@zigrivers/scaffold 3.4.1 → 3.5.1
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 +567 -0
- package/content/knowledge/game/game-asset-pipeline.md +363 -0
- package/content/knowledge/game/game-audio-design.md +344 -0
- package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
- package/content/knowledge/game/game-design-document.md +269 -0
- package/content/knowledge/game/game-domain-patterns.md +299 -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 +379 -0
- package/content/knowledge/game/game-level-content-design.md +483 -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 +393 -0
- package/content/knowledge/game/game-performance-budgeting.md +389 -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 +477 -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-game-ui.md +293 -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 +90 -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 +84 -0
- package/content/pipeline/specification/art-bible.md +87 -0
- package/content/pipeline/specification/audio-design.md +97 -0
- package/content/pipeline/specification/content-structure-design.md +142 -0
- package/content/pipeline/specification/economy-design.md +105 -0
- package/content/pipeline/specification/game-accessibility.md +82 -0
- package/content/pipeline/specification/game-ui-spec.md +97 -0
- package/content/pipeline/specification/input-controls-spec.md +81 -0
- package/content/pipeline/specification/localization-plan.md +113 -0
- package/content/pipeline/specification/modding-ugc-spec.md +116 -0
- package/content/pipeline/specification/online-services-spec.md +104 -0
- package/content/pipeline/specification/review-economy.md +87 -0
- package/content/pipeline/specification/review-game-ui.md +73 -0
- package/content/pipeline/specification/save-system-spec.md +116 -0
- package/dist/cli/commands/adopt.d.ts.map +1 -1
- package/dist/cli/commands/adopt.js +25 -0
- package/dist/cli/commands/adopt.js.map +1 -1
- package/dist/cli/commands/adopt.test.js +28 -1
- package/dist/cli/commands/adopt.test.js.map +1 -1
- package/dist/cli/commands/build.test.js +3 -0
- package/dist/cli/commands/build.test.js.map +1 -1
- package/dist/cli/commands/init.d.ts +1 -0
- package/dist/cli/commands/init.d.ts.map +1 -1
- package/dist/cli/commands/init.js +6 -0
- package/dist/cli/commands/init.js.map +1 -1
- package/dist/cli/commands/init.test.js +12 -1
- package/dist/cli/commands/init.test.js.map +1 -1
- package/dist/cli/commands/knowledge.test.js +8 -0
- package/dist/cli/commands/knowledge.test.js.map +1 -1
- package/dist/cli/commands/next.d.ts.map +1 -1
- package/dist/cli/commands/next.js +19 -5
- package/dist/cli/commands/next.js.map +1 -1
- package/dist/cli/commands/next.test.js +56 -0
- package/dist/cli/commands/next.test.js.map +1 -1
- package/dist/cli/commands/rework.d.ts.map +1 -1
- package/dist/cli/commands/rework.js +11 -2
- package/dist/cli/commands/rework.js.map +1 -1
- package/dist/cli/commands/rework.test.js +5 -0
- package/dist/cli/commands/rework.test.js.map +1 -1
- package/dist/cli/commands/run.d.ts.map +1 -1
- package/dist/cli/commands/run.js +54 -4
- package/dist/cli/commands/run.js.map +1 -1
- package/dist/cli/commands/run.test.js +384 -0
- package/dist/cli/commands/run.test.js.map +1 -1
- package/dist/cli/commands/skip.test.js +3 -0
- package/dist/cli/commands/skip.test.js.map +1 -1
- package/dist/cli/commands/status.d.ts.map +1 -1
- package/dist/cli/commands/status.js +16 -3
- package/dist/cli/commands/status.js.map +1 -1
- package/dist/cli/commands/status.test.js +55 -0
- package/dist/cli/commands/status.test.js.map +1 -1
- package/dist/cli/output/auto.d.ts +3 -0
- package/dist/cli/output/auto.d.ts.map +1 -1
- package/dist/cli/output/auto.js +9 -0
- package/dist/cli/output/auto.js.map +1 -1
- package/dist/cli/output/context.d.ts +6 -0
- package/dist/cli/output/context.d.ts.map +1 -1
- package/dist/cli/output/context.js.map +1 -1
- package/dist/cli/output/context.test.js +87 -0
- package/dist/cli/output/context.test.js.map +1 -1
- package/dist/cli/output/error-display.test.js +3 -0
- package/dist/cli/output/error-display.test.js.map +1 -1
- package/dist/cli/output/interactive.d.ts +3 -0
- package/dist/cli/output/interactive.d.ts.map +1 -1
- package/dist/cli/output/interactive.js +76 -0
- package/dist/cli/output/interactive.js.map +1 -1
- package/dist/cli/output/json.d.ts +3 -0
- package/dist/cli/output/json.d.ts.map +1 -1
- package/dist/cli/output/json.js +9 -0
- package/dist/cli/output/json.js.map +1 -1
- package/dist/config/loader.d.ts.map +1 -1
- package/dist/config/loader.js +3 -2
- package/dist/config/loader.js.map +1 -1
- package/dist/config/schema.d.ts +641 -15
- package/dist/config/schema.d.ts.map +1 -1
- package/dist/config/schema.js +26 -1
- package/dist/config/schema.js.map +1 -1
- package/dist/config/schema.test.js +192 -1
- package/dist/config/schema.test.js.map +1 -1
- package/dist/core/assembly/overlay-loader.d.ts +24 -0
- package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.js +190 -0
- package/dist/core/assembly/overlay-loader.js.map +1 -0
- package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
- package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-loader.test.js +106 -0
- package/dist/core/assembly/overlay-loader.test.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.d.ts +15 -0
- package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.js +58 -0
- package/dist/core/assembly/overlay-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-resolver.test.js +246 -0
- package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
- package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.js +63 -0
- package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
- package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
- package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
- package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
- package/dist/core/assembly/preset-loader.d.ts +1 -0
- package/dist/core/assembly/preset-loader.d.ts.map +1 -1
- package/dist/core/assembly/preset-loader.js +2 -0
- package/dist/core/assembly/preset-loader.js.map +1 -1
- package/dist/core/dependency/eligibility.test.js +3 -0
- package/dist/core/dependency/eligibility.test.js.map +1 -1
- package/dist/e2e/game-pipeline.test.d.ts +10 -0
- package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
- package/dist/e2e/game-pipeline.test.js +298 -0
- package/dist/e2e/game-pipeline.test.js.map +1 -0
- package/dist/e2e/init.test.js +3 -0
- package/dist/e2e/init.test.js.map +1 -1
- package/dist/project/adopt.d.ts +3 -1
- package/dist/project/adopt.d.ts.map +1 -1
- package/dist/project/adopt.js +29 -1
- package/dist/project/adopt.js.map +1 -1
- package/dist/project/adopt.test.js +51 -1
- package/dist/project/adopt.test.js.map +1 -1
- package/dist/types/config.d.ts +50 -4
- package/dist/types/config.d.ts.map +1 -1
- package/dist/types/config.test.d.ts +2 -0
- package/dist/types/config.test.d.ts.map +1 -0
- package/dist/types/config.test.js +97 -0
- package/dist/types/config.test.js.map +1 -0
- package/dist/utils/eligible.d.ts +3 -2
- package/dist/utils/eligible.d.ts.map +1 -1
- package/dist/utils/eligible.js +18 -4
- package/dist/utils/eligible.js.map +1 -1
- package/dist/utils/errors.d.ts +4 -0
- package/dist/utils/errors.d.ts.map +1 -1
- package/dist/utils/errors.js +31 -0
- package/dist/utils/errors.js.map +1 -1
- package/dist/utils/errors.test.js +4 -1
- package/dist/utils/errors.test.js.map +1 -1
- package/dist/wizard/questions.d.ts +4 -0
- package/dist/wizard/questions.d.ts.map +1 -1
- package/dist/wizard/questions.js +59 -1
- package/dist/wizard/questions.js.map +1 -1
- package/dist/wizard/questions.test.js +178 -4
- package/dist/wizard/questions.test.js.map +1 -1
- package/dist/wizard/wizard.d.ts +1 -0
- package/dist/wizard/wizard.d.ts.map +1 -1
- package/dist/wizard/wizard.js +4 -1
