@zigrivers/scaffold 3.4.1 → 3.5.0

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Files changed (194) hide show
  1. package/README.md +91 -0
  2. package/content/knowledge/game/game-accessibility.md +328 -0
  3. package/content/knowledge/game/game-ai-patterns.md +542 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +359 -0
  5. package/content/knowledge/game/game-audio-design.md +342 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +260 -0
  8. package/content/knowledge/game/game-domain-patterns.md +297 -0
  9. package/content/knowledge/game/game-economy-design.md +355 -0
  10. package/content/knowledge/game/game-engine-selection.md +242 -0
  11. package/content/knowledge/game/game-input-systems.md +357 -0
  12. package/content/knowledge/game/game-level-content-design.md +455 -0
  13. package/content/knowledge/game/game-liveops-analytics.md +280 -0
  14. package/content/knowledge/game/game-localization.md +323 -0
  15. package/content/knowledge/game/game-milestone-definitions.md +337 -0
  16. package/content/knowledge/game/game-modding-ugc.md +390 -0
  17. package/content/knowledge/game/game-narrative-design.md +404 -0
  18. package/content/knowledge/game/game-networking.md +391 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +378 -0
  20. package/content/knowledge/game/game-platform-certification.md +417 -0
  21. package/content/knowledge/game/game-project-structure.md +360 -0
  22. package/content/knowledge/game/game-save-systems.md +452 -0
  23. package/content/knowledge/game/game-testing-strategy.md +470 -0
  24. package/content/knowledge/game/game-ui-patterns.md +475 -0
  25. package/content/knowledge/game/game-vr-ar-design.md +313 -0
  26. package/content/knowledge/review/review-art-bible.md +305 -0
  27. package/content/knowledge/review/review-game-design.md +303 -0
  28. package/content/knowledge/review/review-game-economy.md +272 -0
  29. package/content/knowledge/review/review-netcode.md +280 -0
  30. package/content/knowledge/review/review-platform-cert.md +341 -0
  31. package/content/methodology/custom-defaults.yml +25 -0
  32. package/content/methodology/deep.yml +25 -0
  33. package/content/methodology/game-overlay.yml +145 -0
  34. package/content/methodology/mvp.yml +25 -0
  35. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  36. package/content/pipeline/architecture/netcode-spec.md +86 -0
  37. package/content/pipeline/architecture/review-netcode.md +78 -0
  38. package/content/pipeline/foundation/performance-budgets.md +91 -0
  39. package/content/pipeline/modeling/narrative-bible.md +84 -0
  40. package/content/pipeline/pre/game-design-document.md +89 -0
  41. package/content/pipeline/pre/review-gdd.md +74 -0
  42. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  43. package/content/pipeline/quality/live-ops-plan.md +99 -0
  44. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  45. package/content/pipeline/quality/playtest-plan.md +83 -0
  46. package/content/pipeline/specification/art-bible.md +87 -0
  47. package/content/pipeline/specification/audio-design.md +96 -0
  48. package/content/pipeline/specification/content-structure-design.md +141 -0
  49. package/content/pipeline/specification/economy-design.md +104 -0
  50. package/content/pipeline/specification/game-accessibility.md +82 -0
  51. package/content/pipeline/specification/game-ui-spec.md +97 -0
  52. package/content/pipeline/specification/input-controls-spec.md +81 -0
  53. package/content/pipeline/specification/localization-plan.md +113 -0
  54. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  55. package/content/pipeline/specification/online-services-spec.md +104 -0
  56. package/content/pipeline/specification/review-economy.md +87 -0
  57. package/content/pipeline/specification/review-game-ui.md +73 -0
  58. package/content/pipeline/specification/save-system-spec.md +116 -0
  59. package/dist/cli/commands/adopt.d.ts.map +1 -1
  60. package/dist/cli/commands/adopt.js +25 -0
  61. package/dist/cli/commands/adopt.js.map +1 -1
  62. package/dist/cli/commands/adopt.test.js +28 -1
  63. package/dist/cli/commands/adopt.test.js.map +1 -1
  64. package/dist/cli/commands/build.test.js +3 -0
  65. package/dist/cli/commands/build.test.js.map +1 -1
