@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
|
@@ -0,0 +1,87 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: art-bible
|
|
3
|
+
description: Define art style, per-type asset specifications, naming conventions, DCC pipeline, LOD strategy, and collision layers
|
|
4
|
+
summary: "Establishes the visual identity and technical art standards — art style pillars, per-type asset specs (3D models, 2D sprites, VFX, animation), naming conventions, DCC pipeline, LOD strategy, Git LFS mapping, and hitbox/collision layer definitions."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 866
|
|
7
|
+
dependencies: [game-design-document, performance-budgets, content-structure-design]
|
|
8
|
+
outputs: [docs/art-bible.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [game-asset-pipeline, game-performance-budgeting, game-binary-vcs-strategy, review-art-bible]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define the complete art bible for the project — the authoritative reference for
|
|
16
|
+
visual identity, technical art standards, and asset production workflows. This
|
|
17
|
+
document bridges the creative vision from the GDD with the technical constraints
|
|
18
|
+
from performance budgets to produce actionable specifications that every artist
|
|
19
|
+
on the team follows.
|
|
20
|
+
|
|
21
|
+
Games require per-type asset specifications because a character model, an
|
|
22
|
+
environment prop, a VFX particle, and a UI sprite each have fundamentally
|
|
23
|
+
different polygon budgets, texture requirements, animation constraints, and
|
|
24
|
+
optimization strategies. Without an art bible, artists produce assets with
|
|
25
|
+
inconsistent quality, naming, and technical specs — leading to pipeline
|
|
26
|
+
failures, performance regressions, and visual incoherence.
|
|
27
|
+
|
|
28
|
+
## Inputs
|
|
29
|
+
- docs/game-design.md (required) — art style direction, world setting, character roster, environment types
|
|
30
|
+
- docs/performance-budgets.md (required) — polygon budgets, texture memory budgets, draw call limits per platform
|
|
31
|
+
- docs/content-structure-design.md (required) — content organization, asset directory structure, naming taxonomy
|
|
32
|
+
- docs/plan.md (required) — target platforms informing quality tiers and LOD requirements
|
|
33
|
+
|
|
34
|
+
## Expected Outputs
|
|
35
|
+
- docs/art-bible.md — art style guide, per-type asset specs, naming conventions,
|
|
36
|
+
DCC pipeline, LOD strategy, Git LFS mapping, and collision layer definitions
|
|
37
|
+
|
|
38
|
+
## Quality Criteria
|
|
39
|
+
- (mvp) Art style pillars defined with visual reference descriptions (mood, color palette, silhouette language, rendering style)
|
|
40
|
+
- (mvp) Per-type asset specs documented: 3D models (poly budget, texture resolution, material slots), 2D sprites (resolution, atlas packing, animation frames), VFX (particle count, draw call budget, shader complexity), animation (bone count, clip length, blend tree structure)
|
|
41
|
+
- (mvp) Naming conventions defined per asset type following content-structure-design taxonomy
|
|
42
|
+
- (mvp) DCC pipeline documented: source tool → export format → engine import → validation
|
|
43
|
+
- (mvp) LOD strategy defined with distance thresholds, poly reduction targets, and LOD count per asset category
|
|
44
|
+
- (mvp) Hitbox and collision layer definitions for gameplay-critical assets (characters, projectiles, interactables, terrain)
|
|
45
|
+
- (deep) Git LFS tracking rules mapped per file type with size thresholds and binary file extensions
|
|
46
|
+
- (deep) Texture compression formats specified per platform (BCn for desktop/console, ASTC for mobile, ETC2 fallback)
|
|
47
|
+
- (deep) Material and shader standards documented (PBR metallic-roughness vs specular-glossiness, shader LOD, material instance hierarchy)
|
|
48
|
+
- (deep) Color grading and post-processing reference targets for consistent look across lighting scenarios
|
|
49
|
+
- (deep) Asset validation automation: import hooks that reject out-of-budget assets before they enter version control
|
|
50
|
+
|
|
51
|
+
## Methodology Scaling
|
|
52
|
+
- **deep**: Full art bible with style guide, per-type asset specs for all
|
|
53
|
+
categories (character, environment, prop, VFX, UI, animation), DCC pipeline
|
|
54
|
+
with tool-specific export settings, LOD strategy with platform-specific
|
|
55
|
+
distance tables, Git LFS configuration, texture compression matrix,
|
|
56
|
+
material standards, collision layer map, and automated validation rules.
|
|
57
|
+
15-25 pages.
|
|
58
|
+
- **mvp**: Art style pillars, per-type specs for primary asset categories,
|
|
59
|
+
naming conventions, basic LOD strategy, and collision layer definitions.
|
|
60
|
+
4-8 pages.
|
|
61
|
+
- **custom:depth(1-5)**:
|
|
62
|
+
- Depth 1: art style pillars and primary asset type polygon/texture budgets only.
|
|
63
|
+
- Depth 2: add naming conventions, basic DCC export pipeline, and collision layer definitions.
|
|
64
|
+
- Depth 3: add LOD strategy with distance thresholds, Git LFS mapping, and per-platform texture formats.
|
|
65
|
+
- Depth 4: add material/shader standards, animation specs, VFX budgets, and asset validation automation.
|
|
66
|
+
- Depth 5: full art bible with color grading targets, cinematic asset specs, destructible environment specs, and art QA checklist.
|
|
67
|
+
|
|
68
|
+
## Mode Detection
|
|
69
|
+
Check for docs/art-bible.md. If it exists, operate in update mode: read
|
|
70
|
+
existing art bible and diff against current GDD visual direction and
|
|
71
|
+
performance budgets. Preserve existing art style pillars, naming conventions,
|
|
72
|
+
and DCC pipeline decisions. Update per-type budgets if performance budgets
|
|
73
|
+
changed. Add specs for new asset categories introduced by GDD changes.
