@zigrivers/scaffold 3.4.1 → 3.5.1

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Files changed (195) 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 +567 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +363 -0
  5. package/content/knowledge/game/game-audio-design.md +344 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +269 -0
  8. package/content/knowledge/game/game-domain-patterns.md +299 -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 +379 -0
  12. package/content/knowledge/game/game-level-content-design.md +483 -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 +393 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +389 -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 +477 -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-game-ui.md +293 -0
  30. package/content/knowledge/review/review-netcode.md +280 -0
  31. package/content/knowledge/review/review-platform-cert.md +341 -0
  32. package/content/methodology/custom-defaults.yml +25 -0
  33. package/content/methodology/deep.yml +25 -0
  34. package/content/methodology/game-overlay.yml +145 -0
  35. package/content/methodology/mvp.yml +25 -0
  36. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  37. package/content/pipeline/architecture/netcode-spec.md +86 -0
  38. package/content/pipeline/architecture/review-netcode.md +78 -0
  39. package/content/pipeline/foundation/performance-budgets.md +91 -0
  40. package/content/pipeline/modeling/narrative-bible.md +84 -0
  41. package/content/pipeline/pre/game-design-document.md +90 -0
  42. package/content/pipeline/pre/review-gdd.md +74 -0
  43. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  44. package/content/pipeline/quality/live-ops-plan.md +99 -0
  45. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  46. package/content/pipeline/quality/playtest-plan.md +84 -0
  47. package/content/pipeline/specification/art-bible.md +87 -0
  48. package/content/pipeline/specification/audio-design.md +97 -0
  49. package/content/pipeline/specification/content-structure-design.md +142 -0
  50. package/content/pipeline/specification/economy-design.md +105 -0
  51. package/content/pipeline/specification/game-accessibility.md +82 -0
  52. package/content/pipeline/specification/game-ui-spec.md +97 -0
  53. package/content/pipeline/specification/input-controls-spec.md +81 -0
  54. package/content/pipeline/specification/localization-plan.md +113 -0
  55. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  56. package/content/pipeline/specification/online-services-spec.md +104 -0
  57. package/content/pipeline/specification/review-economy.md +87 -0
  58. package/content/pipeline/specification/review-game-ui.md +73 -0
  59. package/content/pipeline/specification/save-system-spec.md +116 -0
  60. package/dist/cli/commands/adopt.d.ts.map +1 -1
  61. package/dist/cli/commands/adopt.js +25 -0
  62. package/dist/cli/commands/adopt.js.map +1 -1
  63. package/dist/cli/commands/adopt.test.js +28 -1
  64. package/dist/cli/commands/adopt.test.js.map +1 -1
  65. package/dist/cli/commands/build.test.js +3 -0
  66. package/dist/cli/commands/build.test.js.map +1 -1
  67. package/dist/cli/commands/init.d.ts +1 -0
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  69. package/dist/cli/commands/init.js +6 -0
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  71. package/dist/cli/commands/init.test.js +12 -1
  72. package/dist/cli/commands/init.test.js.map +1 -1
  73. package/dist/cli/commands/knowledge.test.js +8 -0
  74. package/dist/cli/commands/knowledge.test.js.map +1 -1
  75. package/dist/cli/commands/next.d.ts.map +1 -1
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  78. package/dist/cli/commands/next.test.js +56 -0
  79. package/dist/cli/commands/next.test.js.map +1 -1
  80. package/dist/cli/commands/rework.d.ts.map +1 -1
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  82. package/dist/cli/commands/rework.js.map +1 -1
  83. package/dist/cli/commands/rework.test.js +5 -0
  84. package/dist/cli/commands/rework.test.js.map +1 -1
  85. package/dist/cli/commands/run.d.ts.map +1 -1
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  90. package/dist/cli/commands/skip.test.js +3 -0
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  92. package/dist/cli/commands/status.d.ts.map +1 -1
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  95. package/dist/cli/commands/status.test.js +55 -0
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  97. package/dist/cli/output/auto.d.ts +3 -0
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  101. package/dist/cli/output/context.d.ts +6 -0
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  104. package/dist/cli/output/context.test.js +87 -0
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  106. package/dist/cli/output/error-display.test.js +3 -0
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  108. package/dist/cli/output/interactive.d.ts +3 -0
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  112. package/dist/cli/output/json.d.ts +3 -0
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  114. package/dist/cli/output/json.js +9 -0
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  116. package/dist/config/loader.d.ts.map +1 -1
  117. package/dist/config/loader.js +3 -2
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  119. package/dist/config/schema.d.ts +641 -15
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  121. package/dist/config/schema.js +26 -1
  122. package/dist/config/schema.js.map +1 -1
  123. package/dist/config/schema.test.js +192 -1
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  125. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  126. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  127. package/dist/core/assembly/overlay-loader.js +190 -0
