bmad-method 4.27.0 → 4.27.2

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Files changed (99) hide show
  1. package/CHANGELOG.md +14 -0
  2. package/bmad-core/agent-teams/team-all.yaml +6 -6
  3. package/bmad-core/agent-teams/team-fullstack.yaml +6 -6
  4. package/bmad-core/agent-teams/team-no-ui.yaml +2 -2
  5. package/bmad-core/agents/analyst.md +17 -20
  6. package/bmad-core/agents/architect.md +15 -18
  7. package/bmad-core/agents/bmad-master.md +55 -56
  8. package/bmad-core/agents/bmad-orchestrator.md +24 -23
  9. package/bmad-core/agents/dev.md +10 -10
  10. package/bmad-core/agents/pm.md +17 -20
  11. package/bmad-core/agents/po.md +12 -15
  12. package/bmad-core/agents/qa.md +7 -8
  13. package/bmad-core/agents/sm.md +8 -13
  14. package/bmad-core/agents/ux-expert.md +7 -11
  15. package/bmad-core/core-config.yaml +1 -1
  16. package/bmad-core/templates/architecture-tmpl.yaml +650 -0
  17. package/bmad-core/templates/brainstorming-output-tmpl.yaml +156 -0
  18. package/bmad-core/templates/brownfield-architecture-tmpl.yaml +476 -0
  19. package/bmad-core/templates/brownfield-prd-tmpl.yaml +280 -0
  20. package/bmad-core/templates/competitor-analysis-tmpl.yaml +293 -0
  21. package/bmad-core/templates/front-end-architecture-tmpl.yaml +206 -0
  22. package/bmad-core/templates/front-end-spec-tmpl.yaml +349 -0
  23. package/bmad-core/templates/fullstack-architecture-tmpl.yaml +805 -0
  24. package/bmad-core/templates/market-research-tmpl.yaml +252 -0
  25. package/bmad-core/templates/{prd-tmpl2.yaml → prd-tmpl.yaml} +3 -3
  26. package/bmad-core/templates/project-brief-tmpl.yaml +221 -0
  27. package/bmad-core/templates/story-tmpl.yaml +137 -0
  28. package/common/tasks/create-doc.md +55 -67
  29. package/common/utils/bmad-doc-template.md +29 -0
  30. package/dist/agents/analyst.txt +1004 -1061
  31. package/dist/agents/architect.txt +2460 -2872
  32. package/dist/agents/bmad-master.txt +3842 -4354
  33. package/dist/agents/bmad-orchestrator.txt +211 -87
  34. package/dist/agents/dev.txt +4 -8
  35. package/dist/agents/pm.txt +557 -587
  36. package/dist/agents/po.txt +149 -102
  37. package/dist/agents/qa.txt +145 -35
  38. package/dist/agents/sm.txt +145 -100
  39. package/dist/agents/ux-expert.txt +413 -522
  40. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.txt +1258 -1236
  41. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.txt +623 -573
  42. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.txt +263 -248
  43. package/dist/expansion-packs/bmad-2d-phaser-game-dev/teams/phaser-2d-nodejs-game-team.txt +9135 -4942
  44. package/dist/expansion-packs/bmad-creator-tools/agents/bmad-the-creator.txt +288 -251
  45. package/dist/expansion-packs/bmad-infrastructure-devops/agents/infra-devops-platform.txt +1123 -1145
  46. package/dist/teams/team-all.txt +4583 -4837
  47. package/dist/teams/team-fullstack.txt +5276 -5520
  48. package/dist/teams/team-ide-minimal.txt +375 -185
  49. package/dist/teams/team-no-ui.txt +4875 -5051
  50. package/expansion-packs/bmad-2d-phaser-game-dev/agent-teams/phaser-2d-nodejs-game-team.yaml +2 -2
  51. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.md +17 -15
  52. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.md +13 -11
  53. package/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.md +13 -11
  54. package/expansion-packs/bmad-2d-phaser-game-dev/config.yaml +1 -1
  55. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.yaml +613 -0
  56. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-brief-tmpl.yaml +356 -0
  57. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.yaml +343 -0
  58. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-story-tmpl.yaml +253 -0
  59. package/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.yaml +484 -0
  60. package/expansion-packs/bmad-creator-tools/agents/bmad-the-creator.md +14 -12
  61. package/expansion-packs/bmad-creator-tools/config.yaml +1 -1
  62. package/expansion-packs/bmad-creator-tools/templates/agent-teams-tmpl.yaml +178 -0
  63. package/expansion-packs/bmad-creator-tools/templates/agent-tmpl.yaml +154 -0
  64. package/expansion-packs/bmad-creator-tools/templates/expansion-pack-plan-tmpl.yaml +120 -0
  65. package/expansion-packs/bmad-infrastructure-devops/agents/infra-devops-platform.md +14 -14
  66. package/expansion-packs/bmad-infrastructure-devops/config.yaml +1 -1
  67. package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-architecture-tmpl.yaml +424 -0
  68. package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-platform-from-arch-tmpl.yaml +629 -0
  69. package/package.json +1 -1
  70. package/tools/builders/web-builder.js +65 -85
  71. package/tools/installer/package.json +1 -1
  72. package/tools/lib/dependency-resolver.js +8 -19
  73. package/zoo/docs/architecture.md +812 -0
  74. package/zoo/docs/brief.md +253 -0
  75. package/zoo/docs/prd.md +500 -0
  76. package/zoo/docs/stories/1.1.story.md +278 -0
  77. package/bmad-core/templates/architecture-tmpl.md +0 -776
  78. package/bmad-core/templates/brainstorming-output-tmpl.md +0 -149
  79. package/bmad-core/templates/brownfield-architecture-tmpl.md +0 -544
  80. package/bmad-core/templates/brownfield-prd-tmpl.md +0 -266
  81. package/bmad-core/templates/competitor-analysis-tmpl.md +0 -291
  82. package/bmad-core/templates/front-end-architecture-tmpl.md +0 -175
  83. package/bmad-core/templates/front-end-spec-tmpl.md +0 -413