|
|
74
|
+
|
|
75
|
+
## Update Mode Specifics
|
|
76
|
+
- **Detect prior artifact**: docs/art-bible.md exists
|
|
77
|
+
- **Preserve**: art style pillars, existing per-type asset specs, naming
|
|
78
|
+
conventions, DCC pipeline configuration, material standards, collision layer
|
|
79
|
+
definitions
|
|
80
|
+
- **Triggers for update**: GDD changed visual direction or added new asset
|
|
81
|
+
categories, performance budgets revised polygon or texture memory limits,
|
|
82
|
+
content-structure-design changed directory layout or naming taxonomy, target
|
|
83
|
+
platforms changed (affects LOD tiers and texture compression)
|
|
84
|
+
- **Conflict resolution**: if performance budget reductions require lowering
|
|
85
|
+
per-type asset specs, document the impact on visual quality with before/after
|
|
86
|
+
comparison notes and propose tiered quality settings rather than universal
|
|
87
|
+
downgrade; never silently lower art specs without flagging the visual impact
|
|
@@ -0,0 +1,96 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: audio-design
|
|
3
|
+
description: Define audio direction, SFX categories, adaptive music, middleware config, spatial audio, VO plan, and platform loudness targets
|
|
4
|
+
summary: "Establishes audio direction, SFX category taxonomy, adaptive music system, middleware configuration (Wwise/FMOD), spatial audio setup, voice-over pipeline, platform-specific loudness targets (LUFS), and memory budget allocation from performance budgets."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 867
|
|
7
|
+
dependencies: [game-design-document, performance-budgets, content-structure-design]
|
|
8
|
+
outputs: [docs/audio-design.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: [narrative-bible]
|
|
11
|
+
knowledge-base: [game-audio-design]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define the complete audio design specification — the authoritative reference for
|
|
16
|
+
audio direction, middleware configuration, asset production standards, and
|
|
17
|
+
runtime behavior. This document translates the emotional and mechanical needs
|
|
18
|
+
from the GDD into concrete audio architecture decisions.
|
|
19
|
+
|
|
20
|
+
Audio is a primary player feedback channel: it communicates spatial awareness
|
|
21
|
+
(enemy footsteps behind you), game state (health low warning), emotional tone
|
|
22
|
+
(rising tension before a boss), and mechanical timing (attack wind-up cues).
|
|
23
|
+
Unlike visual assets which players consciously evaluate, audio operates
|
|
24
|
+
subconsciously — players feel bad audio as "something is off" without
|
|
25
|
+
identifying the cause. This makes early audio planning critical: middleware
|
|
26
|
+
selection, bus hierarchy, and adaptive music architecture cannot be easily
|
|
27
|
+
retrofitted once content production begins.
|
|
28
|
+
|
|
29
|
+
**Note on forward-reads**: `narrative-bible` is listed as an optional read. On
|
|
30
|
+
first generation it may not exist yet — in that case, define placeholder VO
|
|
31
|
+
categories (protagonist, NPCs, narration) and mark them with
|
|
32
|
+
`<!-- pending: narrative-bible -->` for a future update pass. When
|
|
33
|
+
narrative-bible becomes available, these placeholders are filled in during
|
|
34
|
+
update mode.
|
|
35
|
+
|
|
36
|
+
## Inputs
|
|
37
|
+
- docs/game-design.md (required) — mechanics, core loop, world setting, emotional tone informing audio direction
|
|
38
|
+
- docs/performance-budgets.md (required) — audio memory budget, CPU budget for audio processing, streaming constraints
|
|
39
|
+
- docs/content-structure-design.md (required) — audio asset directory structure, naming taxonomy
|
|
40
|
+
- docs/plan.md (required) — target platforms informing loudness targets and format requirements
|
|
41
|
+
- docs/narrative-bible.md (optional, forward-read) — character roster, dialogue structure, VO volume and language requirements
|
|
42
|
+
|
|
43
|
+
## Expected Outputs
|
|
44
|
+
- docs/audio-design.md — audio direction, SFX categories, adaptive music system,
|
|
45
|
+
middleware config, spatial audio, VO plan, loudness targets, and memory budget
|
|
46
|
+
|
|
47
|
+
## Quality Criteria
|
|
48
|
+
- (mvp) Audio direction defined: emotional tone per game context (exploration, combat, menu, cinematic), reference tracks or descriptive style pillars
|
|
49
|
+
- (mvp) SFX categories defined with priority tiers: gameplay-critical (weapon, footstep, UI feedback), ambient (environment, weather), and cosmetic (character emotes, incidental)
|
|
50
|
+
- (mvp) Adaptive music system documented: layered stems, horizontal re-sequencing, or vertical remixing approach with transition rules between game states
|
|
51
|
+
- (mvp) Middleware selection documented with rationale (Wwise, FMOD, or engine-native) and bus hierarchy (master, music, SFX, ambient, VO, UI)
|
|
52
|
+
- (mvp) Platform-specific loudness targets specified: -24 LUFS +/-2 for console, -18 LUFS +/-2 for mobile, with metering approach
|
|
53
|
+
- (mvp) Audio memory budget allocated from performance budgets: streaming vs resident pools, per-platform limits
|
|
54
|
+
- (deep) Spatial audio configuration: HRTF profiles, occlusion/obstruction model, attenuation curves, reverb zone strategy
|
|
55
|
+
- (deep) VO pipeline documented: casting direction, recording spec (sample rate, bit depth, format), naming convention, localization workflow per language
|
|
56
|
+
- (deep) Audio format matrix per platform: codec (Vorbis, Opus, ADPCM, platform-native), quality settings, streaming chunk size
|
|
57
|
+
- (deep) Dynamic range management: compressor/limiter settings per bus, ducking rules (VO ducks music, gameplay SFX ducks ambient)
|
|
58
|
+
- (deep) Accessibility audio: audio descriptions, mono downmix option, visual indicators for critical audio cues
|
|
59
|
+
|
|
60
|
+
## Methodology Scaling
|
|
61
|
+
- **deep**: Full audio design with style guide, complete SFX taxonomy with
|
|
62
|
+
per-category specs, adaptive music system with state machine, middleware
|
|
63
|
+
configuration with bus hierarchy and effects chains, spatial audio setup,
|
|
64
|
+
VO pipeline with localization plan, per-platform loudness and format matrix,
|
|
65
|
+
dynamic range strategy, memory budget breakdown, and accessibility audio
|
|
66
|
+
plan. 15-25 pages.
