -1
- package/dist/project/adopt.d.ts.map +1 -1
- package/dist/project/adopt.js +29 -1
- package/dist/project/adopt.js.map +1 -1
- package/dist/project/adopt.test.js +51 -1
- package/dist/project/adopt.test.js.map +1 -1
- package/dist/types/config.d.ts +50 -4
- package/dist/types/config.d.ts.map +1 -1
- package/dist/types/config.test.d.ts +2 -0
- package/dist/types/config.test.d.ts.map +1 -0
- package/dist/types/config.test.js +97 -0
- package/dist/types/config.test.js.map +1 -0
- package/dist/utils/eligible.d.ts +3 -2
- package/dist/utils/eligible.d.ts.map +1 -1
- package/dist/utils/eligible.js +18 -4
- package/dist/utils/eligible.js.map +1 -1
- package/dist/utils/errors.d.ts +4 -0
- package/dist/utils/errors.d.ts.map +1 -1
- package/dist/utils/errors.js +31 -0
- package/dist/utils/errors.js.map +1 -1
- package/dist/utils/errors.test.js +4 -1
- package/dist/utils/errors.test.js.map +1 -1
- package/dist/wizard/questions.d.ts +4 -0
- package/dist/wizard/questions.d.ts.map +1 -1
- package/dist/wizard/questions.js +59 -1
- package/dist/wizard/questions.js.map +1 -1
- package/dist/wizard/questions.test.js +178 -4
- package/dist/wizard/questions.test.js.map +1 -1
- package/dist/wizard/wizard.d.ts +1 -0
- package/dist/wizard/wizard.d.ts.map +1 -1
- package/dist/wizard/wizard.js +4 -1
- package/dist/wizard/wizard.js.map +1 -1
- package/dist/wizard/wizard.test.js +102 -4
- package/dist/wizard/wizard.test.js.map +1 -1
- package/package.json +1 -1
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---
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name: game-design-document
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description: Create game design document with pillars, core loop, mechanics, progression, and world overview
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summary: "Transforms PRD product requirements into a game design bible covering game pillars, core gameplay loop, mechanics catalog, progression systems, and game world overview. Review step validates pillar coherence and mechanic clarity."
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phase: "pre"
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order: 115
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dependencies: [review-prd]
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outputs: [docs/game-design.md]
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conditional: null
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reads: [create-vision, create-prd]
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knowledge-base: [game-design-document, game-milestone-definitions, game-domain-patterns, game-engine-selection, game-project-structure]
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---
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## Purpose
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Transform the PRD into a Game Design Document (GDD) that defines the game's
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identity through design pillars, core gameplay loop, mechanics catalog,
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progression systems, and game world overview. The GDD is the authoritative
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source of truth for what the game is, how it plays, and why its systems exist.
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This step focuses on gameplay systems — art direction, audio design, and
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narrative detail are covered by separate downstream steps.
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## Inputs
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- docs/plan.md (required) — PRD with features, personas, and requirements
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- docs/vision.md (optional) — vision document for strategic alignment
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- docs/user-stories.md (optional) — user stories for behavioral context
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## Expected Outputs
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- docs/game-design.md — Game design document covering pillars, core loop,
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mechanics, progression, and world overview
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## Quality Criteria
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- (mvp) Game pillars are phrased as "X over Y" tradeoffs that constrain decisions — each pillar excludes at least one plausible mechanic
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- (mvp) Core loop is closed: engage -> challenge -> reward -> repeat with no dead ends where the player has nothing meaningful to do next
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- (mvp) Every mechanic is documented with inputs, rules, outputs, and feedback — precise enough for an engineer to implement without guessing
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- (mvp) Game modes and win/fail states are defined
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- (mvp) Camera model is documented (perspective, movement constraints, zoom range)
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- (deep) Mechanics include numeric ranges, state transitions, and edge cases
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- (deep) Progression systems define XP/level curves or equivalent with explicit formulas
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- (deep) Achievements/trophies schema is present with unlock conditions
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- (deep) Competitive analysis references specific titles and structural differentiation
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## Methodology Scaling
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- **deep**: Full GDD bible. Design pillars with exclusion rationale, multi-tier
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core loop (moment-to-moment, session, metagame), complete mechanics catalog
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with numeric specifications, progression curves with formulas, world overview,
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game modes, competitive analysis, achievements schema. 20-40 pages.
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- **mvp**: Pillars + core loop + key mechanics. Enough to start prototyping.
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2-3 pages.
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- **custom:depth(1-5)**:
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- Depth 1: Pillars and core loop only. 1-2 pages. Enough to validate the game concept.
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- Depth 2: Pillars, core loop, and key mechanics with inputs/rules/outputs. 2-3 pages.
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- Depth 3: Add progression systems, world overview, game modes, win/fail states, camera model. 5-10 pages.
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- Depth 4: Full mechanics catalog with numeric specs, competitive analysis with named titles, achievements schema, multi-model review of pillar coherence. 15-25 pages.
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- Depth 5: Complete GDD bible — all of depth 4 plus systems interaction matrix, difficulty scaling formulas, content volume estimates, and separate reference files for complex subsystems. 25-40 pages.
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## Mode Detection
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If docs/game-design.md exists, operate in update mode: read existing content,
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identify what has changed or been learned since it was written, propose targeted
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updates. Preserve existing design pillars and mechanic definitions unless
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explicitly revisiting them.
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## Update Mode Specifics
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- **Detect prior artifact**: docs/game-design.md exists
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- **Preserve**: design pillars, existing mechanic definitions, core loop
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structure, progression formulas, and enhancement markers
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(`<!-- enhancement: ... -->`) unless user explicitly requests changes
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- **Triggers for update**: PRD features added or changed, playtest feedback
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received, scope adjustment requested, new mechanics needed for user stories
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- **Conflict resolution**: new mechanics are appended to the catalog with clear
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versioning; changed mechanics document the rationale for change and impact on
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dependent systems
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### Understand the Design Context
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**If `docs/vision.md` exists**: Read it completely. The vision establishes the
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player experience, target audience, and guiding principles. Ensure every pillar
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and mechanic aligns with the stated vision. Reference the vision when making
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tradeoff decisions.
