@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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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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## 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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- **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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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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## 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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## 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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## Content Structure Trait Adaptation
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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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### 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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### 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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### 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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### 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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## 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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## 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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## 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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## 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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133
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+
rulesets, mission templates, difficulty curves, and pacing maps
|
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134
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+
- **Triggers for update**: GDD added new mechanics or game modes, narrative-
|
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135
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+
bible added story beats requiring content placement, performance-budgets
|
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136
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+
revised per-scene limits, system architecture changed streaming or scene
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+
management approach
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138
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+
- **Conflict resolution**: if performance budget changes require reducing
|
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139
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+
content density in a region or level, document the constraint and propose
|
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140
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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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@@ -0,0 +1,105 @@
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1
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+
---
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2
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+
name: economy-design
|
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3
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+
description: Design virtual currencies, faucet/sink balancing, loot tables, progression economy, and monetization with legal compliance
|
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4
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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."
|
|
5
|
+
phase: "specification"
|
|
6
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+
order: 868
|
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7
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+
dependencies: [game-design-document]
|
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8
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+
outputs: [docs/economy-design.md]
|
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9
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+
conditional: "if-needed"
|
|
10
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+
reads: []
|
|
11
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+
knowledge-base: [game-economy-design]
|
|
12
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+
---
|
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13
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+
|
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14
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+
## Purpose
|
|
15
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+
Design the complete game economy — the system of virtual currencies, resource
|
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16
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+
flows, reward structures, and (optionally) real-money transactions that govern
|
|
17
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+
player progression and engagement. This document explicitly separates two
|
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18
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+
concerns that are often conflated:
|
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19
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+
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20
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+
1. **Progression economy**: How players earn, spend, and value in-game resources
|
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21
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+
through gameplay. This exists in every game with resources, upgrades, or
|
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22
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+
unlockables — including premium single-player titles with no monetization.
|
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23
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+
2. **Monetization economy**: How the studio generates revenue through the
|
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24
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+
economy. This only applies to games with in-app purchases, premium currency,
|
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25
|
+
or real-money trading.
|
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26
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+
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27
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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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31
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+
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32
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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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34
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+
Belgium, Netherlands, US state laws, Australia). Compliance requirements must
|
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35
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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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37
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+
|
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38
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+
## Conditional Evaluation
|
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+
Enable when: the GDD describes any of the following — virtual currencies,
|
|
40
|
+
resource crafting/spending systems, loot tables, progression unlocks tied to
|
|
41
|
+
resource accumulation, in-app purchases, premium currency, battle passes,
|
|
42
|
+
seasonal stores, or any economy-like mechanic beyond simple score tracking.
|
|
43
|
+
|
|
44
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+
Skip when: the game has no resource economy — e.g., pure arcade games with
|
|
45
|
+
score-only progression, narrative adventures with no inventory or currency,
|
|
46
|
+
puzzle games with no unlock systems. Simple XP/level systems that only gate
|
|
47
|
+
content (no spending decisions) do not require a full economy design.
|
|
48
|
+
|
|
49
|
+
## Inputs
|
|
50
|
+
- docs/game-design.md (required) — core loop, progression mechanics, monetization model (if any), resource types
|
|
51
|
+
- docs/plan.md (required) — target markets informing legal compliance requirements, business model (premium, F2P, hybrid)
|
|
52
|
+
|
|
53
|
+
## Expected Outputs
|
|
54
|
+
- docs/economy-design.md — currency definitions, faucet/sink models, loot table
|
|
55
|
+
design, progression economy, monetization design (if applicable), and legal
|
|
56
|
+
compliance checklist
|
|
57
|
+
|
|
58
|
+
## Quality Criteria
|
|
59
|
+
- (mvp) All virtual currencies defined with earn rates, spend sinks, and target time-to-purchase for key items
|
|
60
|
+
- (mvp) Faucet/sink balance modeled: currency generation and removal rates per player-hour with steady-state analysis
|
|
61
|
+
- (mvp) Progression economy operates independently of monetization — removing real-money paths does not break the core loop
|
|
62
|
+
- (mvp) If loot tables exist: drop rate ranges defined, pity/mercy mechanics specified, duplicate handling documented
|
|
63
|
+
- (mvp) If monetization exists: store structure, pricing tiers, and ethical guidelines documented (no pay-to-win in PvP, spending limit awareness)
|
|
64
|
+
- (deep) Inflation/deflation trajectory modeled over player lifecycle (early game, mid game, end game, live service)
|
|
65
|
+
- (deep) Exploit vectors identified at design level: duplication, overflow, conversion rate manipulation, timing exploits
|
|
66
|
+
- (deep) Legal compliance checklist per target market: probability disclosure requirements, age-gating, spending limits, loot box classification
|
|
67
|
+
- (deep) Economy simulation spreadsheet or formula reference with tunable parameters for balance testing
|
|
68
|
+
- (deep) Seasonal/live-service economy plan: event currencies, battle pass reward tracks, limited-time offers, FOMO management
|
|
69
|
+
- (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
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78
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Check for docs/game-ui-spec.md. If it exists, operate in update mode: read
|
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existing spec and diff against current GDD, accessibility plan, and input
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spec. Preserve existing HUD layout, menu hierarchy, and visual tokens.
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81
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+
Update or add UI elements for new mechanics, new settings options for new
|
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accessibility features, and economy UI placeholders when economy-design
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becomes available.
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+
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## Update Mode Specifics
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+
- **Detect prior artifact**: docs/game-ui-spec.md exists
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+
- **Preserve**: existing visual tokens, HUD layout, menu hierarchy, controller
|
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+
navigation patterns, FTUE flow, UI state machines
|
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+
- **Triggers for update**: GDD added new mechanics requiring HUD elements or
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+
new menus, accessibility plan added new requirements, input-controls-spec
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+
changed navigation patterns, economy-design created (fill placeholder
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regions), netcode-spec created (add multiplayer UI states), system
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architecture changed rendering pipeline
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+
- **Conflict resolution**: if a new HUD element competes for screen space
|
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+
with an existing element, document the conflict with information hierarchy
|
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analysis and propose resolution (overlay, toggle, contextual show/hide);
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never silently remove HUD elements that players rely on for gameplay
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@@ -0,0 +1,81 @@
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1
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---
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2
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name: input-controls-spec
|
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3
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+
description: Specify input bindings, rebinding, haptics, dead zones, and cross-play input fairness
|
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4
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+
summary: "Documents default bindings per device, input abstraction layer, rebinding system, dead zones, aim assist, haptics, controller disconnect behavior, and accessibility input requirements."
|
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5
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+
phase: "specification"
|
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6
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+
order: 862
|
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7
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+
dependencies: [game-design-document, game-accessibility]
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8
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+
outputs: [docs/input-controls-spec.md]
|
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9
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+
conditional: null
|
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10
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reads: []
|
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11
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knowledge-base: [game-input-systems, game-vr-ar-design]
|
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+
---
|
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13
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+
|
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14
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+
## Purpose
|
|
15
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Specify the complete input system for the game: default bindings per input
|
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16
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+
device (keyboard/mouse, gamepad, touch, motion), the input abstraction layer
|
|
17
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+
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.
|
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21
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+
|
|
22
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+
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
|
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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
|