|
|
67
|
+
- **mvp**: Audio direction, primary SFX categories, basic adaptive music
|
|
68
|
+
approach, middleware selection, loudness targets, and memory budget
|
|
69
|
+
allocation. 4-8 pages.
|
|
70
|
+
- **custom:depth(1-5)**:
|
|
71
|
+
- Depth 1: audio direction pillars and primary SFX category list only.
|
|
72
|
+
- Depth 2: add middleware selection, bus hierarchy, and loudness targets.
|
|
73
|
+
- Depth 3: add adaptive music system, memory budget allocation, and audio format per platform.
|
|
74
|
+
- Depth 4: add spatial audio configuration, VO pipeline, dynamic range management, and accessibility audio.
|
|
75
|
+
- Depth 5: full specification with localization VO plan, per-context audio profiling targets, procedural audio specs, and audio QA checklist.
|
|
76
|
+
|
|
77
|
+
## Mode Detection
|
|
78
|
+
Check for docs/audio-design.md. If it exists, operate in update mode: read
|
|
79
|
+
existing audio design and diff against current GDD emotional direction and
|
|
80
|
+
performance budgets. Preserve existing middleware selection, bus hierarchy,
|
|
81
|
+
and adaptive music architecture. Update memory budgets if performance budgets
|
|
82
|
+
changed. Fill VO placeholders when narrative-bible becomes available.
|
|
83
|
+
|
|
84
|
+
## Update Mode Specifics
|
|
85
|
+
- **Detect prior artifact**: docs/audio-design.md exists
|
|
86
|
+
- **Preserve**: middleware selection, bus hierarchy, adaptive music architecture,
|
|
87
|
+
spatial audio configuration, loudness targets, audio format decisions
|
|
88
|
+
- **Triggers for update**: GDD changed emotional tone or added new game states
|
|
89
|
+
requiring music transitions, performance budgets revised audio memory or CPU
|
|
90
|
+
limits, content-structure-design changed audio asset organization,
|
|
91
|
+
narrative-bible created (fill VO placeholder sections), target platforms
|
|
92
|
+
changed (affects loudness targets and format requirements)
|
|
93
|
+
- **Conflict resolution**: if performance budget reductions require lowering
|
|
94
|
+
audio memory allocation, document the impact on simultaneous voice count
|
|
95
|
+
and streaming quality with concrete tradeoff analysis; propose quality
|
|
96
|
+
tiers (high/medium/low) rather than universal quality reduction
|
|
@@ -0,0 +1,141 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: content-structure-design
|
|
3
|
+
description: Design level layouts, world regions, procedural rulesets, or mission structures based on content type
|
|
4
|
+
summary: "Adapts output based on content structure trait: discrete levels, open-world regions, procedural generation rulesets, endless escalation bands, or mission templates. Always enabled for games."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 865
|
|
7
|
+
dependencies: [game-design-document, system-architecture]
|
|
8
|
+
outputs: [docs/content-structure/]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: [narrative-bible, performance-budgets]
|
|
11
|
+
knowledge-base: [game-level-content-design]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Design the content structure for the game — the organizational framework for
|
|
16
|
+
all playable content. This step adapts its output based on the game's
|
|
17
|
+
`contentStructure` trait, producing fundamentally different deliverables
|
|
18
|
+
depending on the content model:
|
|
19
|
+
|
|
20
|
+
- **discrete** — Traditional level-based games (platformers, puzzle games,
|
|
21
|
+
linear shooters). Produces level layout documents with progression
|
|
22
|
+
difficulty curves, mechanic introduction schedules, and pacing maps.
|
|
23
|
+
- **open-world** — Seamless explorable spaces (open-world RPGs, survival
|
|
24
|
+
games). Produces world region documents with biome definitions, point-of-
|
|
25
|
+
interest density maps, level streaming boundaries, and exploration gating.
|
|
26
|
+
- **procedural** — Content generated at runtime (roguelikes, procedural
|
|
27
|
+
dungeons). Produces generation ruleset documents with seed parameters,
|
|
28
|
+
constraint systems, content pools, difficulty scaling formulas, and
|
|
29
|
+
quality validation rules.
|
|
30
|
+
- **endless** — Infinite escalation games (endless runners, wave survival,
|
|
31
|
+
idle games). Produces escalation band documents with difficulty curves,
|
|
32
|
+
content rotation schedules, score/distance milestones, and engagement
|
|
33
|
+
pacing analysis.
|
|
34
|
+
- **mission-based** — Open structure with discrete objectives (GTA-style,
|
|
35
|
+
MMO quest systems). Produces mission template documents with objective
|
|
36
|
+
types, branching conditions, reward structures, and mission flow graphs.
|
|
37
|
+
|
|
38
|
+
The `contentStructure` trait is determined from the GDD. If the GDD does not
|
|
39
|
+
explicitly state a content structure, infer it from the game's genre, core
|
|
40
|
+
loop, and mechanics catalog.