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**If `docs/plan.md` exists**: Read it completely. The PRD defines features,
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personas, and requirements. Every PRD feature should trace to at least one
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mechanic in the GDD. Personas inform the target player profile and skill
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assumptions.
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**Discovery questions** (ask if context is insufficient):
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- What is the core fantasy — what does the player get to be or do that they cannot in real life?
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- What is the primary interaction verb (shoot, build, solve, explore, manage)?
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- What makes a play session feel complete — what is the natural stopping point?
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- What existing games are closest to your vision, and where does this game diverge?
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---
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name: review-gdd
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description: Multi-pass review of game design document for pillar coherence, mechanic clarity, and scope feasibility
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summary: "Stress-tests the GDD through multiple review passes checking pillar coherence, core loop closure, mechanic implementability, progression feasibility, scope assessment, and downstream readiness for user stories."
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phase: "pre"
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order: 116
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dependencies: [game-design-document]
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outputs: [docs/reviews/pre-review-gdd.md, docs/reviews/gdd/review-summary.md, docs/reviews/gdd/codex-review.json, docs/reviews/gdd/gemini-review.json]
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conditional: null
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reads: []
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knowledge-base: [review-methodology, review-game-design, review-step-template, multi-model-review-dispatch]
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---
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## Purpose
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Deep multi-pass review of the Game Design Document, targeting the specific
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failure modes of game design artifacts. Identify issues with pillar coherence,
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core loop closure, mechanic ambiguity, progression feasibility, scope reality,
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competitive differentiation, and systems interactions. Create a fix plan,
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execute fixes, and re-validate. Ensures the GDD is implementable, internally
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consistent, and ready for downstream consumption by user stories, architecture,
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and art/audio specifications.
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At depth 4+, dispatches to external AI models (Codex, Gemini) for
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independent review validation.
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## Inputs
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- docs/game-design.md (required) — GDD to review
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- docs/plan.md (required) — PRD for cross-referencing features and scope
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- docs/reviews/gdd/ artifacts (optional) — prior review findings in update mode
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## Expected Outputs
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- docs/reviews/pre-review-gdd.md — review findings, fix plan, and resolution log
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- docs/game-design.md — updated with fixes
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- docs/reviews/gdd/review-summary.md (depth 4+) — multi-model review synthesis
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- docs/reviews/gdd/codex-review.json (depth 4+, if available) — raw Codex findings
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- docs/reviews/gdd/gemini-review.json (depth 4+, if available) — raw Gemini findings
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## Quality Criteria
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- (mvp) Passes 1-2 executed with findings documented (Pillar Coherence, Core Loop Closure)
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- (deep) All 7 review passes executed with findings documented
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- (mvp) Every finding categorized by severity: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
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- (mvp) Fix plan created for P0 and P1 findings
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43
|
+
- (mvp) Fixes applied and re-validated
|
|
44
|
+
- (mvp) Downstream readiness confirmed (user stories and architecture can proceed)
|
|
45
|
+
- (depth 4+) Multi-model findings synthesized: Consensus (all models agree), Majority (2+ models agree), or Divergent (models disagree — present to user for decision)
|
|
46
|
+
|
|
47
|
+
## Methodology Scaling
|
|
48
|
+
- **deep**: All 7 review passes from the knowledge base (Pillar Coherence, Core
|
|
49
|
+
Loop Closure, Mechanic Ambiguity Detection, Progression Curve Feasibility,
|
|
50
|
+
Scope vs Reality Check, Competitive Differentiation, Systems Interaction
|
|
51
|
+
Audit). Full findings report with severity categorization. Fixes applied and
|
|
52
|
+
re-validated. Multi-model review dispatched to Codex and Gemini if available,
|
|
53
|
+
with graceful fallback to Claude-only enhanced review.
|
|
54
|
+
- **mvp**: Passes 1-2 only (Pillar Coherence, Core Loop Closure). Focus on
|
|
55
|
+
blocking gaps — pillars that do not constrain and loops that do not close.
|
|
56
|
+
- **custom:depth(1-5)**:
|
|
57
|
+
- Depth 1: Pass 1 only (Pillar Coherence). One review pass.
|
|
58
|
+
- Depth 2: Passes 1-2 (Pillar Coherence, Core Loop Closure). Two review passes.
|
|
59
|
+
- Depth 3: Passes 1-4 (add Mechanic Ambiguity Detection, Progression Curve Feasibility). Four review passes.
|
|
60
|
+
- Depth 4: All 7 passes + one external model review (if CLI available).
|
|
61
|
+
- Depth 5: All 7 passes + multi-model review with reconciliation.
|
|
62
|
+
|
|
63
|
+
## Mode Detection
|
|
64
|
+
If docs/reviews/pre-review-gdd.md exists, this is a re-review. Read previous
|
|
65
|
+
findings, check which were addressed, run review passes again on updated GDD.
|
|
66
|
+
If multi-model review artifacts exist under docs/reviews/gdd/, preserve prior
|
|
67
|
+
findings still valid.