  128. package/dist/core/assembly/overlay-loader.js.map +1 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  130. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  131. package/dist/core/assembly/overlay-loader.test.js +106 -0
  132. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
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  137. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
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  141. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  142. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
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  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
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  147. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  148. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts +1 -0
  150. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  151. package/dist/core/assembly/preset-loader.js +2 -0
  152. package/dist/core/assembly/preset-loader.js.map +1 -1
  153. package/dist/core/dependency/eligibility.test.js +3 -0
  154. package/dist/core/dependency/eligibility.test.js.map +1 -1
  155. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  156. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  157. package/dist/e2e/game-pipeline.test.js +298 -0
  158. package/dist/e2e/game-pipeline.test.js.map +1 -0
  159. package/dist/e2e/init.test.js +3 -0
  160. package/dist/e2e/init.test.js.map +1 -1
  161. package/dist/project/adopt.d.ts +3 -1
  162. package/dist/project/adopt.d.ts.map +1 -1
  163. package/dist/project/adopt.js +29 -1
  164. package/dist/project/adopt.js.map +1 -1
  165. package/dist/project/adopt.test.js +51 -1
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  167. package/dist/types/config.d.ts +50 -4
  168. package/dist/types/config.d.ts.map +1 -1
  169. package/dist/types/config.test.d.ts +2 -0
  170. package/dist/types/config.test.d.ts.map +1 -0
  171. package/dist/types/config.test.js +97 -0
  172. package/dist/types/config.test.js.map +1 -0
  173. package/dist/utils/eligible.d.ts +3 -2
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  175. package/dist/utils/eligible.js +18 -4
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  177. package/dist/utils/errors.d.ts +4 -0
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  179. package/dist/utils/errors.js +31 -0
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  181. package/dist/utils/errors.test.js +4 -1
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  183. package/dist/wizard/questions.d.ts +4 -0
  184. package/dist/wizard/questions.d.ts.map +1 -1
  185. package/dist/wizard/questions.js +59 -1
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  187. package/dist/wizard/questions.test.js +178 -4
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  195. package/package.json +1 -1
@@ -0,0 +1,142 @@
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+ ---
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+ name: content-structure-design
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+ description: Design level layouts, world regions, procedural rulesets, or mission structures based on content type
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+ 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."
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+ phase: "specification"
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+ order: 865
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+ dependencies: [game-design-document, system-architecture]
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+ outputs: [docs/content-structure/]
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+ conditional: null
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+ reads: [narrative-bible, performance-budgets]
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+ knowledge-base: [game-level-content-design]
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+ ---
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+
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+ ## Purpose
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+ Design the content structure for the game — the organizational framework for
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+ all playable content. This step adapts its output based on the game's
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+ `contentStructure` trait, producing fundamentally different deliverables
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+ depending on the content model:
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+
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+ - **discrete** — Traditional level-based games (platformers, puzzle games,
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+ linear shooters). Produces level layout documents with progression
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+ difficulty curves, mechanic introduction schedules, and pacing maps.
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+ - **open-world** — Seamless explorable spaces (open-world RPGs, survival
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+ games). Produces world region documents with biome definitions, point-of-
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+ interest density maps, level streaming boundaries, and exploration gating.
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+ - **procedural** — Content generated at runtime (roguelikes, procedural
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+ dungeons). Produces generation ruleset documents with seed parameters,
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+ constraint systems, content pools, difficulty scaling formulas, and
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+ quality validation rules.