  84. package/bmad-core/templates/fullstack-architecture-tmpl.md +0 -1018
  85. package/bmad-core/templates/market-research-tmpl.md +0 -263
  86. package/bmad-core/templates/prd-tmpl.md +0 -202
  87. package/bmad-core/templates/project-brief-tmpl.md +0 -232
  88. package/bmad-core/templates/story-tmpl.md +0 -58
  89. package/common/tasks/create-doc2.md +0 -65
  90. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.md +0 -560
  91. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-brief-tmpl.md +0 -345
  92. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.md +0 -331
  93. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-story-tmpl.md +0 -235
  94. package/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md +0 -470
  95. package/expansion-packs/bmad-creator-tools/templates/agent-teams-tmpl.md +0 -154
  96. package/expansion-packs/bmad-creator-tools/templates/agent-tmpl.md +0 -143
  97. package/expansion-packs/bmad-creator-tools/templates/expansion-pack-plan-tmpl.md +0 -91
  98. package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-architecture-tmpl.md +0 -415
  99. package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-platform-from-arch-tmpl.md +0 -0
@@ -50,6 +50,9 @@ activation-instructions:
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  - Only read the files/tasks listed here when user selects them for execution to minimize context usage
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  - The customization field ALWAYS takes precedence over any conflicting instructions
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  - When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
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+ - Greet the user with your name and role, and inform of the *help command
54
+ - Offer to help with game design documentation but wait for explicit user confirmation
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+ - Only execute tasks when user explicitly requests them
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  agent:
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  name: Alex
55
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  id: game-designer
@@ -69,12 +72,6 @@ core_principles:
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  - Technical Awareness - Design within feasible implementation constraints
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  - Data-Driven Decisions - Use metrics and feedback to guide design choices
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  - Numbered Options Protocol - Always use numbered lists for user selections
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- startup:
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- - Greet the user with your name and role, and inform of the *help command
74
- - CRITICAL: Do NOT automatically create documents or execute tasks during startup
75
- - CRITICAL: Do NOT create or modify any files during startup
76
- - Offer to help with game design documentation but wait for explicit user confirmation
77
- - Only execute tasks when user explicitly requests them
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  commands:
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  - '*help" - Show numbered list of available commands for selection'
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  - '*chat-mode" - Conversational mode with advanced-elicitation for design advice'
@@ -86,112 +83,100 @@ commands:
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  - '*exit" - Say goodbye as the Game Designer, and then abandon inhabiting this persona'
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  dependencies:
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  tasks:
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- - create-doc
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- - execute-checklist
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- - game-design-brainstorming
92
- - create-deep-research-prompt
93
- - advanced-elicitation
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+ - create-doc.md
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+ - execute-checklist.md
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+ - game-design-brainstorming.md
89
+ - create-deep-research-prompt.md
90
+ - advanced-elicitation.md
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91
  templates:
95
- - game-design-doc-tmpl
96
- - level-design-doc-tmpl
97
- - game-brief-tmpl
92
+ - game-design-doc-tmpl.yaml
93
+ - level-design-doc-tmpl.yaml
94
+ - game-brief-tmpl.yaml
98
95
  checklists:
99
- - game-design-checklist
96
+ - game-design-checklist.md
100
97
  ```
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  ==================== END: .bmad-2d-phaser-game-dev/agents/game-designer.md ====================
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99
 
103
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  ==================== START: .bmad-2d-phaser-game-dev/tasks/create-doc.md ====================
104
- # Create Document from Template Task
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-
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- ## Purpose
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-
108
- Generate documents from templates by EXECUTING (not just reading) embedded instructions from the perspective of the selected agent persona.