|
|
68
|
+
|
|
69
|
+
## Update Mode Specifics
|
|
70
|
+
|
|
71
|
+
- **Detect**: `docs/reviews/pre-review-gdd.md` exists with tracking comment
|
|
72
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+
- **Preserve**: Prior findings still valid, resolution decisions, multi-model review artifacts
|
|
73
|
+
- **Triggers**: Upstream artifact changed since last review (compare tracking comment dates)
|
|
74
|
+
- **Conflict resolution**: Previously resolved findings reappearing = regression; flag and re-evaluate
|
|
@@ -0,0 +1,98 @@
|
|
|
1
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+
---
|
|
2
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+
name: analytics-telemetry
|
|
3
|
+
description: Define event taxonomy, crash telemetry, KPI funnels, data pipeline, and privacy compliance for game analytics
|
|
4
|
+
summary: "Defines the game analytics layer — event taxonomy with schema versioning, crash telemetry for all games, expanded KPIs and funnels for live-service, data pipeline architecture, offline buffering, and privacy compliance (GDPR/COPPA)."
|
|
5
|
+
phase: "quality"
|
|
6
|
+
order: 962
|
|
7
|
+
dependencies: [game-design-document]
|
|
8
|
+
outputs: [docs/analytics-plan.md]
|
|
9
|
+
conditional: null
|
|
10
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+
reads: [system-architecture, operations, economy-design]
|
|
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+
knowledge-base: [game-liveops-analytics]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
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+
Define the analytics and telemetry strategy that provides data-driven insight
|
|
16
|
+
into player behavior, game health, and business performance. Analytics exists on
|
|
17
|
+
a spectrum: every game needs crash telemetry and basic session tracking, while
|
|
18
|
+
live-service games need full KPI dashboards, funnel analysis, A/B testing
|
|
19
|
+
infrastructure, and real-time alerting.
|
|
20
|
+
|
|
21
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+
This plan establishes a structured event taxonomy — a shared vocabulary of
|
|
22
|
+
named events with versioned schemas — so that every system emitting telemetry
|
|
23
|
+
uses consistent event names, payload shapes, and semantic conventions. Without
|
|
24
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+
a taxonomy, analytics data becomes a disorganized collection of ad-hoc events
|
|
25
|
+
that analysts cannot reliably query.
|
|
26
|
+
|
|
27
|
+
The plan also addresses the data pipeline end-to-end: client-side event
|
|
28
|
+
buffering (critical for mobile and offline scenarios), transport and ingestion,
|
|
29
|
+
storage and querying, and privacy compliance. GDPR consent flows, COPPA
|
|
30
|
+
age-gating, and data retention policies must be designed into the telemetry
|
|
31
|
+
system — not retrofitted after launch.
|
|
32
|
+
|
|
33
|
+
## Inputs
|
|
34
|
+
- docs/game-design.md (required) — core loop, progression, monetization model informing which events to track
|
|
35
|
+
- docs/plan.md (required) — target platforms, target markets (privacy jurisdiction), business model
|
|
36
|
+
- docs/system-architecture.md (optional, forward-read) — backend service topology for data pipeline integration
|
|
37
|
+
- docs/operations-runbook.md (optional, forward-read) — monitoring and alerting infrastructure to extend
|
|
38
|
+
- docs/economy-design.md (optional, forward-read) — transaction events, currency flow metrics, monetization KPIs
|
|
39
|
+
|
|
40
|
+
## Expected Outputs
|
|
41
|
+
- docs/analytics-plan.md — event taxonomy, crash telemetry specification, KPI
|
|
42
|
+
definitions, data pipeline architecture, offline buffering strategy, QA
|
|
43
|
+
validation plan, and privacy compliance
|
|
44
|
+
|
|
45
|
+
## Quality Criteria
|
|
46
|
+
- (mvp) Event taxonomy defined: hierarchical naming convention (category.action.label), payload schema per event, schema version field for forward compatibility
|
|
47
|
+
- (mvp) Crash telemetry specified for all platforms: crash report collection (stack traces, device info, game state snapshot), symbolication pipeline, crash-free session rate target
|
|
48
|
+
- (mvp) Session tracking: session start/end events, session duration, platform and device metadata, build version
|
|
49
|
+
- (mvp) QA validation plan: how to verify events fire correctly (debug overlay, event log viewer, automated event assertion tests), schema validation at ingestion
|
|
50
|
+
- (mvp) Privacy compliance: GDPR consent flow (opt-in before tracking in EU), COPPA handling (no PII collection for under-13), data retention policy with deletion capability
|
|
51
|
+
- (deep) KPI definitions for live-service: DAU/MAU, retention (D1/D7/D30), session length distribution, revenue per user (ARPU/ARPPU), conversion funnel stages
|
|
52
|
+
- (deep) Funnel analysis: player progression funnel (tutorial → first session → core loop engagement → retention), monetization funnel (browse → view item → purchase → repeat purchase), churn prediction signals
|
|
53
|
+
- (deep) A/B testing infrastructure: experiment assignment, variant tracking, statistical significance methodology, guardrail metrics that halt experiments
|
|
54
|
+
- (deep) Data pipeline architecture: client-side batching and offline buffering (queue events when offline, flush on reconnect with deduplication), transport (HTTPS batch POST with retry), ingestion service, storage (event warehouse), query layer
|
|
55
|
+
- (deep) Real-time alerting: crash rate spike detection, revenue anomaly detection, concurrent player count monitoring, automated incident creation from telemetry thresholds
|
|
56
|
+
|
|
57
|
+
### Live-Service Conditional Sections
|
|
58
|
+
When the game includes live-service elements (battle passes, seasonal content,
|
|
59
|
+
live events, real-money monetization), the analytics plan expands to include:
|
|
60
|
+
- Economy health metrics: currency inflation rate, sink/faucet ratio tracking, whale concentration index
|
|
61
|
+
- Content engagement metrics: event participation rate, content completion rate, seasonal retention lift
|
|
62
|
+
- Matchmaking quality metrics: queue times, skill rating accuracy, match satisfaction survey correlation
|
|
63
|
+
|
|
64
|
+
## Methodology Scaling
|
|
65
|
+
- **deep**: Full analytics plan with comprehensive event taxonomy, crash
|
|
66
|
+
telemetry, live-service KPI suite, funnel analysis, A/B testing
|
|
67
|
+
infrastructure, data pipeline architecture with offline buffering, real-time
|
|
68
|
+
alerting, and privacy compliance per jurisdiction. 15-25 pages.