|
|
41
|
+
|
|
42
|
+
## Inputs
|
|
43
|
+
- docs/game-design.md (required) — core loop, mechanics, game modes, and world overview establishing content structure type
|
|
44
|
+
- docs/system-architecture.md (required) — level streaming, scene management, and content loading architecture
|
|
45
|
+
- docs/narrative-bible.md (optional, forward-read) — story beats, character arcs, and environmental storytelling requirements to weave into content structure
|
|
46
|
+
- docs/performance-budgets.md (optional, forward-read) — per-scene object counts, draw call limits, and memory budgets constraining content density
|
|
47
|
+
|
|
48
|
+
## Expected Outputs
|
|
49
|
+
- docs/content-structure/ — directory containing content structure documents
|
|
50
|
+
adapted to the game's content type. Common files:
|
|
51
|
+
- `content-overview.md` — content structure type, volume estimates, and
|
|
52
|
+
progression philosophy
|
|
53
|
+
- Type-specific files (one or more depending on contentStructure trait):
|
|
54
|
+
- `level-designs.md` (discrete)
|
|
55
|
+
- `world-regions.md` (open-world)
|
|
56
|
+
- `generation-rulesets.md` (procedural)
|
|
57
|
+
- `escalation-bands.md` (endless)
|
|
58
|
+
- `mission-templates.md` (mission-based)
|
|
59
|
+
|
|
60
|
+
## Content Structure Trait Adaptation
|
|
61
|
+
|
|
62
|
+
### Discrete Levels
|
|
63
|
+
- Level layout descriptions: spatial flow, encounter placement, collectible locations
|
|
64
|
+
- Difficulty curve: per-level target difficulty mapped to overall progression arc
|
|
65
|
+
- Mechanic introduction schedule: when each mechanic is introduced, tutorialized, and tested
|
|
66
|
+
- Pacing map: intensity curve per level (exploration, combat, puzzle, rest)
|
|
67
|
+
- Boss/milestone encounters: placement rationale and difficulty spike design
|
|
68
|
+
|
|
69
|
+
### Open World Regions
|
|
70
|
+
- Region definitions: biomes, themes, environmental hazards, ambient population
|
|
71
|
+
- Point-of-interest density: landmarks, encounters, and discovery content per region
|
|
72
|
+
- Level streaming boundaries: region transition points and loading strategy
|
|
73
|
+
- Exploration gating: soft gates (difficulty), hard gates (story/item requirements), and natural barriers
|
|
74
|
+
- Content density guidelines: encounters per square unit, loot distribution curves
|
|
75
|
+
|
|
76
|
+
### Procedural Generation
|
|
77
|
+
- Generation rulesets: seed parameters, room/tile templates, connection rules
|
|
78
|
+
- Constraint systems: minimum distances, forbidden combinations, required guarantees (e.g., always include a shop)
|
|
79
|
+
- Content pools: available rooms, enemies, items, events per difficulty tier
|
|
80
|
+
- Difficulty scaling formulas: how seed or depth translates to enemy stats, trap frequency, resource scarcity
|
|
81
|
+
- Quality validation: automated checks for solvability, pacing, fairness, and degenerate generation detection
|
|
82
|
+
|
|
83
|
+
### Endless Escalation
|
|
84
|
+
- Escalation bands: difficulty tiers with entry thresholds (score, distance, wave number)
|
|
85
|
+
- Content rotation: how obstacles, enemies, and powerups cycle within and across bands
|
|
86
|
+
- Milestone design: score/distance targets that provide psychological checkpoints
|
|
87
|
+
- Engagement pacing: when to introduce new elements, when to provide breathers, when to spike difficulty
|
|
88
|
+
- Long-session sustainability: how the game remains engaging past typical session length
|
|
89
|
+
|
|
90
|
+
### Mission-Based
|
|
91
|
+
- Mission templates: objective types (fetch, escort, defend, assassinate, investigate)
|
|
92
|
+
- Branching conditions: prerequisite missions, player choice gates, reputation thresholds
|
|
93
|
+
- Reward structures: XP, currency, items, narrative payoff per mission type and difficulty
|
|
94
|
+
- Mission flow graphs: dependency trees showing critical path and optional branches
|
|
95
|
+
- Side content integration: how side missions relate to main narrative and world state
|
|
96
|
+
|
|
97
|
+
## Quality Criteria
|
|
98
|
+
- (mvp) Content structure type identified and justified from GDD analysis
|
|
99
|
+
- (mvp) Content volume estimated: total levels/regions/mission count with development effort per unit
|
|
100
|
+
- (mvp) Difficulty progression defined from start to endgame with no unexplained difficulty spikes
|
|
101
|
+
- (mvp) Every core loop mechanic exercised by content — no mechanic introduced in GDD but never used in content
|
|
102
|
+
- (mvp) Content structure respects performance budgets (if available) — per-scene object counts, streaming boundaries
|
|
103
|
+
- (deep) Narrative integration: story beats from narrative-bible mapped to content structure (level, region, or mission)
|
|
104
|
+
- (deep) Replayability analysis: what drives repeat engagement (procedural variety, optional objectives, difficulty modes)
|
|
105
|
+
- (deep) Content pipeline documented: authoring workflow from design to engine-ready format
|
|
106
|
+
- (deep) Pacing analysis with annotated intensity curves showing moment-to-moment and session-level rhythm
|
|
107
|
+
|
|
108
|
+
## Methodology Scaling
|
|
109
|
+
- **deep**: Full content structure specification with all trait-specific
|
|
110
|
+
deliverables, narrative integration, replayability analysis, content
|
|
111
|
+
pipeline documentation, pacing analysis with intensity curves, and
|
|
112
|
+
content volume estimates with effort sizing. 15-30 pages.
|
|
113
|
+
- **mvp**: Content type identification, core content overview, and key
|
|
114
|
+
progression structure. 3-5 pages.