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+ - **endless** — Infinite escalation games (endless runners, wave survival,
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+ idle games). Produces escalation band documents with difficulty curves,
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+ content rotation schedules, score/distance milestones, and engagement
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+ pacing analysis.
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+ - **mission-based** — Open structure with discrete objectives (GTA-style,
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+ MMO quest systems). Produces mission template documents with objective
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+ types, branching conditions, reward structures, and mission flow graphs.
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+
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+ The `contentStructure` trait is determined from the GDD. If the GDD does not
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+ explicitly state a content structure, infer it from the game's genre, core
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+ loop, and mechanics catalog.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — core loop, mechanics, game modes, and world overview establishing content structure type
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+ - docs/system-architecture.md (required) — level streaming, scene management, and content loading architecture
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+ - docs/narrative-bible.md (optional, forward-read) — story beats, character arcs, and environmental storytelling requirements to weave into content structure
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+ - docs/performance-budgets.md (optional, forward-read) — per-scene object counts, draw call limits, and memory budgets constraining content density
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+
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+ ## Expected Outputs
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+ - docs/content-structure/ — directory containing content structure documents
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+ adapted to the game's content type. Common files:
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+ - `content-overview.md` — content structure type, volume estimates, and
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+ progression philosophy
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+ - Type-specific files (one or more depending on contentStructure trait):
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+ - `level-designs.md` (discrete)
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+ - `world-regions.md` (open-world)
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+ - `generation-rulesets.md` (procedural)
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+ - `escalation-bands.md` (endless)
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+ - `mission-templates.md` (mission-based)
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+
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+ ## Content Structure Trait Adaptation
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+
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+ ### Discrete Levels
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+ - Level layout descriptions: spatial flow, encounter placement, collectible locations
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+ - Difficulty curve: per-level target difficulty mapped to overall progression arc
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+ - Mechanic introduction schedule: when each mechanic is introduced, tutorialized, and tested
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+ - Pacing map: intensity curve per level (exploration, combat, puzzle, rest)
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+ - Boss/milestone encounters: placement rationale and difficulty spike design
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+
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+ ### Open World Regions
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+ - Region definitions: biomes, themes, environmental hazards, ambient population
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+ - Point-of-interest density: landmarks, encounters, and discovery content per region
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+ - Level streaming boundaries: region transition points and loading strategy
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+ - Exploration gating: soft gates (difficulty), hard gates (story/item requirements), and natural barriers
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+ - Content density guidelines: encounters per square unit, loot distribution curves
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+
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+ ### Procedural Generation
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+ - Generation rulesets: seed parameters, room/tile templates, connection rules
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+ - Constraint systems: minimum distances, forbidden combinations, required guarantees (e.g., always include a shop)
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+ - Content pools: available rooms, enemies, items, events per difficulty tier
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+ - Difficulty scaling formulas: how seed or depth translates to enemy stats, trap frequency, resource scarcity
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+ - Quality validation: automated checks for solvability, pacing, fairness, and degenerate generation detection
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+
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+ ### Endless Escalation
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+ - Escalation bands: difficulty tiers with entry thresholds (score, distance, wave number)
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+ - Content rotation: how obstacles, enemies, and powerups cycle within and across bands
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+ - Milestone design: score/distance targets that provide psychological checkpoints
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+ - Engagement pacing: when to introduce new elements, when to provide breathers, when to spike difficulty
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+ - Long-session sustainability: how the game remains engaging past typical session length
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+
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+ ### Mission-Based
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+ - Mission templates: objective types (fetch, escort, defend, assassinate, investigate)
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+ - Branching conditions: prerequisite missions, player choice gates, reputation thresholds
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+ - Reward structures: XP, currency, items, narrative payoff per mission type and difficulty
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+ - Mission flow graphs: dependency trees showing critical path and optional branches
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+ - Side content integration: how side missions relate to main narrative and world state
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+
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+ ## Quality Criteria
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+ - (mvp) Content structure type identified and justified from GDD analysis
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+ - (mvp) Content volume estimated: total levels/regions/mission count with development effort per unit
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+ - (mvp) Difficulty progression defined from start to endgame with no unexplained difficulty spikes
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+ - (mvp) Every core loop mechanic exercised by content — no mechanic introduced in GDD but never used in content
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+ - (mvp) Content structure respects performance budgets (if available) — per-scene object counts, streaming boundaries
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+ - (deep) Narrative integration: story beats from narrative-bible mapped to content structure (level, region, or mission)
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+ - (deep) Replayability analysis: what drives repeat engagement (procedural variety, optional objectives, difficulty modes)
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+ - (deep) Content pipeline documented: authoring workflow from design to engine-ready format
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+ - (deep) Pacing analysis with annotated intensity curves showing moment-to-moment and session-level rhythm
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+ - (mvp) Type-specific deliverable produced matching the identified content structure trait: level-designs.md (discrete), world-regions.md (open-world), generation-rulesets.md (procedural), escalation-bands.md (endless), or mission-templates.md (mission-based)
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+
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+ ## Methodology Scaling
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+ - **deep**: Full content structure specification with all trait-specific
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+ deliverables, narrative integration, replayability analysis, content
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+ pipeline documentation, pacing analysis with intensity curves, and
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+ content volume estimates with effort sizing. 15-30 pages.