|
|
69
|
+
- **mvp**: Event taxonomy, crash telemetry, session tracking, QA validation
|
|
70
|
+
plan, and privacy compliance essentials. 4-8 pages.
|
|
71
|
+
- **custom:depth(1-5)**:
|
|
72
|
+
- Depth 1: crash telemetry and session tracking with basic event naming convention.
|
|
73
|
+
- Depth 2: add structured event taxonomy with schema versioning and privacy compliance.
|
|
74
|
+
- Depth 3: add KPI definitions, progression funnel, QA validation plan, and offline buffering strategy.
|
|
75
|
+
- Depth 4: add A/B testing infrastructure, data pipeline architecture, monetization funnel, and real-time alerting.
|
|
76
|
+
- Depth 5: full specification with economy health metrics, matchmaking quality metrics, churn prediction, and multi-jurisdiction privacy compliance.
|
|
77
|
+
|
|
78
|
+
## Mode Detection
|
|
79
|
+
Check for docs/analytics-plan.md. If it exists, operate in update mode: read
|
|
80
|
+
existing plan and diff against current GDD features and system architecture.
|
|
81
|
+
Preserve existing event taxonomy entries, KPI definitions, and privacy
|
|
82
|
+
compliance decisions. Add events for new gameplay systems. Update pipeline
|
|
83
|
+
architecture if system-architecture changed backend topology.
|
|
84
|
+
|
|
85
|
+
## Update Mode Specifics
|
|
86
|
+
- **Detect prior artifact**: docs/analytics-plan.md exists
|
|
87
|
+
- **Preserve**: event taxonomy entries (never rename events that may already be
|
|
88
|
+
in production), KPI definitions and thresholds, privacy compliance decisions,
|
|
89
|
+
crash telemetry configuration, data retention policy
|
|
90
|
+
- **Triggers for update**: GDD added new gameplay systems (new events needed),
|
|
91
|
+
system architecture changed backend topology (pipeline integration needs
|
|
92
|
+
updating), economy design added new transaction types (new monetization
|
|
93
|
+
events), target markets changed (new privacy jurisdictions), operations
|
|
94
|
+
runbook changed monitoring infrastructure
|
|
95
|
+
- **Conflict resolution**: if a new feature requires an event name that
|
|
96
|
+
conflicts with an existing taxonomy entry, version the new event rather than
|
|
97
|
+
renaming the existing one; never break backward compatibility of event
|
|
98
|
+
schemas already in production
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: live-ops-plan
|
|
3
|
+
description: Plan content cadence, event systems, hotfix deployment, maintenance windows, and content update pipeline
|
|
4
|
+
summary: "Plans the live operations strategy — content cadence aligned to player retention, event system design, hotfix deployment procedures, maintenance windows, and the content update pipeline from creation through certification to release."
|
|
5
|
+
phase: "quality"
|
|
6
|
+
order: 963
|
|
7
|
+
dependencies: [game-design-document, analytics-telemetry]
|
|
8
|
+
outputs: [docs/live-ops-plan.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [operations]
|
|
11
|
+
knowledge-base: [game-liveops-analytics]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define the live operations strategy that sustains the game after launch. Live
|
|
16
|
+
ops is the practice of operating a game as a service — delivering regular
|
|
17
|
+
content updates, running time-limited events, deploying hotfixes without
|
|
18
|
+
extended downtime, and using analytics data to inform the content roadmap.
|
|
19
|
+
|
|
20
|
+
This plan bridges the gap between development (building the game) and
|
|
21
|
+
operations (running the game). It requires input from game design (what
|
|
22
|
+
content to deliver), analytics (which metrics indicate health), and
|
|
23
|
+
infrastructure (how to deploy updates safely). Without a live-ops plan,
|
|
24
|
+
post-launch content delivery becomes reactive and ad-hoc, leading to player
|
|
25
|
+
churn and operational incidents.
|
|
26
|
+
|
|
27
|
+
The plan covers five areas: content cadence (what ships and when), event
|
|
28
|
+
system design (how time-limited events are authored, scheduled, and
|
|
29
|
+
delivered), hotfix deployment (how to ship critical fixes outside the regular
|
|
30
|
+
cadence), maintenance windows (how to communicate and execute downtime), and
|
|
31
|
+
the content update pipeline (the workflow from content creation through QA,
|
|
32
|
+
certification, staging, and release).
|
|
33
|
+
|
|
34
|
+
## Conditional Evaluation
|
|
35
|
+
Enable when: the project configuration `onlineServices` includes `live-ops`,
|
|
36
|
+
or the GDD describes any of the following — seasonal content drops, battle
|
|
37
|
+
passes, live events, post-launch content roadmap, games-as-a-service model,
|
|
38
|
+
regular content updates, or any ongoing content delivery after initial release.
|
|
39
|
+
|
|
40
|
+
Skip when: the game is a ship-and-done product with no planned post-launch
|
|
41
|
+
content updates — premium single-player titles, arcade games, or any project
|
|
42
|
+
where the launch build is the final build (aside from bug-fix patches).