  66. package/dist/cli/commands/init.d.ts +1 -0
  67. package/dist/cli/commands/init.d.ts.map +1 -1
  68. package/dist/cli/commands/init.js +6 -0
  69. package/dist/cli/commands/init.js.map +1 -1
  70. package/dist/cli/commands/init.test.js +12 -1
  71. package/dist/cli/commands/init.test.js.map +1 -1
  72. package/dist/cli/commands/knowledge.test.js +8 -0
  73. package/dist/cli/commands/knowledge.test.js.map +1 -1
  74. package/dist/cli/commands/next.d.ts.map +1 -1
  75. package/dist/cli/commands/next.js +19 -5
  76. package/dist/cli/commands/next.js.map +1 -1
  77. package/dist/cli/commands/next.test.js +56 -0
  78. package/dist/cli/commands/next.test.js.map +1 -1
  79. package/dist/cli/commands/rework.d.ts.map +1 -1
  80. package/dist/cli/commands/rework.js +11 -2
  81. package/dist/cli/commands/rework.js.map +1 -1
  82. package/dist/cli/commands/rework.test.js +5 -0
  83. package/dist/cli/commands/rework.test.js.map +1 -1
  84. package/dist/cli/commands/run.d.ts.map +1 -1
  85. package/dist/cli/commands/run.js +54 -4
  86. package/dist/cli/commands/run.js.map +1 -1
  87. package/dist/cli/commands/run.test.js +384 -0
  88. package/dist/cli/commands/run.test.js.map +1 -1
  89. package/dist/cli/commands/skip.test.js +3 -0
  90. package/dist/cli/commands/skip.test.js.map +1 -1
  91. package/dist/cli/commands/status.d.ts.map +1 -1
  92. package/dist/cli/commands/status.js +16 -3
  93. package/dist/cli/commands/status.js.map +1 -1
  94. package/dist/cli/commands/status.test.js +55 -0
  95. package/dist/cli/commands/status.test.js.map +1 -1
  96. package/dist/cli/output/auto.d.ts +3 -0
  97. package/dist/cli/output/auto.d.ts.map +1 -1
  98. package/dist/cli/output/auto.js +9 -0
  99. package/dist/cli/output/auto.js.map +1 -1
  100. package/dist/cli/output/context.d.ts +6 -0
  101. package/dist/cli/output/context.d.ts.map +1 -1
  102. package/dist/cli/output/context.js.map +1 -1
  103. package/dist/cli/output/context.test.js +87 -0
  104. package/dist/cli/output/context.test.js.map +1 -1
  105. package/dist/cli/output/error-display.test.js +3 -0
  106. package/dist/cli/output/error-display.test.js.map +1 -1
  107. package/dist/cli/output/interactive.d.ts +3 -0
  108. package/dist/cli/output/interactive.d.ts.map +1 -1
  109. package/dist/cli/output/interactive.js +76 -0
  110. package/dist/cli/output/interactive.js.map +1 -1
  111. package/dist/cli/output/json.d.ts +3 -0
  112. package/dist/cli/output/json.d.ts.map +1 -1
  113. package/dist/cli/output/json.js +9 -0
  114. package/dist/cli/output/json.js.map +1 -1
  115. package/dist/config/loader.d.ts.map +1 -1
  116. package/dist/config/loader.js +3 -2
  117. package/dist/config/loader.js.map +1 -1
  118. package/dist/config/schema.d.ts +641 -15
  119. package/dist/config/schema.d.ts.map +1 -1
  120. package/dist/config/schema.js +26 -1
  121. package/dist/config/schema.js.map +1 -1
  122. package/dist/config/schema.test.js +192 -1
  123. package/dist/config/schema.test.js.map +1 -1
  124. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  125. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  126. package/dist/core/assembly/overlay-loader.js +190 -0
  127. package/dist/core/assembly/overlay-loader.js.map +1 -0
  128. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  130. package/dist/core/assembly/overlay-loader.test.js +106 -0
  131. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  132. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
  134. package/dist/core/assembly/overlay-resolver.js +58 -0
  135. package/dist/core/assembly/overlay-resolver.js.map +1 -0
  136. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
  137. package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
  138. package/dist/core/assembly/overlay-resolver.test.js +246 -0
  139. package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
  140. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  141. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
  142. package/dist/core/assembly/overlay-state-resolver.js +63 -0
  143. package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
  144. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