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+ - **mvp**: Content type identification, core content overview, and key
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+ progression structure. 3-5 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: content type identification and volume estimate only.
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+ - Depth 2: add core progression structure and difficulty curve outline.
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+ - Depth 3: add full trait-specific deliverables and mechanic-to-content mapping.
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+ - Depth 4: add narrative integration, replayability analysis, and pacing intensity curves.
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+ - Depth 5: full specification with content pipeline documentation, effort sizing per content unit, and automated quality validation rules.
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+
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+ ## Mode Detection
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+ Check for docs/content-structure/ directory. If it exists, operate in update
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+ mode: read existing content structure documents and diff against current GDD
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+ and system architecture. Preserve existing level/region/mission designs.
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+ Add content for new mechanics or areas. Update difficulty curves if GDD
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+ progression systems changed.
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+
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+ ## Update Mode Specifics
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+ - **Detect prior artifact**: docs/content-structure/ directory exists with content files
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+ - **Preserve**: existing level layouts, region definitions, generation
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+ rulesets, mission templates, difficulty curves, and pacing maps
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+ - **Triggers for update**: GDD added new mechanics or game modes, narrative-
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+ bible added story beats requiring content placement, performance-budgets
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+ revised per-scene limits, system architecture changed streaming or scene
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+ management approach
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+ - **Conflict resolution**: if performance budget changes require reducing
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+ content density in a region or level, document the constraint and propose
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+ specific cuts prioritizing gameplay-critical content over ambient detail;
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+ if narrative requirements conflict with pacing design, flag for user
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+ decision with tradeoff analysis
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+ ---
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+ name: economy-design
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+ description: Design virtual currencies, faucet/sink balancing, loot tables, progression economy, and monetization with legal compliance
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+ 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."
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+ phase: "specification"
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+ order: 868
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+ dependencies: [game-design-document]
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+ outputs: [docs/economy-design.md]
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+ conditional: "if-needed"
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+ reads: []
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+ knowledge-base: [game-economy-design]
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+ ---
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+
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+ ## Purpose
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+ Design the complete game economy — the system of virtual currencies, resource
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+ flows, reward structures, and (optionally) real-money transactions that govern
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+ player progression and engagement. This document explicitly separates two
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+ concerns that are often conflated:
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+
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+ 1. **Progression economy**: How players earn, spend, and value in-game resources
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+ through gameplay. This exists in every game with resources, upgrades, or
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+ unlockables — including premium single-player titles with no monetization.
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+ 2. **Monetization economy**: How the studio generates revenue through the
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+ economy. This only applies to games with in-app purchases, premium currency,
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+ or real-money trading.
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+
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+ Separating these concerns matters because progression economy must be
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+ intrinsically satisfying regardless of monetization. If removing all real-money
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+ paths leaves an economy that feels grindy or punishing, the progression design
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+ is fundamentally broken.