|
|
43
|
+
|
|
44
|
+
## Inputs
|
|
45
|
+
- docs/game-design.md (required) — content types, event mechanics, seasonal structure
|
|
46
|
+
- docs/analytics-plan.md (required) — KPIs that drive live-ops decisions, player retention metrics
|
|
47
|
+
- docs/plan.md (required) — launch timeline, post-launch support commitment
|
|
48
|
+
- docs/operations-runbook.md (optional, forward-read) — deployment pipeline, rollback procedures, monitoring infrastructure
|
|
49
|
+
|
|
50
|
+
## Expected Outputs
|
|
51
|
+
- docs/live-ops-plan.md — content cadence, event system design, hotfix
|
|
52
|
+
deployment procedures, maintenance windows, and content update pipeline
|
|
53
|
+
|
|
54
|
+
## Quality Criteria
|
|
55
|
+
- (mvp) Content cadence defined: update frequency (weekly/biweekly/seasonal), content types per cadence tier (minor balance patches vs. major content drops), and target release day/time
|
|
56
|
+
- (mvp) Event system design: how time-limited events are authored (data-driven, not code-driven), event lifecycle (announcement → active → wind-down → rewards), event scheduling (calendar-based with remote config)
|
|
57
|
+
- (mvp) Hotfix deployment procedure: criteria for emergency hotfix (severity classification), approval chain, deployment steps, rollback trigger, player communication template
|
|
58
|
+
- (mvp) Maintenance window policy: scheduled maintenance cadence, advance notice period, expected duration, communication channels (in-game, social media, status page)
|
|
59
|
+
- (deep) Content update pipeline: creation (design + art + engineering) → internal QA → playtest → certification (if console) → staging → canary release → full rollout → post-release monitoring
|
|
60
|
+
- (deep) Content versioning and compatibility: how clients handle version mismatches, forced update vs. graceful degradation, asset bundle versioning for hot-loaded content
|
|
61
|
+
- (deep) Live-ops calendar: quarterly content roadmap template with theme, headline feature, supporting events, and target retention metric per update
|
|
62
|
+
- (deep) Feature flag and remote config integration: how live-ops uses feature flags for gradual rollout, kill switches for broken features, A/B testing for content variants
|
|
63
|
+
- (deep) Incident response for live-ops: when a content update causes issues (broken economy, exploitable event, server instability), escalation path, rollback decision tree, and player compensation policy
|
|
64
|
+
|
|
65
|
+
## Methodology Scaling
|
|
66
|
+
- **deep**: Full live-ops plan with quarterly content calendar, event system
|
|
67
|
+
architecture, content update pipeline with certification gates, hotfix
|
|
68
|
+
procedures with severity classification, maintenance window policy, feature
|
|
69
|
+
flag integration, live-ops incident response, and player compensation
|
|
70
|
+
framework. 15-25 pages.
|
|
71
|
+
- **mvp**: Content cadence, basic event system design, hotfix deployment
|
|
72
|
+
procedure, and maintenance window policy. 4-8 pages.
|
|
73
|
+
- **custom:depth(1-5)**:
|
|
74
|
+
- Depth 1: content update frequency and basic hotfix deployment procedure.
|
|
75
|
+
- Depth 2: add event system design and maintenance window policy.
|
|
76
|
+
- Depth 3: add content update pipeline, content versioning strategy, and live-ops calendar template.
|
|
77
|
+
- Depth 4: add feature flag integration, incident response for live-ops, and certification gates in content pipeline.
|
|
78
|
+
- Depth 5: full plan with player compensation framework, A/B testing for content variants, retention-driven content prioritization, and cross-platform content delivery synchronization.
|
|
79
|
+
|
|
80
|
+
## Mode Detection
|
|
81
|
+
Check for docs/live-ops-plan.md. If it exists, operate in update mode: read
|
|
82
|
+
existing plan and diff against current GDD content plans and analytics KPIs.
|
|
83
|
+
Preserve existing content cadence, event system design, and hotfix procedures.
|
|
84
|
+
Update pipeline stages if operations runbook changed deployment infrastructure.
|
|
85
|
+
Add new event types if GDD expanded seasonal content.
|
|
86
|
+
|
|
87
|
+
## Update Mode Specifics
|
|
88
|
+
- **Detect prior artifact**: docs/live-ops-plan.md exists
|
|
89
|
+
- **Preserve**: content cadence and release schedule, event system design,
|
|
90
|
+
hotfix deployment procedures, maintenance window policy, live-ops calendar
|
|
91
|
+
entries, player compensation precedents
|
|
92
|
+
- **Triggers for update**: GDD added new content types or event mechanics,
|
|
93
|
+
analytics plan changed KPIs that drive content decisions, operations runbook
|
|
94
|
+
changed deployment pipeline, target platforms changed (new certification
|
|
95
|
+
requirements in content pipeline)
|
|
96
|
+
- **Conflict resolution**: if content cadence changes conflict with
|
|
97
|
+
certification timelines (e.g., weekly updates impossible with console cert
|
|
98
|
+
turnaround), document the constraint and propose a cadence that accommodates
|
|
99
|
+
all target platforms; never promise a cadence the pipeline cannot sustain
|
|
@@ -0,0 +1,129 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: platform-cert-prep
|
|
3
|
+
description: Per-platform certification checklists for console, mobile, VR/AR, and PC storefronts
|
|
4
|
+
summary: "Prepares platform certification checklists — Sony TRC, Microsoft XR, Nintendo Lotcheck, App Store, Google Play, Steam Deck compatibility — covering sign-in/out, entitlements, achievements, parental controls, ratings, controller disconnect, suspend/resume, and error messages."
|
|
5
|
+
phase: "quality"
|
|
6
|
+
order: 964
|
|
7
|
+
dependencies: [game-accessibility, performance-budgets, game-ui-spec, input-controls-spec]
|
|
8
|
+
outputs: [docs/platform-cert-checklist.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [save-system-spec, netcode-spec, audio-design, localization-plan, online-services-spec, modding-ugc-spec]
|
|
11
|
+
knowledge-base: [game-platform-certification, review-platform-cert, game-vr-ar-design]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Prepare per-platform certification checklists that ensure the game passes
|
|
16
|
+
first-party submission requirements on every target platform. Platform
|
|
17
|
+
certification (also called Technical Requirements Checklists, or TRCs) is the
|
|
18
|
+
mandatory review process that console manufacturers, mobile storefronts, and
|
|
19
|
+
VR/AR platforms require before a title can be published. Failing certification
|
|
20
|
+
delays launch by weeks or months.