- package/dist/wizard/wizard.js.map +1 -1
- package/dist/wizard/wizard.test.js +102 -4
- package/dist/wizard/wizard.test.js.map +1 -1
- package/package.json +1 -1
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---
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name: ai-behavior-design
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description: Design NPC AI architecture, pathfinding, perception systems, and difficulty scaling
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summary: "Documents AI architecture (behavior trees, GOAP, utility AI, state machines), pathfinding strategy, perception systems, difficulty scaling, and companion AI behavior."
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phase: "architecture"
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order: 717
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dependencies: [system-architecture, game-design-document]
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outputs: [docs/ai-behavior-design.md]
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conditional: "if-needed"
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reads: [performance-budgets]
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knowledge-base: [game-ai-patterns]
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---
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## Purpose
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Design the game AI architecture covering NPC behavior systems, pathfinding,
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perception, difficulty scaling, and companion/ally AI. Selects and documents
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the appropriate AI pattern (behavior trees, GOAP, utility AI, finite state
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machines, or hybrids) based on the game's complexity requirements and
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performance budgets. This specification drives the implementation of all
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non-player character behavior in the game.
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## Conditional Evaluation
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Enable when: the GDD or project config specifies `npcAiComplexity` as `simple`
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or `complex`. Simple AI projects produce basic behavior specifications (patrol
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patterns, trigger responses, state machines). Complex AI projects produce full
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behavior tree/GOAP specifications with perception systems and difficulty scaling.
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Skip when: the GDD or project config specifies `npcAiComplexity: none` — the
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game has no AI-controlled entities (e.g., pure PvP multiplayer, puzzle games
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with no NPCs, rhythm games, visual novels without AI opponents).
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## Inputs
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- docs/system-architecture.md (required) — component boundaries and update loop architecture
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- docs/game-design.md (required) — NPC roles, enemy types, companion behavior requirements
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- docs/performance-budgets.md (required) — CPU budget for AI systems, entity count targets
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- docs/domain-models/ (required) — entity definitions for AI-controlled characters
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## Expected Outputs
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- docs/ai-behavior-design.md — AI architecture selection, behavior specifications,
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pathfinding strategy, perception systems, difficulty scaling, and performance
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constraints
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## Quality Criteria
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- (mvp) AI architecture pattern selected and justified (behavior trees, GOAP, utility AI, FSM, or hybrid)
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- (mvp) Every NPC role from the GDD has a behavior specification
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- (mvp) Pathfinding strategy selected (A*, navmesh, flow fields) with rationale for game type
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- (mvp) AI CPU budget allocated within performance budget constraints
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- (deep) Perception system designed (sight cones, hearing radius, awareness states, stealth interaction)
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- (deep) Difficulty scaling strategy documented (parameter tuning, behavior variant selection, rubber banding)
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- (deep) Companion/ally AI behavior specified (follow, assist, independent action, player communication)
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- (deep) AI debugging and visualization tools specified (behavior tree inspector, navmesh overlay, perception cones)
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- (deep) Edge cases documented (stuck detection, recovery behaviors, group coordination, spawn/despawn transitions)
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## Methodology Scaling
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- **deep**: Full AI design with architecture selection rationale, per-role
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behavior specifications, pathfinding with navmesh generation strategy,
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perception system design, difficulty scaling curves, companion AI,
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debugging tools, and edge case handling. 15-25 pages.
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- **mvp**: Architecture pattern selection, key NPC behavior summaries,
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pathfinding choice, and AI budget allocation. 3-5 pages.
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- **custom:depth(1-5)**:
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- Depth 1: AI pattern selection and one-line behavior summary per NPC role.
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- Depth 2: add pathfinding strategy and AI budget allocation.
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- Depth 3: add per-role behavior specifications and perception system overview.
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- Depth 4: add difficulty scaling, companion AI, and edge case handling.
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- Depth 5: full specification with debugging tools, group coordination, and performance profiling plan.
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## Mode Detection
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Check for docs/ai-behavior-design.md. If it exists, operate in update mode:
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read existing design and diff against current GDD NPC requirements and
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performance budgets. Preserve established AI architecture decisions and
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pathfinding choices. Add behavior specs for new NPC roles. Update budgets
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if performance constraints changed. Never switch AI architecture pattern
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without explicit user approval.