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+
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+ Legal compliance adds a third dimension. Loot boxes, gacha mechanics, and
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+ real-money randomized rewards face different regulations per market (China,
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+ Belgium, Netherlands, US state laws, Australia). Compliance requirements must
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+ be designed in — not patched after launch — because they affect UI flows,
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+ backend systems, and content structures.
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+
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+ ## Conditional Evaluation
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+ Enable when: the GDD describes any of the following — virtual currencies,
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+ resource crafting/spending systems, loot tables, progression unlocks tied to
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+ resource accumulation, in-app purchases, premium currency, battle passes,
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+ seasonal stores, or any economy-like mechanic beyond simple score tracking.
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+
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+ Skip when: the game has no resource economy — e.g., pure arcade games with
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+ score-only progression, narrative adventures with no inventory or currency,
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+ puzzle games with no unlock systems. Simple XP/level systems that only gate
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+ content (no spending decisions) do not require a full economy design.
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+
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+ ## Inputs
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+ - 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
+ - (mvp) If the economy involves online transactions: server-authoritative transaction model specified — client cannot dictate transaction outcomes
70
+
71
+ ## Methodology Scaling
72
+ - **deep**: Full economy design with multi-currency architecture, faucet/sink
73
+ mathematical model, loot table probability design with pity systems,
74
+ progression economy with milestone analysis, monetization design with
75
+ ethical framework, legal compliance per market, exploit vector analysis,
76
+ economy simulation reference, and live-service economy plan. 15-25 pages.
77
+ - **mvp**: Currency definitions, basic faucet/sink balance, progression
78
+ economy structure, and monetization overview (if applicable). 4-8 pages.
79
+ - **custom:depth(1-5)**:
80
+ - Depth 1: currency definitions and basic earn/spend rates only.
81
+ - Depth 2: add faucet/sink balance model and progression-monetization separation analysis.
82
+ - Depth 3: add loot table design, exploit vector identification, and legal compliance checklist.
83
+ - Depth 4: add inflation trajectory modeling, economy simulation formulas, and ethical monetization framework.
84
+ - Depth 5: full specification with live-service economy plan, seasonal event economics, A/B testing strategy for economy tuning, and economy health KPIs.
85
+
86
+ ## Mode Detection
87
+ Check for docs/economy-design.md. If it exists, operate in update mode: read
88
+ existing economy design and diff against current GDD progression and
89
+ monetization mechanics. Preserve existing currency definitions, faucet/sink
90
+ models, and legal compliance decisions. Update economy parameters if GDD
91
+ changed progression pacing or added new resource types.
92
+
93
+ ## Update Mode Specifics
94
+ - **Detect prior artifact**: docs/economy-design.md exists
95
+ - **Preserve**: currency definitions, faucet/sink ratios, loot table
96
+ probabilities, legal compliance decisions, monetization pricing structure,
97
+ ethical guidelines
98
+ - **Triggers for update**: GDD changed progression mechanics or added new
99
+ resource types, target markets changed (affects legal compliance), business
100
+ model changed (premium to F2P or vice versa), live-service plan added
101
+ seasonal economy elements
102
+ - **Conflict resolution**: if GDD changes require rebalancing the economy,
103
+ document the ripple effects across all currency tiers and progression
104
+ milestones; never adjust a single faucet or sink without analyzing the
105
+ 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
@@ -0,0 +1,81 @@
1
+ ---
2
+ name: input-controls-spec
3
+ description: Specify input bindings, rebinding, haptics, dead zones, and cross-play input fairness
4
+ summary: "Documents default bindings per device, input abstraction layer, rebinding system, dead zones, aim assist, haptics, controller disconnect behavior, and accessibility input requirements."
5
+ phase: "specification"
6
+ order: 862
7
+ dependencies: [game-design-document, game-accessibility]
8
+ outputs: [docs/input-controls-spec.md]
9
+ conditional: null
10
+ reads: []
11
+ knowledge-base: [game-input-systems, game-vr-ar-design]
12
+ ---
13
+
14
+ ## Purpose
15
+ Specify the complete input system for the game: default bindings per input
16
+ device (keyboard/mouse, gamepad, touch, motion), the input abstraction layer
17
+ that maps physical inputs to gameplay actions, the rebinding and
18
+ customization system, analog tuning (dead zones, sensitivity curves, aim
19
+ assist), haptic feedback design, controller disconnect behavior, and
20
+ accessibility-driven input requirements from the accessibility plan.