  146. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  147. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  148. package/dist/core/assembly/preset-loader.d.ts +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  150. package/dist/core/assembly/preset-loader.js +2 -0
  151. package/dist/core/assembly/preset-loader.js.map +1 -1
  152. package/dist/core/dependency/eligibility.test.js +3 -0
  153. package/dist/core/dependency/eligibility.test.js.map +1 -1
  154. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  155. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  156. package/dist/e2e/game-pipeline.test.js +298 -0
  157. package/dist/e2e/game-pipeline.test.js.map +1 -0
  158. package/dist/e2e/init.test.js +3 -0
  159. package/dist/e2e/init.test.js.map +1 -1
  160. package/dist/project/adopt.d.ts +3 -1
  161. package/dist/project/adopt.d.ts.map +1 -1
  162. package/dist/project/adopt.js +29 -1
  163. package/dist/project/adopt.js.map +1 -1
  164. package/dist/project/adopt.test.js +51 -1
  165. package/dist/project/adopt.test.js.map +1 -1
  166. package/dist/types/config.d.ts +50 -4
  167. package/dist/types/config.d.ts.map +1 -1
  168. package/dist/types/config.test.d.ts +2 -0
  169. package/dist/types/config.test.d.ts.map +1 -0
  170. package/dist/types/config.test.js +97 -0
  171. package/dist/types/config.test.js.map +1 -0
  172. package/dist/utils/eligible.d.ts +3 -2
  173. package/dist/utils/eligible.d.ts.map +1 -1
  174. package/dist/utils/eligible.js +18 -4
  175. package/dist/utils/eligible.js.map +1 -1
  176. package/dist/utils/errors.d.ts +4 -0
  177. package/dist/utils/errors.d.ts.map +1 -1
  178. package/dist/utils/errors.js +31 -0
  179. package/dist/utils/errors.js.map +1 -1
  180. package/dist/utils/errors.test.js +4 -1
  181. package/dist/utils/errors.test.js.map +1 -1
  182. package/dist/wizard/questions.d.ts +4 -0
  183. package/dist/wizard/questions.d.ts.map +1 -1
  184. package/dist/wizard/questions.js +59 -1
  185. package/dist/wizard/questions.js.map +1 -1
  186. package/dist/wizard/questions.test.js +178 -4
  187. package/dist/wizard/questions.test.js.map +1 -1
  188. package/dist/wizard/wizard.d.ts +1 -0
  189. package/dist/wizard/wizard.d.ts.map +1 -1
  190. package/dist/wizard/wizard.js +4 -1
  191. package/dist/wizard/wizard.js.map +1 -1
  192. package/dist/wizard/wizard.test.js +102 -4
  193. package/dist/wizard/wizard.test.js.map +1 -1
  194. package/package.json +1 -1
@@ -0,0 +1,87 @@
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+ ---
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+ name: art-bible
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+ description: Define art style, per-type asset specifications, naming conventions, DCC pipeline, LOD strategy, and collision layers
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+ 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."
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+ phase: "specification"
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+ order: 866
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+ dependencies: [game-design-document, performance-budgets, content-structure-design]
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+ outputs: [docs/art-bible.md]
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+ conditional: null
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+ reads: []
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+ knowledge-base: [game-asset-pipeline, game-performance-budgeting, game-binary-vcs-strategy, review-art-bible]
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+ ---
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+
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+ ## Purpose
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+ Define the complete art bible for the project — the authoritative reference for
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+ visual identity, technical art standards, and asset production workflows. This
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+ document bridges the creative vision from the GDD with the technical constraints
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+ from performance budgets to produce actionable specifications that every artist
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+ on the team follows.