|
|
21
|
+
|
|
22
|
+
Each platform has unique requirements that touch nearly every system in the
|
|
23
|
+
game: user account sign-in/out flow, entitlement and DLC verification,
|
|
24
|
+
achievement/trophy integration, parental controls and age rating compliance,
|
|
25
|
+
controller disconnect handling, suspend/resume lifecycle, error message
|
|
26
|
+
standards, and platform-specific shell behavior (Quick Resume on Xbox,
|
|
27
|
+
Activities on PlayStation, etc.).
|
|
28
|
+
|
|
29
|
+
This step consolidates requirements from across the codebase — accessibility,
|
|
30
|
+
performance budgets, UI, input controls, save systems, networking, audio,
|
|
31
|
+
localization, online services, and modding — into per-platform checklists
|
|
32
|
+
that QA teams can verify systematically before submission.
|
|
33
|
+
|
|
34
|
+
## Conditional Evaluation
|
|
35
|
+
Enable when: `targetPlatforms` includes any console (PlayStation, Xbox,
|
|
36
|
+
Nintendo Switch), mobile (iOS, Android), VR/AR (Meta Quest, PlayStation VR2,
|
|
37
|
+
Apple Vision Pro), or PC storefronts with compatibility review programs
|
|
38
|
+
(Steam Deck Verified). Desktop-only games distributed through open platforms
|
|
39
|
+
(itch.io, self-hosted) without certification programs do not need this step.
|
|
40
|
+
|
|
41
|
+
Skip when: the game targets only open PC platforms (Windows/macOS/Linux via
|
|
42
|
+
direct distribution or itch.io) with no storefront certification requirements.
|
|
43
|
+
Steam itself does not have a formal certification process (beyond basic content
|
|
44
|
+
review), but Steam Deck Verified is a certification program and triggers this
|
|
45
|
+
step.
|
|
46
|
+
|
|
47
|
+
## Inputs
|
|
48
|
+
- docs/game-accessibility.md (required) — accessibility features to verify against platform accessibility requirements
|
|
49
|
+
- docs/performance-budgets.md (required) — frame rate and memory targets per platform
|
|
50
|
+
- docs/game-ui-spec.md (required) — UI flows for sign-in, error messages, platform shell integration
|
|
51
|
+
- docs/input-controls-spec.md (required) — controller support, input remapping, disconnect handling
|
|
52
|
+
- docs/plan.md (required) — target platforms and target ratings
|
|
53
|
+
- docs/save-system-spec.md (optional, forward-read) — save/load, cloud save, platform storage integration
|
|
54
|
+
- docs/netcode-spec.md (optional, forward-read) — network error handling, NAT traversal, platform networking APIs
|
|
55
|
+
- docs/audio-design.md (optional, forward-read) — audio output requirements, platform audio policies (e.g., mute on focus loss)
|
|
56
|
+
- docs/localization-plan.md (optional, forward-read) — supported languages per platform, platform-mandated language requirements
|
|
57
|
+
- docs/online-services-spec.md (optional, forward-read) — platform service integration (PSN, Xbox Live, Nintendo Online)
|
|
58
|
+
- docs/modding-ugc-spec.md (optional, forward-read) — UGC policies per platform, content moderation requirements
|
|
59
|
+
|
|
60
|
+
## Expected Outputs
|
|
61
|
+
- docs/platform-cert-checklist.md — per-platform certification checklists
|
|
62
|
+
with specific requirements, verification steps, and pass/fail criteria
|
|
63
|
+
|
|
64
|
+
## Quality Criteria
|
|
65
|
+
- (mvp) Per-platform checklist generated for every target platform: each requirement has a description, verification step, and pass/fail criterion
|
|
66
|
+
- (mvp) Sign-in/out flow verified: platform account sign-in on boot, sign-out during gameplay (return to title screen or graceful disconnect), account switching (where platform supports it)
|
|
67
|
+
- (mvp) Controller disconnect handling: game pauses or shows reconnection prompt, no input loss or crash, reconnection resumes correctly
|
|
68
|
+
- (mvp) Suspend/resume lifecycle: game state preserved on suspend, no data loss, network reconnection on resume, no stale UI
|
|
69
|
+
- (mvp) Error messages follow platform guidelines: platform-specific error codes where required, user-friendly language, no raw exception text, retry/cancel options
|
|
70
|
+
- (deep) Entitlement and DLC verification: license check on boot and periodically during gameplay, graceful handling of revoked entitlements, DLC content gating
|
|
71
|
+
- (deep) Achievement/trophy integration: unlock conditions mapped to platform achievement APIs, offline unlock queuing, no duplicate unlocks, required platinum/1000G structure (PlayStation/Xbox)
|
|
72
|
+
- (deep) Parental controls and age rating: respect platform-level restrictions (communication, purchases, content visibility), age rating compliance (ESRB, PEGI, CERO, GRAC, USK) per target market
|
|
73
|
+
- (deep) Platform-specific shell behavior: Quick Resume (Xbox), Activities (PlayStation), sleep mode (Nintendo Switch), App Clips (iOS), Instant Apps (Android)
|
|
74
|
+
- (deep) Performance certification: frame rate within platform-mandated minimums (30fps floor on console, thermal throttling handling on mobile), memory within platform limits, load time requirements
|
|
75
|
+
- (deep) Accessibility certification: platform-mandated accessibility features (Xbox Accessibility Guidelines, PlayStation accessibility requirements, Apple accessibility standards)
|
|
76
|
+
- (deep) Network certification: NAT type handling, platform matchmaking API compliance, graceful degradation on network loss, bandwidth limits
|
|
77
|
+
|
|
78
|
+
### Console-Specific Sections
|
|
79
|
+