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## Update Mode Specifics
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- **Detect prior artifact**: docs/ai-behavior-design.md exists
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- **Preserve**: AI architecture pattern, pathfinding strategy, perception
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system design, existing NPC behavior specifications, difficulty scaling
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approach
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- **Triggers for update**: GDD added new NPC roles or enemy types, performance
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budgets revised AI CPU allocation, system architecture changed update loop,
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new companion mechanics introduced
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flag the budget conflict with options (optimize existing behaviors, increase
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budget, reduce NPC count); present to user rather than silently degrading
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existing behaviors
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---
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name: netcode-spec
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description: Design network topology, tick rate, prediction, reconciliation, and anti-cheat architecture
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summary: "Specifies client-server or P2P topology, tick rate, client prediction, server reconciliation, lag compensation, bandwidth budgets, and anti-cheat architecture for multiplayer games."
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phase: "architecture"
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order: 715
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dependencies: [system-architecture]
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outputs: [docs/netcode-spec.md]
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conditional: "if-needed"
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reads: [tech-stack, performance-budgets, game-design-document]
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knowledge-base: [game-networking]
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---
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## Purpose
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Design the complete network architecture for multiplayer games. Specifies the
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network topology (client-server authoritative, P2P, relay hybrid), tick rate
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and simulation frequency, client-side prediction and server reconciliation
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strategy, lag compensation techniques, bandwidth budgets per connection, and
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anti-cheat architecture. This document bridges the system architecture and
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the implementation of all networked gameplay systems.
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## Conditional Evaluation
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Enable when: the GDD or project config specifies `multiplayerMode` as `online`
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or `hybrid` (online + local). Any game requiring network communication between
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players needs this specification.
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Skip when: the GDD or project config specifies `multiplayerMode` as `none`
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(single-player only) or `local` (local multiplayer only using shared screen,
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split screen, or local network without internet). Local multiplayer uses shared
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game state without network serialization.
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## Inputs
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- docs/system-architecture.md (required) — system component boundaries and data flows
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- docs/tech-stack.md (required) — networking library/framework choices, transport protocol
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- docs/performance-budgets.md (required) — latency targets, bandwidth constraints, tick rate goals
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- docs/game-design.md (required) — multiplayer mode, player count, gameplay mechanics requiring sync
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## Expected Outputs
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- docs/netcode-spec.md — network topology, tick rate, prediction/reconciliation
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strategy, lag compensation, bandwidth budgets, anti-cheat architecture, and
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connection lifecycle
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## Quality Criteria
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- (mvp) Network topology selected and justified (client-server, P2P, or hybrid) with rationale
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- (mvp) Tick rate specified with justification based on game genre and latency requirements
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- (mvp) Client prediction strategy defined for player-controlled entities
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- (mvp) Server reconciliation approach documented (snapshot interpolation, rollback, or hybrid)
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- (mvp) Bandwidth budget per connection specified and within performance budget constraints
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- (deep) Lag compensation techniques documented (input delay, rollback, entity interpolation)
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- (deep) Anti-cheat architecture covers input validation, server authority boundaries, and detection heuristics
|
|
51
|
+
- (deep) Connection lifecycle specified (matchmaking handshake, session join, reconnection, graceful disconnect, timeout)
|
|
52
|
+
- (deep) Network serialization format defined with size budgets per message type
|
|
53
|
+
- (deep) Edge cases documented (host migration for P2P, region failover, NAT traversal)
|
|
54
|
+
|
|
55
|
+
## Methodology Scaling
|
|
56
|
+
- **deep**: Full netcode specification with topology rationale, tick rate
|
|
57
|
+
analysis, prediction/reconciliation deep dive, lag compensation techniques,
|
|
58
|
+
bandwidth budgets per message type, anti-cheat architecture, connection
|
|
59
|
+
lifecycle, network serialization format, edge case handling, and load
|
|
60
|
+
testing plan. 15-25 pages.
|
|
61
|
+
- **mvp**: Topology selection, tick rate, basic prediction/reconciliation
|
|
62
|
+
approach, and bandwidth budget. 3-5 pages.
|
|
63
|
+
- **custom:depth(1-5)**:
|
|
64
|
+
- Depth 1: topology selection with rationale and tick rate only.
|
|
65
|
+
- Depth 2: add client prediction and server reconciliation approach.
|
|
66
|
+
- Depth 3: add bandwidth budgets and connection lifecycle.
|
|
67
|
+
- Depth 4: add lag compensation, anti-cheat architecture, and serialization format.
|
|
68
|
+
- Depth 5: full specification with edge cases, load testing plan, and region failover strategy.
|
|
69
|
+
|
|
70
|
+
## Mode Detection
|
|
71
|
+
Check for docs/netcode-spec.md. If it exists, operate in update mode: read
|
|
72
|
+
existing spec and diff against current system architecture and performance
|
|
73
|
+
budgets. Preserve established topology decisions, tick rate, and protocol
|
|
74
|
+
choices. Update prediction/reconciliation if gameplay mechanics changed.
|
|
75
|
+
Never change network topology without explicit user approval.
|
|
76
|
+
|
|
77
|
+
## Update Mode Specifics
|
|
78
|
+
- **Detect prior artifact**: docs/netcode-spec.md exists
|
|
79
|
+
- **Preserve**: network topology decision, tick rate, transport protocol,
|
|
80
|
+
serialization format, anti-cheat strategy, bandwidth budgets
|
|
81
|
+
- **Triggers for update**: system architecture changed networking components,
|
|
82
|
+
performance budgets revised latency targets, GDD added new multiplayer
|
|
83
|
+
modes or increased player count, tech stack changed networking library
|
|
84
|
+
- **Conflict resolution**: if architecture changes require a different
|
|
85
|
+
topology, flag the breaking change with migration impact analysis;
|
|
86
|
+
present options to user rather than silently switching
|
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: review-netcode
|
|
3
|
+
description: Review netcode specification for latency tolerance, bandwidth, cheat resistance, and edge cases
|
|
4
|
+
summary: "Multi-pass review of netcode spec checking latency tolerance, bandwidth compliance, cheat resistance, determinism verification, and connection edge cases."