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+
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+ Games require per-type asset specifications because a character model, an
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+ environment prop, a VFX particle, and a UI sprite each have fundamentally
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+ different polygon budgets, texture requirements, animation constraints, and
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+ optimization strategies. Without an art bible, artists produce assets with
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+ inconsistent quality, naming, and technical specs — leading to pipeline
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+ failures, performance regressions, and visual incoherence.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — art style direction, world setting, character roster, environment types
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+ - docs/performance-budgets.md (required) — polygon budgets, texture memory budgets, draw call limits per platform
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+ - docs/content-structure-design.md (required) — content organization, asset directory structure, naming taxonomy
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+ - docs/plan.md (required) — target platforms informing quality tiers and LOD requirements
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+
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+ ## Expected Outputs
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+ - docs/art-bible.md — art style guide, per-type asset specs, naming conventions,
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+ DCC pipeline, LOD strategy, Git LFS mapping, and collision layer definitions
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+
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+ ## Quality Criteria
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+ - (mvp) Art style pillars defined with visual reference descriptions (mood, color palette, silhouette language, rendering style)
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+ - (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)
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+ - (mvp) Naming conventions defined per asset type following content-structure-design taxonomy
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+ - (mvp) DCC pipeline documented: source tool → export format → engine import → validation
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+ - (mvp) LOD strategy defined with distance thresholds, poly reduction targets, and LOD count per asset category
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+ - (mvp) Hitbox and collision layer definitions for gameplay-critical assets (characters, projectiles, interactables, terrain)
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+ - (deep) Git LFS tracking rules mapped per file type with size thresholds and binary file extensions
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+ - (deep) Texture compression formats specified per platform (BCn for desktop/console, ASTC for mobile, ETC2 fallback)
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+ - (deep) Material and shader standards documented (PBR metallic-roughness vs specular-glossiness, shader LOD, material instance hierarchy)
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+ - (deep) Color grading and post-processing reference targets for consistent look across lighting scenarios
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+ - (deep) Asset validation automation: import hooks that reject out-of-budget assets before they enter version control
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+
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+ ## Methodology Scaling
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+ - **deep**: Full art bible with style guide, per-type asset specs for all
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+ categories (character, environment, prop, VFX, UI, animation), DCC pipeline
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+ with tool-specific export settings, LOD strategy with platform-specific
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+ distance tables, Git LFS configuration, texture compression matrix,
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+ material standards, collision layer map, and automated validation rules.
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+ 15-25 pages.
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+ - **mvp**: Art style pillars, per-type specs for primary asset categories,
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+ naming conventions, basic LOD strategy, and collision layer definitions.
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+ 4-8 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: art style pillars and primary asset type polygon/texture budgets only.
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+ - Depth 2: add naming conventions, basic DCC export pipeline, and collision layer definitions.
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+ - Depth 3: add LOD strategy with distance thresholds, Git LFS mapping, and per-platform texture formats.
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+ - Depth 4: add material/shader standards, animation specs, VFX budgets, and asset validation automation.
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+ - Depth 5: full art bible with color grading targets, cinematic asset specs, destructible environment specs, and art QA checklist.
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+
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+ ## Mode Detection
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+ Check for docs/art-bible.md. If it exists, operate in update mode: read
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+ existing art bible and diff against current GDD visual direction and
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+ performance budgets. Preserve existing art style pillars, naming conventions,
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+ and DCC pipeline decisions. Update per-type budgets if performance budgets
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+ changed. Add specs for new asset categories introduced by GDD changes.
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+
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+ ## Update Mode Specifics
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+ - **Detect prior artifact**: docs/art-bible.md exists
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+ - **Preserve**: art style pillars, existing per-type asset specs, naming
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+ conventions, DCC pipeline configuration, material standards, collision layer
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+ definitions
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+ - **Triggers for update**: GDD changed visual direction or added new asset
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+ categories, performance budgets revised polygon or texture memory limits,
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+ content-structure-design changed directory layout or naming taxonomy, target
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+ platforms changed (affects LOD tiers and texture compression)
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+ - **Conflict resolution**: if performance budget reductions require lowering
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+ per-type asset specs, document the impact on visual quality with before/after
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+ comparison notes and propose tiered quality settings rather than universal
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+ downgrade; never silently lower art specs without flagging the visual impact
@@ -0,0 +1,96 @@
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+ ---
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+ name: audio-design
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+ description: Define audio direction, SFX categories, adaptive music, middleware config, spatial audio, VO plan, and platform loudness targets
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+ 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."
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+ phase: "specification"
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+ order: 867
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+ dependencies: [game-design-document, performance-budgets, content-structure-design]
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+ outputs: [docs/audio-design.md]
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+ conditional: null
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+ reads: [narrative-bible]
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+ knowledge-base: [game-audio-design]
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+ ---
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+
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+ ## Purpose
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+ Define the complete audio design specification — the authoritative reference for
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+ audio direction, middleware configuration, asset production standards, and
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+ runtime behavior. This document translates the emotional and mechanical needs
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+ from the GDD into concrete audio architecture decisions.
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+
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+ Audio is a primary player feedback channel: it communicates spatial awareness
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+ (enemy footsteps behind you), game state (health low warning), emotional tone
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+ (rising tension before a boss), and mechanical timing (attack wind-up cues).