- **PlayStation (TRC)**: PSN sign-in, trophy set structure, Activity Cards, suspend/resume with network reconnect, PS VR2 comfort settings (if VR), content restriction API
|
|
80
|
+
- **Xbox (XR)**: Xbox Live sign-in, achievement structure (1000G base + DLC), Quick Resume support, Game Pass considerations, Xbox Accessibility Guidelines compliance
|
|
81
|
+
- **Nintendo Switch (Lotcheck)**: Nintendo Account integration, controller grip modes (handheld, tabletop, docked), sleep mode save, touch screen support (handheld), HD Rumble guidelines
|
|
82
|
+
|
|
83
|
+
### Mobile-Specific Sections
|
|
84
|
+
- **iOS (App Store Review)**: App Store Review Guidelines compliance, in-app purchase via StoreKit (no external payment links), privacy nutrition labels, App Tracking Transparency, Universal Links, background audio policy
|
|
85
|
+
- **Android (Google Play)**: Google Play policies, billing library integration, target API level requirements, adaptive icons, back gesture handling, foldable/tablet layout
|
|
86
|
+
|
|
87
|
+
### PC Storefront Sections
|
|
88
|
+
- **Steam Deck Verified**: controller-native UI (no mandatory mouse/keyboard), readable text at 7" 800p, default graphics preset within thermal envelope, Proton compatibility, suspend/resume via OS
|
|
89
|
+
|
|
90
|
+
### VR/AR-Specific Sections
|
|
91
|
+
- **Meta Quest**: comfort rating (comfortable/moderate/intense), guardian boundary handling, passthrough integration, hand tracking fallback, performance targets (72/90/120Hz)
|
|
92
|
+
- **Apple Vision Pro**: visionOS design guidelines, spatial UI placement, eye tracking privacy, SharePlay integration
|
|
93
|
+
|
|
94
|
+
## Methodology Scaling
|
|
95
|
+
- **deep**: Comprehensive per-platform checklists with every TRC/XR/Lotcheck
|
|
96
|
+
requirement mapped, verification procedures, automated compliance test
|
|
97
|
+
suggestions, platform-specific shell integration, and certification
|
|
98
|
+
submission timeline with resubmission contingency. 20-35 pages.
|
|
99
|
+
- **mvp**: Core certification requirements per platform (sign-in, controller
|
|
100
|
+
disconnect, suspend/resume, error messages) with basic verification steps.
|
|
101
|
+
5-10 pages.
|
|
102
|
+
- **custom:depth(1-5)**:
|
|
103
|
+
- Depth 1: sign-in/out, controller disconnect, and suspend/resume checklists per platform.
|
|
104
|
+
- Depth 2: add error message compliance, entitlement verification, and basic achievement integration.
|
|
105
|
+
- Depth 3: add parental controls, age rating compliance, performance certification targets, and platform shell behavior.
|
|
106
|
+
- Depth 4: add accessibility certification, network certification, platform-specific detailed requirements, and automated compliance test suggestions.
|
|
107
|
+
- Depth 5: full checklists with certification submission timeline, resubmission contingency plan, platform relationship management notes, and cross-platform compliance matrix.
|
|
108
|
+
|
|
109
|
+
## Mode Detection
|
|
110
|
+
Check for docs/platform-cert-checklist.md. If it exists, operate in update
|
|
111
|
+
mode: read existing checklists and diff against current platform targets,
|
|
112
|
+
accessibility features, performance budgets, and input controls. Preserve
|
|
113
|
+
existing pass/fail results and verification notes. Add checklists for new
|
|
114
|
+
target platforms. Update requirements if platform SDKs or policies changed.
|
|
115
|
+
|
|
116
|
+
## Update Mode Specifics
|
|
117
|
+
- **Detect prior artifact**: docs/platform-cert-checklist.md exists
|
|
118
|
+
- **Preserve**: existing pass/fail verification results, platform-specific
|
|
119
|
+
implementation notes, certification submission history, waiver/exception
|
|
120
|
+
records, platform contact information
|
|
121
|
+
- **Triggers for update**: target platforms changed (new platform added or
|
|
122
|
+
removed), accessibility spec updated (new features to verify), performance
|
|
123
|
+
budgets changed (new targets to certify), input controls spec changed
|
|
124
|
+
(controller handling updates), platform SDK or policy update (new TRC/XR
|
|
125
|
+
version), save system or networking spec changed
|
|
126
|
+
- **Conflict resolution**: if a requirement from one platform conflicts with
|
|
127
|
+
another platform's requirement (e.g., different mandatory button mappings),
|
|
128
|
+
document both requirements and propose a platform-adaptive implementation;
|
|
129
|
+
never sacrifice one platform's certification for another
|
|
@@ -0,0 +1,83 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: playtest-plan
|
|
3
|
+
description: Design playtest strategy with types, scheduling, feedback collection, FTUE observation, and balance testing
|
|
4
|
+
summary: "Designs your playtest strategy — internal, focused, and external playtests tied to milestone gates — with feedback templates, FTUE observation protocols, balance testing methodology, and participant recruitment plans."
|
|
5
|
+
phase: "quality"
|
|
6
|
+
order: 961
|
|
7
|
+
dependencies: [game-design-document, user-stories]
|
|
8
|
+
outputs: [docs/playtest-plan.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [game-testing-strategy, game-milestone-definitions]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define the complete playtesting strategy that validates game feel, balance,
|
|
16
|
+
usability, and fun throughout development. Playtesting is distinct from QA
|
|
17
|
+
testing (which validates correctness) — playtesting validates that the game is
|
|
18
|
+
enjoyable, understandable, and appropriately challenging for the target audience.