|
|
5
|
+
phase: "architecture"
|
|
6
|
+
order: 716
|
|
7
|
+
dependencies: [netcode-spec]
|
|
8
|
+
outputs: [docs/reviews/architecture-review-netcode.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [performance-budgets, system-architecture, game-design-document]
|
|
11
|
+
knowledge-base: [review-netcode, review-step-template, multi-model-review-dispatch]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Multi-pass review of the netcode specification targeting networking-specific
|
|
16
|
+
failure modes: latency tolerance violations, bandwidth budget overruns, cheat
|
|
17
|
+
surface exposure, determinism gaps in simulation, connection edge case omissions,
|
|
18
|
+
and inconsistencies with the system architecture and performance budgets.
|
|
19
|
+
|
|
20
|
+
At depth 4+, dispatches to external AI models (Codex, Gemini) for
|
|
21
|
+
independent review validation.
|
|
22
|
+
|
|
23
|
+
## Conditional Evaluation
|
|
24
|
+
Enable when: netcode-spec is enabled (i.e., `multiplayerMode` is `online` or
|
|
25
|
+
`hybrid`). If netcode-spec runs, this review must follow it.
|
|
26
|
+
|
|
27
|
+
Skip when: netcode-spec is skipped (i.e., `multiplayerMode` is `none` or
|
|
28
|
+
`local`). No netcode spec means no netcode review.
|
|
29
|
+
|
|
30
|
+
## Inputs
|
|
31
|
+
- docs/netcode-spec.md (required) — netcode specification to review
|
|
32
|
+
- docs/performance-budgets.md (required) — latency and bandwidth constraints for compliance checking
|
|
33
|
+
- docs/system-architecture.md (required) — for cross-referencing component boundaries
|
|
34
|
+
- docs/game-design.md (required) — multiplayer mechanics that must be supported
|
|
35
|
+
|
|
36
|
+
## Expected Outputs
|
|
37
|
+
- docs/reviews/architecture-review-netcode.md — findings and resolution log
|
|
38
|
+
- docs/netcode-spec.md — updated with fixes
|
|
39
|
+
- docs/reviews/netcode/review-summary.md (depth 4+) — multi-model review synthesis
|
|
40
|
+
- docs/reviews/netcode/codex-review.json (depth 4+, if available) — raw Codex findings
|
|
41
|
+
- docs/reviews/netcode/gemini-review.json (depth 4+, if available) — raw Gemini findings
|
|
42
|
+
|
|
43
|
+
## Quality Criteria
|
|
44
|
+
- (mvp) Latency tolerance verified (prediction window covers target round-trip time)
|
|
45
|
+
- (mvp) Bandwidth budget compliance verified (per-connection budget within performance constraints)
|
|
46
|
+
- (mvp) Cheat surface audit completed (server authority boundaries cover all game-critical state)
|
|
47
|
+
- (mvp) Every finding categorized P0-P3 with specific section and issue. Severity definitions: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
|
|
48
|
+
- (mvp) Fix plan documented for all P0/P1 findings; fixes applied to netcode-spec.md and re-validated
|
|
49
|
+
- (deep) Determinism verification completed (simulation produces identical results given identical inputs)
|
|
50
|
+
- (deep) Connection edge cases audited (reconnection, host migration, NAT traversal, timeout handling)
|
|
51
|
+
- (deep) Serialization size audit (message sizes within per-type budgets)
|
|
52
|
+
- (deep) Cross-reference with system architecture verified (no orphaned network components)
|
|
53
|
+
- (depth 4+) Multi-model findings synthesized: Consensus (all models agree), Majority (2+ models agree), or Divergent (models disagree — present to user for decision)
|
|
54
|
+
|
|
55
|
+
## Methodology Scaling
|
|
56
|
+
- **deep**: All 7 review passes (Latency Tolerance, Bandwidth Compliance,
|
|
57
|
+
Cheat Surface Audit, Determinism Verification, Disconnect/Reconnect Handling,
|
|
58
|
+
Matchmaking Fairness Assessment, Bandwidth Spike Resilience). Multi-model
|
|
59
|
+
review dispatched to Codex and Gemini if available, with graceful fallback
|
|
60
|
+
to Claude-only enhanced review.
|
|
61
|
+
- **mvp**: Three passes — Latency Tolerance, Bandwidth Compliance, and Cheat
|
|
62
|
+
Surface Audit only.
|
|
63
|
+
- **custom:depth(1-5)**:
|
|
64
|
+
- Depth 1: two passes — Latency Tolerance and Bandwidth Compliance only.
|
|
65
|
+
- Depth 2: three passes — add Cheat Surface Audit.
|
|
66
|
+
- Depth 3: five passes — add Determinism Verification and Connection Edge Cases.
|
|
67
|
+
- Depth 4: all 7 passes + one external model (if CLI available).
|
|
68
|
+
- Depth 5: all 7 passes + multi-model with reconciliation.
|
|
69
|
+
|
|
70
|
+
## Mode Detection
|
|
71
|
+
Re-review mode if previous review exists. If multi-model review artifacts exist
|
|
72
|
+
under docs/reviews/netcode/, preserve prior findings still valid.
|
|
73
|
+
|
|
74
|
+
## Update Mode Specifics
|
|
75
|
+
- **Detect**: `docs/reviews/architecture-review-netcode.md` exists with tracking comment
|
|
76
|
+
- **Preserve**: Prior findings still valid, resolution decisions, multi-model review artifacts
|
|
77
|
+
- **Triggers**: Upstream artifact changed since last review (compare tracking comment dates)
|
|
78
|
+
- **Conflict resolution**: Previously resolved findings reappearing = regression; flag and re-evaluate
|
|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: performance-budgets
|
|
3
|
+
description: Define frame budgets, memory budgets, GPU budgets, and platform-specific performance targets
|
|
4
|
+
summary: "Establishes per-system frame time allocations, per-platform memory budgets, GPU/draw call limits, loading time targets, and thermal constraints. Every budget has a measurement method and alert threshold."