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+ Unlike visual assets which players consciously evaluate, audio operates
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+ subconsciously — players feel bad audio as "something is off" without
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+ identifying the cause. This makes early audio planning critical: middleware
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+ selection, bus hierarchy, and adaptive music architecture cannot be easily
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+ retrofitted once content production begins.
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+
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+ **Note on forward-reads**: `narrative-bible` is listed as an optional read. On
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+ first generation it may not exist yet — in that case, define placeholder VO
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+ categories (protagonist, NPCs, narration) and mark them with
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+ `<!-- pending: narrative-bible -->` for a future update pass. When
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+ narrative-bible becomes available, these placeholders are filled in during
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+ update mode.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — mechanics, core loop, world setting, emotional tone informing audio direction
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+ - docs/performance-budgets.md (required) — audio memory budget, CPU budget for audio processing, streaming constraints
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+ - docs/content-structure-design.md (required) — audio asset directory structure, naming taxonomy
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+ - docs/plan.md (required) — target platforms informing loudness targets and format requirements
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+ - docs/narrative-bible.md (optional, forward-read) — character roster, dialogue structure, VO volume and language requirements
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+
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+ ## Expected Outputs
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+ - docs/audio-design.md — audio direction, SFX categories, adaptive music system,
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+ middleware config, spatial audio, VO plan, loudness targets, and memory budget
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+
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+ ## Quality Criteria
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+ - (mvp) Audio direction defined: emotional tone per game context (exploration, combat, menu, cinematic), reference tracks or descriptive style pillars
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+ - (mvp) SFX categories defined with priority tiers: gameplay-critical (weapon, footstep, UI feedback), ambient (environment, weather), and cosmetic (character emotes, incidental)
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+ - (mvp) Adaptive music system documented: layered stems, horizontal re-sequencing, or vertical remixing approach with transition rules between game states
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+ - (mvp) Middleware selection documented with rationale (Wwise, FMOD, or engine-native) and bus hierarchy (master, music, SFX, ambient, VO, UI)
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+ - (mvp) Platform-specific loudness targets specified: -24 LUFS +/-2 for console, -18 LUFS +/-2 for mobile, with metering approach
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+ - (mvp) Audio memory budget allocated from performance budgets: streaming vs resident pools, per-platform limits
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+ - (deep) Spatial audio configuration: HRTF profiles, occlusion/obstruction model, attenuation curves, reverb zone strategy
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+ - (deep) VO pipeline documented: casting direction, recording spec (sample rate, bit depth, format), naming convention, localization workflow per language
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+ - (deep) Audio format matrix per platform: codec (Vorbis, Opus, ADPCM, platform-native), quality settings, streaming chunk size
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+ - (deep) Dynamic range management: compressor/limiter settings per bus, ducking rules (VO ducks music, gameplay SFX ducks ambient)
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+ - (deep) Accessibility audio: audio descriptions, mono downmix option, visual indicators for critical audio cues
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+
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+ ## Methodology Scaling
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+ - **deep**: Full audio design with style guide, complete SFX taxonomy with
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+ per-category specs, adaptive music system with state machine, middleware
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+ configuration with bus hierarchy and effects chains, spatial audio setup,
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+ VO pipeline with localization plan, per-platform loudness and format matrix,
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+ dynamic range strategy, memory budget breakdown, and accessibility audio
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+ plan. 15-25 pages.
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+ - **mvp**: Audio direction, primary SFX categories, basic adaptive music
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+ approach, middleware selection, loudness targets, and memory budget
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+ allocation. 4-8 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: audio direction pillars and primary SFX category list only.
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+ - Depth 2: add middleware selection, bus hierarchy, and loudness targets.
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+ - Depth 3: add adaptive music system, memory budget allocation, and audio format per platform.
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+ - Depth 4: add spatial audio configuration, VO pipeline, dynamic range management, and accessibility audio.
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+ - Depth 5: full specification with localization VO plan, per-context audio profiling targets, procedural audio specs, and audio QA checklist.
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+
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+ ## Mode Detection
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+ Check for docs/audio-design.md. If it exists, operate in update mode: read
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+ existing audio design and diff against current GDD emotional direction and
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+ performance budgets. Preserve existing middleware selection, bus hierarchy,
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+ and adaptive music architecture. Update memory budgets if performance budgets
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+ changed. Fill VO placeholders when narrative-bible becomes available.
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+
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+ ## Update Mode Specifics
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+ - **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