21
+
22
+ This step bridges the GDD's gameplay mechanics and the accessibility plan
23
+ into a concrete input specification that implementation can build directly
24
+ from. Every mechanic in the GDD should trace to at least one input action
25
+ documented here.
26
+
27
+ ## Inputs
28
+ - docs/game-design.md (required) — mechanics and interaction verbs requiring input bindings
29
+ - docs/game-accessibility.md (required) — remappable controls requirements, motor accessibility needs
30
+ - docs/plan.md (required) — target platforms and supported input devices
31
+ - docs/performance-budgets.md (optional) — input latency budgets
32
+
33
+ ## Expected Outputs
34
+ - docs/input-controls-spec.md — input bindings, abstraction layer, rebinding
35
+ system, analog tuning, haptics, disconnect behavior, and accessibility
36
+ input requirements
37
+
38
+ ## Quality Criteria
39
+ - (mvp) Default binding table per supported input device (keyboard/mouse, gamepad, touch) with every GDD mechanic mapped to an input action
40
+ - (mvp) Input abstraction layer defined — actions are named semantically (e.g., "jump", "interact") not by physical key
41
+ - (mvp) Rebinding system requirements specified per accessibility plan
42
+ - (mvp) Controller disconnect behavior defined (pause, AI takeover, timeout)
43
+ - (deep) Dead zone and sensitivity curve specifications per analog input (stick, trigger)
44
+ - (deep) Aim assist parameters documented (magnetism strength, slowdown radius, snap-to-target rules) with per-input-device tuning
45
+ - (deep) Haptic feedback map: gameplay events to vibration patterns (intensity, duration, motor selection)
46
+ - (deep) Cross-play input fairness: input-based matchmaking rules, aim assist parity between input types
47
+ - (deep) Simultaneous input handling documented (keyboard + mouse + gamepad hot-switching)
48
+
49
+ ## Methodology Scaling
50
+ - **deep**: Full input specification with binding tables per device, abstraction
51
+ layer architecture, rebinding UI wireframe descriptions, dead zone curves,
52
+ aim assist tuning parameters, haptic feedback map, cross-play fairness
53
+ rules, accessibility input matrix, and input latency budget. 10-20 pages.
54
+ - **mvp**: Default bindings per device, action abstraction layer, rebinding
55
+ support flag, and controller disconnect behavior. 3-5 pages.
56
+ - **custom:depth(1-5)**:
57
+ - Depth 1: action list with default keyboard/mouse and gamepad bindings only.
58
+ - Depth 2: add input abstraction layer design and rebinding requirements.
59
+ - Depth 3: add dead zones, sensitivity curves, controller disconnect behavior, and touch bindings.
60
+ - Depth 4: add aim assist parameters, haptic feedback map, and cross-play input fairness rules.
61
+ - Depth 5: full specification with input latency budgets, simultaneous input hot-switching, accessibility input matrix, and platform certification input requirements.
62
+
63
+ ## Mode Detection
64
+ Check for docs/input-controls-spec.md. If it exists, operate in update mode:
65
+ read existing bindings and diff against current GDD mechanics. New mechanics
66
+ may require new input actions. Preserve existing binding defaults and player
67
+ muscle memory conventions. Add bindings for new mechanics without disrupting
68
+ established controls.
69
+
70
+ ## Update Mode Specifics
71
+ - **Detect prior artifact**: docs/input-controls-spec.md exists
72
+ - **Preserve**: existing default bindings, dead zone values, aim assist
73
+ tuning, haptic patterns, rebinding system design
74
+ - **Triggers for update**: GDD added new mechanics requiring new input
75
+ actions, accessibility plan updated motor requirements, target platforms
76
+ changed (new input devices), performance budgets revised input latency
77
+ targets
78
+ - **Conflict resolution**: if a new mechanic's ideal binding conflicts with
79
+ an existing binding, document both the conflict and recommended resolution
80
+ (rebind the new action, not the established one); never silently reassign
81
+ bindings that players may have committed to muscle memory
@@ -0,0 +1,113 @@
1
+ ---
2
+ name: localization-plan
3
+ description: Plan target languages, string management, font support (CJK/RTL), UI text expansion, VO localization, cultural adaptation, and LQA
4
+ summary: "Plans the localization strategy — target languages and tiers, string management pipeline, font support for CJK and RTL scripts, UI text expansion handling (~30% for German), voice-over localization approach, cultural adaptation guidelines, and linguistic QA process."