|
|
115
|
+
- **custom:depth(1-5)**:
|
|
116
|
+
- Depth 1: content type identification and volume estimate only.
|
|
117
|
+
- Depth 2: add core progression structure and difficulty curve outline.
|
|
118
|
+
- Depth 3: add full trait-specific deliverables and mechanic-to-content mapping.
|
|
119
|
+
- Depth 4: add narrative integration, replayability analysis, and pacing intensity curves.
|
|
120
|
+
- Depth 5: full specification with content pipeline documentation, effort sizing per content unit, and automated quality validation rules.
|
|
121
|
+
|
|
122
|
+
## Mode Detection
|
|
123
|
+
Check for docs/content-structure/ directory. If it exists, operate in update
|
|
124
|
+
mode: read existing content structure documents and diff against current GDD
|
|
125
|
+
and system architecture. Preserve existing level/region/mission designs.
|
|
126
|
+
Add content for new mechanics or areas. Update difficulty curves if GDD
|
|
127
|
+
progression systems changed.
|
|
128
|
+
|
|
129
|
+
## Update Mode Specifics
|
|
130
|
+
- **Detect prior artifact**: docs/content-structure/ directory exists with content files
|
|
131
|
+
- **Preserve**: existing level layouts, region definitions, generation
|
|
132
|
+
rulesets, mission templates, difficulty curves, and pacing maps
|
|
133
|
+
- **Triggers for update**: GDD added new mechanics or game modes, narrative-
|
|
134
|
+
bible added story beats requiring content placement, performance-budgets
|
|
135
|
+
revised per-scene limits, system architecture changed streaming or scene
|
|
136
|
+
management approach
|
|
137
|
+
- **Conflict resolution**: if performance budget changes require reducing
|
|
138
|
+
content density in a region or level, document the constraint and propose
|
|
139
|
+
specific cuts prioritizing gameplay-critical content over ambient detail;
|
|
140
|
+
if narrative requirements conflict with pacing design, flag for user
|
|
141
|
+
decision with tradeoff analysis
|
|
@@ -0,0 +1,104 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: economy-design
|
|
3
|
+
description: Design virtual currencies, faucet/sink balancing, loot tables, progression economy, and monetization with legal compliance
|
|
4
|
+
summary: "Defines the game economy separating progression economy (currencies, faucet/sink balance, loot tables, crafting costs) from monetization (store, pricing, ethical guidelines). Includes legal compliance per target market for loot boxes, probability disclosure, and spending limits."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 868
|
|
7
|
+
dependencies: [game-design-document]
|
|
8
|
+
outputs: [docs/economy-design.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [game-economy-design]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Design the complete game economy — the system of virtual currencies, resource
|
|
16
|
+
flows, reward structures, and (optionally) real-money transactions that govern
|
|
17
|
+
player progression and engagement. This document explicitly separates two
|
|
18
|
+
concerns that are often conflated:
|
|
19
|
+
|
|
20
|
+
1. **Progression economy**: How players earn, spend, and value in-game resources
|
|
21
|
+
through gameplay. This exists in every game with resources, upgrades, or
|
|
22
|
+
unlockables — including premium single-player titles with no monetization.
|
|
23
|
+
2. **Monetization economy**: How the studio generates revenue through the
|
|
24
|
+
economy. This only applies to games with in-app purchases, premium currency,
|
|
25
|
+
or real-money trading.
|
|
26
|
+
|
|
27
|
+
Separating these concerns matters because progression economy must be
|
|
28
|
+
intrinsically satisfying regardless of monetization. If removing all real-money
|
|
29
|
+
paths leaves an economy that feels grindy or punishing, the progression design
|
|
30
|
+
is fundamentally broken.
|
|
31
|
+
|
|
32
|
+
Legal compliance adds a third dimension. Loot boxes, gacha mechanics, and
|
|
33
|
+
real-money randomized rewards face different regulations per market (China,
|
|
34
|
+
Belgium, Netherlands, US state laws, Australia). Compliance requirements must
|
|
35
|
+
be designed in — not patched after launch — because they affect UI flows,
|
|
36
|
+
backend systems, and content structures.
|
|
37
|
+
|
|
38
|
+
## Conditional Evaluation
|
|
39
|
+
Enable when: the GDD describes any of the following — virtual currencies,
|
|
40
|
+
resource crafting/spending systems, loot tables, progression unlocks tied to
|
|
41
|
+
resource accumulation, in-app purchases, premium currency, battle passes,
|
|
42
|
+
seasonal stores, or any economy-like mechanic beyond simple score tracking.
|
|
43
|
+
|
|
44
|
+
Skip when: the game has no resource economy — e.g., pure arcade games with
|
|
45
|
+
score-only progression, narrative adventures with no inventory or currency,
|
|
46
|
+
puzzle games with no unlock systems. Simple XP/level systems that only gate
|
|
47
|
+
content (no spending decisions) do not require a full economy design.