|
|
19
|
+
|
|
20
|
+
This plan covers three playtest tiers: internal playtests (team members testing
|
|
21
|
+
daily builds), focused playtests (targeted sessions with specific test goals
|
|
22
|
+
and recruited participants), and external playtests (public or semi-public
|
|
23
|
+
tests for scale validation and market feedback). Each tier maps to development
|
|
24
|
+
milestones — internal playtests begin at First Playable, focused playtests at
|
|
25
|
+
Alpha, and external playtests at Beta.
|
|
26
|
+
|
|
27
|
+
The plan also establishes feedback collection methodology — standardized
|
|
28
|
+
templates, observation protocols, and metrics — so that playtest data drives
|
|
29
|
+
design decisions rather than anecdotal impressions.
|
|
30
|
+
|
|
31
|
+
## Inputs
|
|
32
|
+
- docs/game-design.md (required) — core loop, progression, difficulty model, target audience
|
|
33
|
+
- docs/user-stories.md (required) — acceptance criteria defining expected player experience
|
|
34
|
+
- docs/plan.md (required) — milestone schedule and target platforms
|
|
35
|
+
|
|
36
|
+
## Expected Outputs
|
|
37
|
+
- docs/playtest-plan.md — playtest types, schedule, feedback templates, FTUE
|
|
38
|
+
observation protocol, balance testing methodology, and recruitment plan
|
|
39
|
+
|
|
40
|
+
## Quality Criteria
|
|
41
|
+
- (mvp) Three playtest tiers defined (internal, focused, external) with distinct goals, participant profiles, and session formats
|
|
42
|
+
- (mvp) Playtest schedule tied to project milestones: which tier runs at which milestone, with minimum session count per gate
|
|
43
|
+
- (mvp) Feedback template defined with structured fields: task completion (yes/no), difficulty rating (scale), confusion points (free-text), fun rating (scale), and session metadata (build version, platform, duration)
|
|
44
|
+
- (mvp) FTUE (First-Time User Experience) observation protocol: what to observe (time-to-first-action, tutorial completion rate, first death/failure point), how to record (screen capture + observer notes), and when to intervene (never during observation, debrief after)
|
|
45
|
+
- (deep) Balance testing methodology: metrics to collect per gameplay system (win rates, resource accumulation curves, time-to-completion per level/encounter), acceptable variance ranges, and rebalancing trigger thresholds
|
|
46
|
+
- (deep) Participant recruitment plan: target demographics matching game audience, recruitment channels, screening criteria, compensation/incentive structure, NDA requirements for pre-release tests
|
|
47
|
+
- (deep) Playtest environment specification: hardware requirements, network conditions to simulate, build distribution method (Steam playtest, TestFlight, side-loading), telemetry collection during sessions
|
|
48
|
+
- (deep) Playtest-to-design feedback loop: how findings are triaged (critical/major/minor), who owns resolution, turnaround time targets between playtest and design response
|
|
49
|
+
- (deep) Accessibility playtest sessions: dedicated sessions with players using assistive technologies to validate accessibility features from game-accessibility spec
|
|
50
|
+
|
|
51
|
+
## Methodology Scaling
|
|
52
|
+
- **deep**: Full playtest plan covering all three tiers with detailed schedules,
|
|
53
|
+
observation protocols, balance testing with statistical methodology, recruitment
|
|
54
|
+
pipeline, environment specs, and feedback-to-design triage process. 12-20 pages.
|
|
55
|
+
- **mvp**: Internal and focused playtest definitions, milestone-linked schedule,
|
|
56
|
+
basic feedback template, and FTUE observation checklist. 4-8 pages.
|
|
57
|
+
- **custom:depth(1-5)**:
|
|
58
|
+
- Depth 1: internal playtest cadence and basic feedback template only.
|
|
59
|
+
- Depth 2: add focused playtest definition and FTUE observation protocol.
|
|
60
|
+
- Depth 3: add milestone-linked schedule, balance testing metrics, and participant screening criteria.
|
|
61
|
+
- Depth 4: add external playtest plan, recruitment pipeline, environment specification, and accessibility playtest sessions.
|
|
62
|
+
- Depth 5: full plan with statistical balance methodology, feedback-to-design triage process, and playtest iteration tracking across milestones.
|
|
63
|
+
|
|
64
|
+
## Mode Detection
|
|
65
|
+
Check for docs/playtest-plan.md. If it exists, operate in update mode: read
|
|
66
|
+
existing plan and diff against current GDD progression/difficulty model and
|
|
67
|
+
milestone schedule. Preserve existing feedback templates, observation protocols,
|
|
68
|
+
and recruitment criteria. Update schedule if milestones shifted. Add new
|
|
69
|
+
playtest sessions if GDD added new gameplay systems requiring validation.
|
|
70
|
+
|
|
71
|
+
## Update Mode Specifics
|
|
72
|
+
- **Detect prior artifact**: docs/playtest-plan.md exists
|
|
73
|
+
- **Preserve**: feedback templates, FTUE observation protocol, recruitment
|
|
74
|
+
criteria, balance testing thresholds, participant compensation structure,
|
|
75
|
+
existing playtest results and findings
|
|
76
|
+
- **Triggers for update**: GDD changed core loop or difficulty model (balance
|
|
77
|
+
testing needs revision), milestone schedule shifted (playtest dates need
|
|
78
|
+
updating), user stories changed acceptance criteria (new scenarios to test),
|
|
79
|
+
accessibility spec updated (new assistive technology sessions needed)
|
|
80
|
+
- **Conflict resolution**: if milestone changes compress the playtest schedule,
|
|
81
|
+
prioritize focused playtests over external playtests and flag the reduced
|
|
82
|
+
testing coverage for user decision; never remove a playtest tier without
|
|
83
|
+
approval
|