|
|
5
|
+
phase: "foundation"
|
|
6
|
+
order: 225
|
|
7
|
+
dependencies: [review-gdd, tech-stack]
|
|
8
|
+
outputs: [docs/performance-budgets.md]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: [game-design-document]
|
|
11
|
+
knowledge-base: [game-performance-budgeting]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Define concrete, measurable performance budgets for every target platform. This
|
|
16
|
+
covers frame time budgets (per-system millisecond allocations within the target
|
|
17
|
+
frame rate), memory budgets (per platform), GPU and draw call budgets, loading
|
|
18
|
+
time targets, storage size targets, bandwidth budgets (for online titles),
|
|
19
|
+
thermal and battery constraints (for mobile), and VR-specific targets (90 fps,
|
|
20
|
+
stereo rendering overhead, motion-to-photon latency). Each budget entry includes
|
|
21
|
+
the system, its allocation, rationale, measurement method, and alert threshold
|
|
22
|
+
so that performance regressions are caught automatically.
|
|
23
|
+
|
|
24
|
+
## Inputs
|
|
25
|
+
- docs/game-design.md (required) — core systems, target platforms,
|
|
26
|
+
visual fidelity targets, multiplayer scope
|
|
27
|
+
- docs/tech-stack.md (required) — engine, renderer, target hardware, platform
|
|
28
|
+
SDK constraints
|
|
29
|
+
- User preferences (gathered via questions) — target frame rate, minimum spec
|
|
30
|
+
hardware, acceptable loading times, network conditions
|
|
31
|
+
|
|
32
|
+
## Expected Outputs
|
|
33
|
+
- docs/performance-budgets.md — complete performance budget reference containing:
|
|
34
|
+
- Target frame rate and per-system frame time breakdown table
|
|
35
|
+
- Per-platform memory budget tables (RAM, VRAM, texture streaming)
|
|
36
|
+
- GPU budget (draw calls, triangle counts, shader complexity)
|
|
37
|
+
- Loading time targets (initial load, level transitions, fast travel)
|
|
38
|
+
- Storage size targets per platform
|
|
39
|
+
- Bandwidth budgets (if online: tick rate, packet size, sync model)
|
|
40
|
+
- Thermal and battery budgets (if mobile/handheld)
|
|
41
|
+
- VR-specific budgets (if applicable: 90 fps, stereo rendering, motion-to-photon)
|
|
42
|
+
- Hitch and stutter budget (maximum frame time spikes, frequency)
|
|
43
|
+
- Measurement methods and profiling tool recommendations
|
|
44
|
+
- Alert thresholds for CI performance regression detection
|
|
45
|
+
|
|
46
|
+
## Quality Criteria
|
|
47
|
+
- (mvp) Target frame rate explicitly defined for each target platform
|
|
48
|
+
- (mvp) Per-system frame time breakdown sums to at most the frame budget (e.g., 16.6 ms at 60 fps)
|
|
49
|
+
- (mvp) Memory budget defined for every target platform
|
|
50
|
+
- (mvp) Hitch/stutter budget defined (max spike duration, acceptable frequency)
|
|
51
|
+
- (mvp) Every budget entry has a measurement method (tool, metric, command)
|
|
52
|
+
- (mvp) Every budget entry has an alert threshold (the number that triggers investigation)
|
|
53
|
+
- (deep) GPU budget with draw call and triangle count limits per scene type
|
|
54
|
+
- (deep) Loading time targets for every transition type
|
|
55
|
+
- (deep) Storage and bandwidth budgets where applicable
|
|
56
|
+
- (deep) Thermal/battery constraints for mobile platforms
|
|
57
|
+
- (deep) VR budgets with motion-to-photon latency target (if VR platform)
|
|
58
|
+
- (deep) CI integration plan for automated performance regression detection
|
|
59
|
+
|
|
60
|
+
## Methodology Scaling
|
|
61
|
+
- **deep**: Full per-system breakdown across all target platforms. Per-platform
|
|
62
|
+
matrices for memory, GPU, loading, storage, and bandwidth. Profiling tool
|
|
63
|
+
recommendations with CI performance regression pipeline. Thermal and VR
|
|
64
|
+
budgets where applicable. 8-15 pages with concrete tables.
|
|
65
|
+
- **mvp**: Target frame rate and top-level memory budget per platform. Frame
|
|
66
|
+
time breakdown for the 3-5 most expensive systems. Hitch budget. Concrete
|
|
67
|
+
tables, not prose. 2-4 pages.
|
|
68
|
+
- **custom:depth(1-5)**:
|
|
69
|
+
- Depth 1: Target frame rate + total memory budget per platform. Single summary table. 1 page.
|
|
70
|
+
- Depth 2: Depth 1 + per-system frame time breakdown for top 3-5 systems + hitch budget. Concrete tables. 2-3 pages.
|
|
71
|
+
- Depth 3: Full per-system frame time breakdown + GPU budget (draw calls, triangles) + loading time targets. 4-6 pages.
|
|
72
|
+
- Depth 4: Per-platform matrices for all budget categories + profiling tool recommendations + CI perf regression thresholds. 6-10 pages.
|
|
73
|
+
- Depth 5: Full budget suite including thermal/battery, VR, bandwidth. CI pipeline config. Per-scene-type budgets. Profiling tool integration guides. 10-15 pages.
|
|
74
|
+
|
|
75
|
+
## Mode Detection
|
|
76
|
+
Update mode if docs/performance-budgets.md exists. In update mode: preserve
|
|
77
|
+
existing budget allocations unless the user explicitly requests changes, add new
|
|
78
|
+
budget categories without removing existing ones, update measurement methods if
|
|
79
|
+
tooling changed.
|
|
80
|
+
|
|
81
|
+
## Update Mode Specifics
|
|
82
|
+
- **Detect prior artifact**: docs/performance-budgets.md exists
|
|
83
|
+
- **Preserve**: all existing budget allocations, per-system breakdowns,
|
|
84
|
+
measurement methods, alert thresholds, CI integration configuration
|
|
85
|
+
- **Triggers for update**: new target platform added, GDD scope change
|
|
86
|
+
affecting system count or complexity, tech stack change (new engine/renderer),
|
|
87
|
+
profiling revealed original budgets were infeasible, new system added
|
|
88
|
+
(e.g., adding multiplayer introduces bandwidth budgets)
|
|
89
|
+
- **Conflict resolution**: if a new system pushes the frame time total over
|
|
90
|
+
budget, document the overage and propose rebalancing options with trade-off
|
|
91
|
+
analysis — never silently reduce another system's allocation
|
|
@@ -0,0 +1,84 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: narrative-bible
|
|
3
|
+
description: Document world lore, characters, dialogue systems, and narrative pacing
|
|
4
|
+
summary: "Creates a narrative bible covering world lore, character profiles, dialogue system design, branching narrative structure, and narrative pacing. Conditional on narrative depth."