|
|
48
|
+
|
|
49
|
+
## Inputs
|
|
50
|
+
- docs/game-design.md (required) — core loop, progression mechanics, monetization model (if any), resource types
|
|
51
|
+
- docs/plan.md (required) — target markets informing legal compliance requirements, business model (premium, F2P, hybrid)
|
|
52
|
+
|
|
53
|
+
## Expected Outputs
|
|
54
|
+
- docs/economy-design.md — currency definitions, faucet/sink models, loot table
|
|
55
|
+
design, progression economy, monetization design (if applicable), and legal
|
|
56
|
+
compliance checklist
|
|
57
|
+
|
|
58
|
+
## Quality Criteria
|
|
59
|
+
- (mvp) All virtual currencies defined with earn rates, spend sinks, and target time-to-purchase for key items
|
|
60
|
+
- (mvp) Faucet/sink balance modeled: currency generation and removal rates per player-hour with steady-state analysis
|
|
61
|
+
- (mvp) Progression economy operates independently of monetization — removing real-money paths does not break the core loop
|
|
62
|
+
- (mvp) If loot tables exist: drop rate ranges defined, pity/mercy mechanics specified, duplicate handling documented
|
|
63
|
+
- (mvp) If monetization exists: store structure, pricing tiers, and ethical guidelines documented (no pay-to-win in PvP, spending limit awareness)
|
|
64
|
+
- (deep) Inflation/deflation trajectory modeled over player lifecycle (early game, mid game, end game, live service)
|
|
65
|
+
- (deep) Exploit vectors identified at design level: duplication, overflow, conversion rate manipulation, timing exploits
|
|
66
|
+
- (deep) Legal compliance checklist per target market: probability disclosure requirements, age-gating, spending limits, loot box classification
|
|
67
|
+
- (deep) Economy simulation spreadsheet or formula reference with tunable parameters for balance testing
|
|
68
|
+
- (deep) Seasonal/live-service economy plan: event currencies, battle pass reward tracks, limited-time offers, FOMO management
|
|
69
|
+
|
|
70
|
+
## Methodology Scaling
|
|
71
|
+
- **deep**: Full economy design with multi-currency architecture, faucet/sink
|
|
72
|
+
mathematical model, loot table probability design with pity systems,
|
|
73
|
+
progression economy with milestone analysis, monetization design with
|
|
74
|
+
ethical framework, legal compliance per market, exploit vector analysis,
|
|
75
|
+
economy simulation reference, and live-service economy plan. 15-25 pages.
|
|
76
|
+
- **mvp**: Currency definitions, basic faucet/sink balance, progression
|
|
77
|
+
economy structure, and monetization overview (if applicable). 4-8 pages.
|
|
78
|
+
- **custom:depth(1-5)**:
|
|
79
|
+
- Depth 1: currency definitions and basic earn/spend rates only.
|
|
80
|
+
- Depth 2: add faucet/sink balance model and progression-monetization separation analysis.
|
|
81
|
+
- Depth 3: add loot table design, exploit vector identification, and legal compliance checklist.
|
|
82
|
+
- Depth 4: add inflation trajectory modeling, economy simulation formulas, and ethical monetization framework.
|
|
83
|
+
- Depth 5: full specification with live-service economy plan, seasonal event economics, A/B testing strategy for economy tuning, and economy health KPIs.
|
|
84
|
+
|
|
85
|
+
## Mode Detection
|
|
86
|
+
Check for docs/economy-design.md. If it exists, operate in update mode: read
|
|
87
|
+
existing economy design and diff against current GDD progression and
|
|
88
|
+
monetization mechanics. Preserve existing currency definitions, faucet/sink
|
|
89
|
+
models, and legal compliance decisions. Update economy parameters if GDD
|
|
90
|
+
changed progression pacing or added new resource types.
|
|
91
|
+
|
|
92
|
+
## Update Mode Specifics
|
|
93
|
+
- **Detect prior artifact**: docs/economy-design.md exists
|
|
94
|
+
- **Preserve**: currency definitions, faucet/sink ratios, loot table
|
|
95
|
+
probabilities, legal compliance decisions, monetization pricing structure,
|
|
96
|
+
ethical guidelines
|
|
97
|
+
- **Triggers for update**: GDD changed progression mechanics or added new
|
|
98
|
+
resource types, target markets changed (affects legal compliance), business
|
|
99
|
+
model changed (premium to F2P or vice versa), live-service plan added
|
|
100
|
+
seasonal economy elements
|
|
101
|
+
- **Conflict resolution**: if GDD changes require rebalancing the economy,
|
|
102
|
+
document the ripple effects across all currency tiers and progression
|
|
103
|
+
milestones; never adjust a single faucet or sink without analyzing the
|
|
104
|
+
system-wide impact on time-to-purchase and inflation trajectory
|
|
@@ -0,0 +1,82 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-accessibility
|
|
3
|
+
description: Define accessibility features across visual, motor, cognitive, auditory, speech, and photosensitivity categories
|
|
4
|
+
summary: "Creates an accessibility plan organized by Xbox Accessibility Guidelines (XAG) categories with implementation priorities, platform requirements, and CVAA compliance for communication features."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 861
|
|
7
|
+
dependencies: [game-design-document]
|
|
8
|
+
outputs: [docs/game-accessibility.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [game-accessibility]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define a comprehensive game accessibility plan organized by Xbox Accessibility
|
|
16
|
+
Guidelines (XAG) categories: visual, motor, cognitive, auditory, speech, and
|
|
17
|
+
photosensitivity. Each category receives concrete feature requirements with
|
|
18
|
+
implementation priority, platform-specific constraints, and compliance notes.
|
|
19
|
+
|
|
20
|
+
Games have unique accessibility challenges compared to traditional software —
|
|
21
|
+
real-time input demands, spatial audio reliance, color-coded gameplay feedback,
|
|
22
|
+
and rapid visual effects all create barriers. This step produces an actionable
|
|
23
|
+
accessibility plan that feeds into input-controls-spec, game-ui-spec, and
|
|
24
|
+
implementation tasks.
|
|
25
|
+
|
|
26
|
+
For games with online communication features, this step also documents CVAA
|
|
27
|
+
(21st Century Communications and Video Accessibility Act) compliance
|
|
28
|
+
requirements for text chat, voice chat, and video communication.