5
+ phase: "specification"
6
+ order: 874
7
+ dependencies: [game-design-document]
8
+ outputs: [docs/localization-plan.md]
9
+ conditional: "if-needed"
10
+ reads: [game-ui-spec, narrative-bible]
11
+ knowledge-base: [game-localization]
12
+ ---
13
+
14
+ ## Purpose
15
+ Plan the localization strategy — the systematic process of adapting the game
16
+ for multiple languages and cultures. Localization is not translation: it
17
+ encompasses string management infrastructure, font and text rendering for
18
+ diverse scripts, UI layout adaptation for text expansion, voice-over
19
+ production across languages, cultural sensitivity review, and a quality
20
+ assurance process that validates every localized build.
21
+
22
+ Localization decisions have deep technical implications that must be resolved
23
+ before content production begins. String externalization must be built into
24
+ the code architecture — retrofitting it after thousands of hardcoded strings
25
+ exist is prohibitively expensive. Font atlases must support target scripts
26
+ (CJK characters alone require thousands of glyphs). UI layouts must
27
+ accommodate text expansion (German text is typically 30% longer than English;
28
+ some languages expand by 50% or more). Right-to-left (RTL) scripts (Arabic,
29
+ Hebrew) require mirrored UI layouts. These are not cosmetic adjustments —
30
+ they are architectural requirements that affect every system touching text.
31
+
32
+ Three localization depth tiers exist:
33
+
34
+ 1. **Text-only localization**: All in-game text is translated, but audio
35
+ remains in the original language (with subtitles). Most cost-effective,
36
+ suitable for indie and mid-scale games.
37
+ 2. **Partial VO localization**: Text is fully translated, and key narrative
38
+ audio (cinematics, main story) is re-recorded in target languages. Secondary
39
+ audio (barks, incidental dialogue) uses original language with subtitles.
40
+ 3. **Full VO localization**: All spoken content is re-recorded in every target
41
+ language. Highest cost, required for AAA titles targeting global markets.
42
+
43
+ ## Conditional Evaluation
44
+ Enable when: the project config indicates more than one supported locale
45
+ (`supportedLocales.length > 1`) — the game will ship in multiple languages,
46
+ requiring string externalization, font support, UI adaptation, and a
47
+ localization pipeline.
48
+
49
+ Skip when: the game ships in a single language only. Games with no text (pure
50
+ visual/musical experiences) or games explicitly scoped to one market with no
51
+ localization plans do not need this specification.