|
|
5
|
+
phase: "modeling"
|
|
6
|
+
order: 515
|
|
7
|
+
dependencies: [domain-modeling]
|
|
8
|
+
outputs: [docs/narrative-bible.md]
|
|
9
|
+
conditional: "if-needed"
|
|
10
|
+
reads: [game-design-document]
|
|
11
|
+
knowledge-base: [game-narrative-design]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Create a comprehensive narrative bible that documents the world, characters,
|
|
16
|
+
dialogue systems, and story structure for games with narrative content. This
|
|
17
|
+
artifact translates the GDD's narrative vision into implementable specifications
|
|
18
|
+
that downstream steps (architecture, content pipeline, dialogue systems) can
|
|
19
|
+
consume. Covers world lore, character profiles with arcs and relationships,
|
|
20
|
+
dialogue system design (branching, bark, cinematic), narrative pacing aligned
|
|
21
|
+
to gameplay loops, and localization considerations.
|
|
22
|
+
|
|
23
|
+
## Conditional Evaluation
|
|
24
|
+
Enable when: the GDD or project config specifies `narrative` as `light` or
|
|
25
|
+
`heavy`. Light narrative projects produce a minimal bible (world context, key
|
|
26
|
+
characters, bark/dialogue catalog). Heavy narrative projects produce the full
|
|
27
|
+
bible with branching story graphs, character relationship maps, and pacing
|
|
28
|
+
curves.
|
|
29
|
+
|
|
30
|
+
Skip when: the GDD or project config specifies `narrative: none` — the project
|
|
31
|
+
has no story, dialogue, or character content (e.g., pure puzzle games, abstract
|
|
32
|
+
arcade games, sports simulations without story mode).
|
|
33
|
+
|
|
34
|
+
## Inputs
|
|
35
|
+
- docs/game-design.md (required) — narrative pillars, world overview, character concepts
|
|
36
|
+
- docs/domain-models/ (required) — entities that may include characters, items, locations
|
|
37
|
+
- docs/plan.md (required) — scope and feature list to gauge narrative breadth
|
|
38
|
+
|
|
39
|
+
## Expected Outputs
|
|
40
|
+
- docs/narrative-bible.md — world lore, character profiles, dialogue system
|
|
41
|
+
design, branching narrative structure, pacing plan, and localization notes
|
|
42
|
+
|
|
43
|
+
## Quality Criteria
|
|
44
|
+
- (mvp) World lore section establishes setting, tone, and key locations
|
|
45
|
+
- (mvp) Every named character in the GDD has a profile with role, motivation, and arc summary
|
|
46
|
+
- (mvp) Dialogue system type identified (branching, linear, bark, cinematic) with implementation approach
|
|
47
|
+
- (mvp) Narrative pacing aligns with core gameplay loop from GDD
|
|
48
|
+
- (deep) Character relationship map with faction/alliance dynamics
|
|
49
|
+
- (deep) Branching narrative graph with critical path and optional branches identified
|
|
50
|
+
- (deep) Dialogue state tracking requirements documented (flags, variables, conditions)
|
|
51
|
+
- (deep) Localization strategy for narrative content (string table structure, cultural considerations)
|
|
52
|
+
- (deep) Narrative content pipeline defined (authoring tools, review workflow, integration format)
|
|
53
|
+
|
|
54
|
+
## Methodology Scaling
|
|
55
|
+
- **deep**: Full narrative bible with world lore, complete character profiles
|
|
56
|
+
with arcs, branching story graph, dialogue system specification, pacing
|
|
57
|
+
curves mapped to gameplay progression, localization strategy, and content
|
|
58
|
+
pipeline. 15-25 pages.
|
|
59
|
+
- **mvp**: World context, key character profiles, dialogue system type, and
|
|
60
|
+
narrative pacing outline. 3-5 pages.
|
|
61
|
+
- **custom:depth(1-5)**:
|
|
62
|
+
- Depth 1: world setting paragraph and character name/role list only.
|
|
63
|
+
- Depth 2: world lore section and character profiles with motivations.
|
|
64
|
+
- Depth 3: add dialogue system design and narrative pacing outline.
|
|
65
|
+
- Depth 4: add branching narrative structure and character relationship map.
|
|
66
|
+
- Depth 5: full bible with localization strategy and content pipeline definition.
|
|
67
|
+
|
|
68
|
+
## Mode Detection
|
|
69
|
+
Check for docs/narrative-bible.md. If it exists, operate in update mode: read
|
|
70
|
+
existing bible and diff against current GDD narrative sections. Preserve
|
|
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established lore, character profiles, and dialogue system decisions. Add new
|
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characters or story elements from updated GDD. Update pacing if gameplay loop
|
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73
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changed. Never alter established world canon without explicit user approval.
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74
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+
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75
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## Update Mode Specifics
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- **Detect prior artifact**: docs/narrative-bible.md exists
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- **Preserve**: established world lore, character profiles, dialogue system
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78
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type, branching structure decisions, localization strategy
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79
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+
- **Triggers for update**: GDD narrative sections changed, new characters
|
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80
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+
introduced, gameplay loop restructured affecting pacing, new dialogue
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81
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system requirements
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82
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- **Conflict resolution**: if GDD changes contradict established lore, flag
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83
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the contradiction and present both versions for user decision; never
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silently overwrite canon
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@@ -0,0 +1,90 @@
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1
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+
---
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2
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name: game-design-document
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3
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description: Create game design document with pillars, core loop, mechanics, progression, and world overview
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4
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summary: "Transforms PRD product requirements into a game design bible covering game pillars, core gameplay loop, mechanics catalog, progression systems, and game world overview. Review step validates pillar coherence and mechanic clarity."