|
|
29
|
+
|
|
30
|
+
## Inputs
|
|
31
|
+
- docs/game-design.md (required) — mechanics, core loop, and interaction model
|
|
32
|
+
- docs/plan.md (required) — target platforms and audience
|
|
33
|
+
- docs/performance-budgets.md (optional) — platform constraints affecting accessibility features
|
|
34
|
+
|
|
35
|
+
## Expected Outputs
|
|
36
|
+
- docs/game-accessibility.md — accessibility plan with per-category features,
|
|
37
|
+
priorities, platform requirements, and compliance notes
|
|
38
|
+
|
|
39
|
+
## Quality Criteria
|
|
40
|
+
- (mvp) All six XAG categories addressed: visual, motor, cognitive, auditory, speech, photosensitivity
|
|
41
|
+
- (mvp) Every accessibility feature has an implementation priority (P0-P3) and target milestone
|
|
42
|
+
- (mvp) Remappable controls requirement documented (feeds input-controls-spec)
|
|
43
|
+
- (mvp) Subtitle and caption requirements specified with size, contrast, and speaker identification
|
|
44
|
+
- (mvp) Colorblind-safe palette requirement documented — no gameplay information conveyed by color alone
|
|
45
|
+
- (deep) Platform-specific accessibility API integration documented (Xbox XAG, PlayStation accessibility toolkit, iOS/Android system settings)
|
|
46
|
+
- (deep) CVAA compliance checklist for communication features (text chat, voice chat, video)
|
|
47
|
+
- (deep) Difficulty and assist mode spectrum defined (speed reduction, aim assist, skip mechanics)
|
|
48
|
+
- (deep) Photosensitivity analysis: flash frequency limits, screen-shake toggle, motion reduction mode
|
|
49
|
+
|
|
50
|
+
## Methodology Scaling
|
|
51
|
+
- **deep**: Full accessibility audit across all six XAG categories with
|
|
52
|
+
platform-specific API integration, CVAA compliance checklist, difficulty
|
|
53
|
+
spectrum design, photosensitivity analysis, and accessibility QA test
|
|
54
|
+
plan. 10-20 pages.
|
|
55
|
+
- **mvp**: Core accessibility features: remappable controls, subtitle support,
|
|
56
|
+
colorblind mode, and font scaling. 2-4 pages.
|
|
57
|
+
- **custom:depth(1-5)**:
|
|
58
|
+
- Depth 1: remappable controls and subtitle requirements only.
|
|
59
|
+
- Depth 2: add colorblind-safe palette, font scaling, and audio cue alternatives.
|
|
60
|
+
- Depth 3: add difficulty/assist modes, screen reader menu support, and motor accessibility options.
|
|
61
|
+
- Depth 4: add platform-specific API integration, CVAA compliance, and photosensitivity analysis.
|
|
62
|
+
- Depth 5: full accessibility specification with QA test plan, conformance reporting template, and accessibility certification preparation.
|
|
63
|
+
|
|
64
|
+
## Mode Detection
|
|
65
|
+
Check for docs/game-accessibility.md. If it exists, operate in update mode:
|
|
66
|
+
read existing accessibility plan and diff against current GDD mechanics. New
|
|
67
|
+
mechanics may introduce new accessibility barriers. Preserve existing feature
|
|
68
|
+
priorities and compliance decisions. Add accessibility requirements for any
|
|
69
|
+
new mechanics or interaction patterns.
|
|
70
|
+
|
|
71
|
+
## Update Mode Specifics
|
|
72
|
+
- **Detect prior artifact**: docs/game-accessibility.md exists
|
|
73
|
+
- **Preserve**: existing feature priorities, platform API integration
|
|
74
|
+
decisions, CVAA compliance status, difficulty spectrum design
|
|
75
|
+
- **Triggers for update**: GDD added new mechanics or interaction patterns,
|
|
76
|
+
target platforms changed, communication features added (triggers CVAA
|
|
77
|
+
review), performance budgets revised (may affect accessibility feature
|
|
78
|
+
feasibility)
|
|
79
|
+
- **Conflict resolution**: if a new mechanic conflicts with an existing
|
|
80
|
+
accessibility requirement (e.g., color-dependent feedback), flag the
|
|
81
|
+
conflict and propose alternatives that preserve both gameplay intent and
|
|
82
|
+
accessibility; never silently remove accessibility features
|
|
@@ -0,0 +1,97 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-ui-spec
|
|
3
|
+
description: Specify HUD, menus, controller navigation, settings, FTUE, and UI state machines for games
|
|
4
|
+
summary: "Replaces design-system and ux-spec for game projects. Covers UI visual tokens, HUD, menu hierarchy, controller navigation, settings screens, FTUE/tutorial, UI state machines, and responsive behavior."
|
|
5
|
+
phase: "specification"
|
|
6
|
+
order: 863
|
|
7
|
+
dependencies: [game-accessibility, input-controls-spec, system-architecture]
|
|
8
|
+
outputs: [docs/game-ui-spec.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: [game-design-document, economy-design, netcode-spec]
|
|
11
|
+
knowledge-base: [game-ui-patterns, game-accessibility]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define the complete game UI specification, replacing both design-system and
|
|
16
|
+
ux-spec for game projects. Traditional design systems focus on web/app
|
|
17
|
+
component libraries; games need HUD elements, menu hierarchies with
|
|
18
|
+
controller navigation, settings screens covering gameplay/audio/video/
|
|
19
|
+
accessibility/controls, first-time user experience (FTUE) and tutorial flows,
|
|
20
|
+
and UI state machines that respond to gameplay state transitions.
|
|
21
|
+
|
|
22
|
+
This step covers: UI visual tokens (color palette, typography, iconography),
|
|
23
|
+
HUD layout and information hierarchy, menu structure and navigation flow,
|
|
24
|
+
controller and keyboard navigation patterns, settings screen categories and
|
|
25
|
+
options, FTUE/tutorial design, UI state machines, and responsive behavior
|
|
26
|
+
across target resolutions.