52
+
53
+ ## Inputs
54
+ - docs/game-design.md (required) — narrative scope, text volume, VO volume, cultural setting informing adaptation needs
55
+ - docs/plan.md (required) — target markets and languages, localization budget and timeline constraints
56
+ - docs/game-ui-spec.md (optional, forward-read) — UI layout system, text rendering approach, font pipeline
57
+ - docs/narrative-bible.md (optional, forward-read) — dialogue volume, character voice profiles, cultural references requiring adaptation
58
+
59
+ ## Expected Outputs
60
+ - docs/localization-plan.md — target languages, string management pipeline,
61
+ font strategy, UI adaptation guidelines, VO localization approach, cultural
62
+ adaptation process, and LQA plan
63
+
64
+ ## Quality Criteria
65
+ - (mvp) Target languages listed with priority tiers: Tier 1 (ship languages), Tier 2 (post-launch), Tier 3 (community-contributed), with rationale for each tier based on market analysis
66
+ - (mvp) String management pipeline specified: string externalization format (JSON, XLIFF, PO, proprietary), key naming convention, pluralization and gender rules, interpolation/variable syntax, context annotations for translators
67
+ - (mvp) Font strategy documented: font families per script category (Latin, CJK, Cyrillic, Arabic, Devanagari), font atlas generation pipeline, fallback chain, dynamic font loading for memory-constrained platforms
68
+ - (mvp) UI text expansion handling: layout system accommodates 30-50% text growth, truncation and overflow strategy, minimum touch targets preserved regardless of text length, RTL layout mirroring plan (if applicable)
69
+ - (mvp) Localization build pipeline: how localized assets are packaged (per-language bundles, on-demand download, embedded), language switching at runtime (restart required vs hot-swap)
70
+ - (deep) VO localization plan: localization depth per language (text-only, partial VO, full VO), casting direction per language, lip-sync adaptation approach (re-animation, procedural, blend shapes), recording specification (sample rate, format, naming)
71
+ - (deep) Cultural adaptation guidelines: content sensitivity review process, region-specific content variants (violence/gore rating adjustments, culturally inappropriate symbols, color symbolism), legal requirements per market (age rating localization, loot box probability disclosure language)
72
+ - (deep) LQA (Linguistic Quality Assurance) process: in-context review workflow (translators play the build), bug taxonomy (truncation, overlap, mistranslation, placeholder visible, encoding error), severity levels, sign-off criteria per language
73
+ - (deep) Translation memory and terminology management: TM/glossary tooling, term consistency enforcement, brand name and proper noun lock lists, style guide per language
74
+ - (deep) Pseudolocalization testing: automated pseudo-loc pass (accented characters, text expansion simulation, RTL simulation) integrated into CI, visual regression testing for localized UI
75
+
76
+ ## Methodology Scaling
77
+ - **deep**: Full localization plan covering tiered language strategy, string
78
+ management with TM/glossary tooling, comprehensive font strategy for all
79
+ target scripts, UI adaptation with RTL support, VO localization with lip-sync
80
+ plan, cultural adaptation guidelines, LQA process with in-context review,
81
+ pseudolocalization in CI, and localization analytics. 15-25 pages.
82
+ - **mvp**: Target languages, string externalization format, font strategy for
83
+ primary scripts, UI text expansion guidelines, and basic localization build
84
+ pipeline. 4-8 pages.
85
+ - **custom:depth(1-5)**:
86
+ - Depth 1: target language list and string externalization format only.
87
+ - Depth 2: add font strategy, UI text expansion handling, and localization build pipeline.
88
+ - Depth 3: add VO localization plan, cultural adaptation guidelines, and pluralization/gender rule system.
89
+ - Depth 4: add LQA process, translation memory tooling, RTL layout mirroring, and pseudolocalization testing.
90
+ - Depth 5: full specification with localization analytics (translation coverage, LQA defect rates, language launch readiness dashboard), community translation infrastructure, and per-region content variant management.
91
+
92
+ ## Mode Detection
93
+ Check for docs/localization-plan.md. If it exists, operate in update mode:
94
+ read existing plan and diff against current GDD language targets and narrative
95
+ scope. Preserve existing string management format, font strategy, and VO
96
+ decisions. Update target language tiers if market analysis changed. Add font
97
+ support for new scripts if languages added require them.
98
+
99
+ ## Update Mode Specifics
100
+ - **Detect prior artifact**: docs/localization-plan.md exists
101
+ - **Preserve**: string management format and key naming convention, font
102
+ families and atlas generation pipeline, VO localization depth per language,
103
+ LQA process and bug taxonomy, cultural adaptation decisions
104
+ - **Triggers for update**: GDD changed target markets or added languages,
105
+ narrative-bible changed dialogue volume or added culturally sensitive content,
106
+ game-ui-spec changed text rendering or layout system, VO scope changed
107
+ (text-only to partial VO, or partial to full), new platform added with
108
+ different font or text rendering constraints
109
+ - **Conflict resolution**: if adding a new target language requires a script
110
+ not currently supported by the font pipeline (e.g., adding Thai requires
111
+ complex text shaping), document the font engineering cost explicitly and
112
+ propose a phased approach — never add a language to the target list without
113
+ confirming the text rendering pipeline can support its script requirements