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5
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phase: "pre"
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6
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+
order: 115
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7
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+
dependencies: [review-prd]
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8
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outputs: [docs/game-design.md]
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9
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+
conditional: null
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10
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+
reads: [create-vision, create-prd]
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11
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+
knowledge-base: [game-design-document, game-milestone-definitions, game-domain-patterns, game-engine-selection, game-project-structure]
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12
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+
---
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13
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+
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14
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+
## Purpose
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15
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+
Transform the PRD into a Game Design Document (GDD) that defines the game's
|
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16
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+
identity through design pillars, core gameplay loop, mechanics catalog,
|
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17
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+
progression systems, and game world overview. The GDD is the authoritative
|
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18
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+
source of truth for what the game is, how it plays, and why its systems exist.
|
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19
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+
This step focuses on gameplay systems — art direction, audio design, and
|
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20
|
+
narrative detail are covered by separate downstream steps.
|
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21
|
+
|
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22
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+
## Inputs
|
|
23
|
+
- docs/plan.md (required) — PRD with features, personas, and requirements
|
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24
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+
- docs/vision.md (optional) — vision document for strategic alignment
|
|
25
|
+
- docs/user-stories.md (optional) — user stories for behavioral context
|
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26
|
+
|
|
27
|
+
## Expected Outputs
|
|
28
|
+
- docs/game-design.md — Game design document covering pillars, core loop,
|
|
29
|
+
mechanics, progression, and world overview
|
|
30
|
+
|
|
31
|
+
## Quality Criteria
|
|
32
|
+
- (mvp) Game pillars are phrased as "X over Y" tradeoffs that constrain decisions — each pillar excludes at least one plausible mechanic
|
|
33
|
+
- (mvp) Core loop is closed: engage -> challenge -> reward -> repeat with no dead ends where the player has nothing meaningful to do next
|
|
34
|
+
- (mvp) Every mechanic is documented with inputs, rules, outputs, and feedback — precise enough for an engineer to implement without guessing
|
|
35
|
+
- (mvp) Game modes and win/fail states are defined
|
|
36
|
+
- (mvp) Camera model is documented (perspective, movement constraints, zoom range)
|
|
37
|
+
- (deep) Mechanics include numeric ranges, state transitions, and edge cases
|
|
38
|
+
- (deep) Progression systems define XP/level curves or equivalent with explicit formulas
|
|
39
|
+
- (deep) Achievements/trophies schema is present with unlock conditions
|
|
40
|
+
- (deep) Competitive analysis references specific titles and structural differentiation
|
|
41
|
+
- (deep) Feature priority matrix included (must-have, should-have, nice-to-have per milestone) and top-5 risk register with likelihood, impact, and mitigation strategies
|
|
42
|
+
|
|
43
|
+
## Methodology Scaling
|
|
44
|
+
- **deep**: Full GDD bible. Design pillars with exclusion rationale, multi-tier
|
|
45
|
+
core loop (moment-to-moment, session, metagame), complete mechanics catalog
|
|
46
|
+
with numeric specifications, progression curves with formulas, world overview,
|
|
47
|
+
game modes, competitive analysis, achievements schema. 20-40 pages.
|
|
48
|
+
- **mvp**: Pillars + core loop + key mechanics. Enough to start prototyping.
|
|
49
|
+
2-3 pages.
|
|
50
|
+
- **custom:depth(1-5)**:
|
|
51
|
+
- Depth 1: Pillars and core loop only. 1-2 pages. Enough to validate the game concept.
|
|
52
|
+
- Depth 2: Pillars, core loop, and key mechanics with inputs/rules/outputs. 2-3 pages.
|
|
53
|
+
- Depth 3: Add progression systems, world overview, game modes, win/fail states, camera model. 5-10 pages.
|
|
54
|
+
- Depth 4: Full mechanics catalog with numeric specs, competitive analysis with named titles, achievements schema, multi-model review of pillar coherence. 15-25 pages.
|
|
55
|
+
- Depth 5: Complete GDD bible — all of depth 4 plus systems interaction matrix, difficulty scaling formulas, content volume estimates, and separate reference files for complex subsystems. 25-40 pages.
|
|
56
|
+
|
|
57
|
+
## Mode Detection
|
|
58
|
+
If docs/game-design.md exists, operate in update mode: read existing content,
|
|
59
|
+
identify what has changed or been learned since it was written, propose targeted
|
|
60
|
+
updates. Preserve existing design pillars and mechanic definitions unless
|
|
61
|
+
explicitly revisiting them.
|
|
62
|
+
|
|
63
|
+
## Update Mode Specifics
|
|
64
|
+
- **Detect prior artifact**: docs/game-design.md exists
|
|
65
|
+
- **Preserve**: design pillars, existing mechanic definitions, core loop
|
|
66
|
+
structure, progression formulas, and enhancement markers
|
|
67
|
+
(`<!-- enhancement: ... -->`) unless user explicitly requests changes
|
|
68
|
+
- **Triggers for update**: PRD features added or changed, playtest feedback
|
|
69
|
+
received, scope adjustment requested, new mechanics needed for user stories
|
|
70
|
+
- **Conflict resolution**: new mechanics are appended to the catalog with clear
|
|
71
|
+
versioning; changed mechanics document the rationale for change and impact on
|
|
72
|
+
dependent systems
|
|
73
|
+
|
|
74
|
+
### Understand the Design Context
|
|
75
|
+
|
|
76
|
+
**If `docs/vision.md` exists**: Read it completely. The vision establishes the
|
|
77
|
+
player experience, target audience, and guiding principles. Ensure every pillar
|
|
78
|
+
and mechanic aligns with the stated vision. Reference the vision when making
|
|
79
|
+
tradeoff decisions.
|
|
80
|
+
|
|
81
|
+
**If `docs/plan.md` exists**: Read it completely. The PRD defines features,
|
|
82
|
+
personas, and requirements. Every PRD feature should trace to at least one
|
|
83
|
+
mechanic in the GDD. Personas inform the target player profile and skill
|
|
84
|
+
assumptions.
|
|
85
|
+
|
|
86
|
+
**Discovery questions** (ask if context is insufficient):
|
|
87
|
+
- What is the core fantasy — what does the player get to be or do that they cannot in real life?