|
|
27
|
+
|
|
28
|
+
**Note on forward-reads**: `economy-design` is listed as an optional read.
|
|
29
|
+
On first generation it may not exist yet — in that case, define placeholder
|
|
30
|
+
UI regions for economy-related elements (store, currency display, inventory
|
|
31
|
+
value) and mark them with `<!-- pending: economy-design -->` for a future
|
|
32
|
+
update pass. When economy-design becomes available, these placeholders are
|
|
33
|
+
filled in during update mode.
|
|
34
|
+
|
|
35
|
+
## Inputs
|
|
36
|
+
- docs/game-design.md (required) — mechanics, core loop, game modes informing HUD and menu needs
|
|
37
|
+
- docs/game-accessibility.md (required) — accessibility requirements for UI elements
|
|
38
|
+
- docs/input-controls-spec.md (required) — input devices and navigation patterns
|
|
39
|
+
- docs/system-architecture.md (required) — frontend architecture and rendering pipeline
|
|
40
|
+
- docs/economy-design.md (optional, forward-read) — monetization and economy UI needs
|
|
41
|
+
- docs/netcode-spec.md (optional, forward-read) — multiplayer UI states (lobby, matchmaking, connection status)
|
|
42
|
+
|
|
43
|
+
## Expected Outputs
|
|
44
|
+
- docs/game-ui-spec.md — complete game UI specification with visual tokens,
|
|
45
|
+
HUD, menus, navigation, settings, FTUE, state machines, and responsive
|
|
46
|
+
behavior
|
|
47
|
+
|
|
48
|
+
## Quality Criteria
|
|
49
|
+
- (mvp) UI visual tokens defined: color palette (with colorblind-safe variants), typography scale, icon set conventions
|
|
50
|
+
- (mvp) HUD layout documented with information hierarchy — critical info (health, ammo) vs contextual info (objectives, minimap) vs ambient info (score, timer)
|
|
51
|
+
- (mvp) Menu hierarchy defined: main menu, pause menu, settings, and all submenus with navigation flow
|
|
52
|
+
- (mvp) Controller navigation specified for every menu screen — focus order, wrap behavior, shortcut buttons
|
|
53
|
+
- (mvp) Settings categories defined: gameplay, video, audio, controls, accessibility (minimum)
|
|
54
|
+
- (mvp) FTUE/tutorial flow documented — what is taught, when, and how (contextual prompts vs dedicated tutorial)
|
|
55
|
+
- (deep) UI state machines defined for each major UI context (HUD, pause, inventory, store, multiplayer lobby)
|
|
56
|
+
- (deep) Responsive behavior documented per target resolution (TV/monitor distances, handheld, mobile)
|
|
57
|
+
- (deep) Platform shell integration specified (console system UI overlays, achievement popups, friend invites)
|
|
58
|
+
- (deep) Localization requirements: text expansion buffers, RTL layout support, font fallback chains
|
|
59
|
+
- (deep) UI performance budgets: draw call limits for UI layer, texture atlas strategy, UI update frequency
|
|
60
|
+
|
|
61
|
+
## Methodology Scaling
|
|
62
|
+
- **deep**: Full game UI specification with visual token system, detailed HUD
|
|
63
|
+
wireframe descriptions, complete menu hierarchy with controller navigation
|
|
64
|
+
maps, comprehensive settings screens, FTUE flow with branching for player
|
|
65
|
+
experience level, UI state machines for all contexts, responsive behavior
|
|
66
|
+
matrix, platform shell integration, localization plan, and UI performance
|
|
67
|
+
budgets. 20-35 pages.
|
|
68
|
+
- **mvp**: Visual tokens, HUD layout, menu hierarchy, basic controller
|
|
69
|
+
navigation, and settings categories. 5-8 pages.
|
|
70
|
+
- **custom:depth(1-5)**:
|
|
71
|
+
- Depth 1: HUD information hierarchy and main menu structure only.
|
|
72
|
+
- Depth 2: add visual tokens, settings categories, and basic controller navigation.
|
|
73
|
+
- Depth 3: add FTUE flow, pause menu, all submenu screens, and responsive behavior per resolution.
|
|
74
|
+
- Depth 4: add UI state machines, platform shell integration, localization requirements, and economy UI regions.
|
|
75
|
+
- Depth 5: full specification with UI performance budgets, accessibility audit of every screen, animation/transition specs for UI, and multiplayer lobby UI flows.
|
|
76
|
+
|
|
77
|
+
## Mode Detection
|
|
78
|
+
Check for docs/game-ui-spec.md. If it exists, operate in update mode: read
|
|
79
|
+
existing spec and diff against current GDD, accessibility plan, and input
|
|
80
|
+
spec. Preserve existing HUD layout, menu hierarchy, and visual tokens.
|
|
81
|
+
Update or add UI elements for new mechanics, new settings options for new
|
|
82
|
+
accessibility features, and economy UI placeholders when economy-design
|
|
83
|
+
becomes available.
|
|
84
|
+
|
|
85
|
+
## Update Mode Specifics
|
|
86
|
+
- **Detect prior artifact**: docs/game-ui-spec.md exists
|
|
87
|
+
- **Preserve**: existing visual tokens, HUD layout, menu hierarchy, controller
|
|
88
|
+
navigation patterns, FTUE flow, UI state machines
|
|
89
|
+
- **Triggers for update**: GDD added new mechanics requiring HUD elements or
|
|
90
|
+
new menus, accessibility plan added new requirements, input-controls-spec
|
|
91
|
+
changed navigation patterns, economy-design created (fill placeholder
|
|
92
|
+
regions), netcode-spec created (add multiplayer UI states), system
|
|
93
|
+
architecture changed rendering pipeline
|
|
94
|
+
- **Conflict resolution**: if a new HUD element competes for screen space
|
|
95
|
+
with an existing element, document the conflict with information hierarchy
|
|
96
|
+
analysis and propose resolution (overlay, toggle, contextual show/hide);
|
|
97
|
+
never silently remove HUD elements that players rely on for gameplay
|