|
|
88
|
+
- What is the primary interaction verb (shoot, build, solve, explore, manage)?
|
|
89
|
+
- What makes a play session feel complete — what is the natural stopping point?
|
|
90
|
+
- What existing games are closest to your vision, and where does this game diverge?
|
|
@@ -0,0 +1,74 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: review-gdd
|
|
3
|
+
description: Multi-pass review of game design document for pillar coherence, mechanic clarity, and scope feasibility
|
|
4
|
+
summary: "Stress-tests the GDD through multiple review passes checking pillar coherence, core loop closure, mechanic implementability, progression feasibility, scope assessment, and downstream readiness for user stories."
|
|
5
|
+
phase: "pre"
|
|
6
|
+
order: 116
|
|
7
|
+
dependencies: [game-design-document]
|
|
8
|
+
outputs: [docs/reviews/pre-review-gdd.md, docs/reviews/gdd/review-summary.md, docs/reviews/gdd/codex-review.json, docs/reviews/gdd/gemini-review.json]
|
|
9
|
+
conditional: null
|
|
10
|
+
reads: []
|
|
11
|
+
knowledge-base: [review-methodology, review-game-design, review-step-template, multi-model-review-dispatch]
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## Purpose
|
|
15
|
+
Deep multi-pass review of the Game Design Document, targeting the specific
|
|
16
|
+
failure modes of game design artifacts. Identify issues with pillar coherence,
|
|
17
|
+
core loop closure, mechanic ambiguity, progression feasibility, scope reality,
|
|
18
|
+
competitive differentiation, and systems interactions. Create a fix plan,
|
|
19
|
+
execute fixes, and re-validate. Ensures the GDD is implementable, internally
|
|
20
|
+
consistent, and ready for downstream consumption by user stories, architecture,
|
|
21
|
+
and art/audio specifications.
|
|
22
|
+
|
|
23
|
+
At depth 4+, dispatches to external AI models (Codex, Gemini) for
|
|
24
|
+
independent review validation.
|
|
25
|
+
|
|
26
|
+
## Inputs
|
|
27
|
+
- docs/game-design.md (required) — GDD to review
|
|
28
|
+
- docs/plan.md (required) — PRD for cross-referencing features and scope
|
|
29
|
+
- docs/reviews/gdd/ artifacts (optional) — prior review findings in update mode
|
|
30
|
+
|
|
31
|
+
## Expected Outputs
|
|
32
|
+
- docs/reviews/pre-review-gdd.md — review findings, fix plan, and resolution log
|
|
33
|
+
- docs/game-design.md — updated with fixes
|
|
34
|
+
- docs/reviews/gdd/review-summary.md (depth 4+) — multi-model review synthesis
|
|
35
|
+
- docs/reviews/gdd/codex-review.json (depth 4+, if available) — raw Codex findings
|
|
36
|
+
- docs/reviews/gdd/gemini-review.json (depth 4+, if available) — raw Gemini findings
|
|
37
|
+
|
|
38
|
+
## Quality Criteria
|
|
39
|
+
- (mvp) Passes 1-2 executed with findings documented (Pillar Coherence, Core Loop Closure)
|
|
40
|
+
- (deep) All 7 review passes executed with findings documented
|
|
41
|
+
- (mvp) Every finding categorized by severity: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
|
|
42
|
+
- (mvp) Fix plan created for P0 and P1 findings
|
|
43
|
+
- (mvp) Fixes applied and re-validated
|
|
44
|
+
- (mvp) Downstream readiness confirmed (user stories and architecture can proceed)
|
|
45
|
+
- (depth 4+) Multi-model findings synthesized: Consensus (all models agree), Majority (2+ models agree), or Divergent (models disagree — present to user for decision)
|
|
46
|
+
|
|
47
|
+
## Methodology Scaling
|
|
48
|
+
- **deep**: All 7 review passes from the knowledge base (Pillar Coherence, Core
|
|
49
|
+
Loop Closure, Mechanic Ambiguity Detection, Progression Curve Feasibility,
|
|
50
|
+
Scope vs Reality Check, Competitive Differentiation, Systems Interaction
|
|
51
|
+
Audit). Full findings report with severity categorization. Fixes applied and
|
|
52
|
+
re-validated. Multi-model review dispatched to Codex and Gemini if available,
|
|
53
|
+
with graceful fallback to Claude-only enhanced review.
|
|
54
|
+
- **mvp**: Passes 1-2 only (Pillar Coherence, Core Loop Closure). Focus on
|
|
55
|
+
blocking gaps — pillars that do not constrain and loops that do not close.
|
|
56
|
+
- **custom:depth(1-5)**:
|
|
57
|
+
- Depth 1: Pass 1 only (Pillar Coherence). One review pass.
|
|
58
|
+
- Depth 2: Passes 1-2 (Pillar Coherence, Core Loop Closure). Two review passes.
|
|
59
|
+
- Depth 3: Passes 1-4 (add Mechanic Ambiguity Detection, Progression Curve Feasibility). Four review passes.
|
|
60
|
+
- Depth 4: All 7 passes + one external model review (if CLI available).
|
|
61
|
+
- Depth 5: All 7 passes + multi-model review with reconciliation.
|
|
62
|
+
|
|
63
|
+
## Mode Detection
|
|
64
|
+
If docs/reviews/pre-review-gdd.md exists, this is a re-review. Read previous
|
|
65
|
+
findings, check which were addressed, run review passes again on updated GDD.
|
|
66
|
+
If multi-model review artifacts exist under docs/reviews/gdd/, preserve prior
|
|
67
|
+
findings still valid.
|
|
68
|
+
|
|
69
|
+
## Update Mode Specifics
|
|
70
|
+
|
|
71
|
+
- **Detect**: `docs/reviews/pre-review-gdd.md` exists with tracking comment
|
|
72
|
+
- **Preserve**: Prior findings still valid, resolution decisions, multi-model review artifacts
|
|
73
|
+
- **Triggers**: Upstream artifact changed since last review (compare tracking comment dates)
|
|
74
|
+
- **Conflict resolution**: Previously resolved findings reappearing = regression; flag and re-evaluate
|