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-
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- ## CRITICAL RULES
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-
112
- 1. **Templates are PROGRAMS** - Execute every [[LLM:]] instruction exactly as written
113
- 2. **NEVER show markup** - Hide all [[LLM:]], {{placeholders}}, @{examples}, and template syntax
114
- 3. **STOP and EXECUTE** - When you see "apply tasks#" or "execute tasks#", STOP and run that task immediately
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- 4. **WAIT for user input** - At review points and after elicitation tasks
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+ # Create Document from Template (YAML Driven)
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102
 
117
- ## Execution Flow
103
+ ## CRITICAL: Mandatory Elicitation Format
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104
 
119
- ### 0. Check Workflow Plan (if configured)
105
+ **When `elicit: true`, ALWAYS use this exact format:**
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106
 
121
- [[LLM: Check if plan tracking is enabled in core-config.yaml]]
107
+ 1. Present section content
108
+ 2. Provide detailed rationale (explain trade-offs, assumptions, decisions made)
109
+ 3. Present numbered options 1-9:
110
+ - **Option 1:** Always "Proceed to next section"
111
+ - **Options 2-9:** Select 8 methods from data/elicitation-methods
112
+ - End with: "Select 1-9 or just type your question/feedback:"
122
113
 
123
- - If `workflow.trackProgress: true`, check for active plan using .bmad-2d-phaser-game-dev/utils/plan-management.md
124
- - If plan exists and this document creation is part of the plan:
125
- - Verify this is the expected next step
126
- - If out of sequence and `enforceSequence: true`, warn user and halt without user override
127
- - If out of sequence and `enforceSequence: false`, ask for confirmation
128
- - Continue with normal execution after plan check
114
+ **NEVER ask yes/no questions or use any other format.**
129
115
 
130
- ### 1. Identify Template
116
+ ## Processing Flow
131
117
 
132
- - Load from `.bmad-2d-phaser-game-dev/templates/*.md` or `.bmad-2d-phaser-game-dev/templates directory`
133
- - Agent-specific templates are listed in agent's dependencies
134
- - If agent has `templates: [prd-tmpl, architecture-tmpl]` for example, then offer to create "PRD" and "Architecture" documents
118
+ 1. **Parse YAML template** - Load template metadata and sections
119
+ 2. **Set preferences** - Show current mode (Interactive), confirm output file
120
+ 3. **Process each section:**
121
+ - Skip if condition unmet
122
+ - Check agent permissions (owner/editors) - note if section is restricted to specific agents
123
+ - Draft content using section instruction
124
+ - Present content + detailed rationale
125
+ - **IF elicit: true** → MANDATORY 1-9 options format
126
+ - Save to file if possible
127
+ 4. **Continue until complete**
135
128
 
136
- ### 2. Ask Interaction Mode
129
+ ## Detailed Rationale Requirements
137
130
 
138
- > 1. **Incremental** - Section by section with reviews
139
- > 2. **YOLO Mode** - Complete draft then review (user can type `/yolo` anytime to switch)
131
+ When presenting section content, ALWAYS include rationale that explains:
140
132
 
141
- ### 3. Execute Template
133
+ - Trade-offs and choices made (what was chosen over alternatives and why)
134
+ - Key assumptions made during drafting
135
+ - Interesting or questionable decisions that need user attention
136
+ - Areas that might need validation
142
137
 
143
- - Replace {{placeholders}} with real content
144
- - Execute [[LLM:]] instructions as you encounter them
145
- - Process <<REPEAT>> loops and ^^CONDITIONS^^
146
- - Use @{examples} for guidance but never output them
138
+ ## Elicitation Results Flow
147
139
 
148
- ### 4. Key Execution Patterns
140
+ After user selects elicitation method (2-9):
149
141
 
150
- **When you see:** `[[LLM: Draft X and immediately execute .bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md]]`
142
+ 1. Execute method from data/elicitation-methods
143
+ 2. Present results with insights
144
+ 3. Offer options:
145
+ - **1. Apply changes and update section**
146
+ - **2. Return to elicitation menu**
147
+ - **3. Ask any questions or engage further with this elicitation**
151
148
 
152
- - Draft the content
153
- - Present it to user
154
- - IMMEDIATELY execute the task
155
- - Wait for completion before continuing
149
+ ## Agent Permissions
156
150
 
157
- **When you see:** `[[LLM: After section completion, apply .bmad-2d-phaser-game-dev/tasks/Y.md]]`
151
+ When processing sections with agent permission fields:
158
152
 
159
- - Finish the section
160
- - STOP and execute the task
161
- - Wait for user input
153
+ - **owner**: Note which agent role initially creates/populates the section
154
+ - **editors**: List agent roles allowed to modify the section
155
+ - **readonly**: Mark sections that cannot be modified after creation
162
156
 
163
- ### 5. Validation & Final Presentation
157
+ **For sections with restricted access:**
164
158
 
165
- - Run any specified checklists
166
- - Present clean, formatted content only
167
- - No truncation or summarization
168
- - Begin directly with content (no preamble)
169
- - Include any handoff prompts from template
159
+ - Include a note in the generated document indicating the responsible agent
160
+ - Example: "_(This section is owned by dev-agent and can only be modified by dev-agent)_"
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161
 
171
- ### 6. Update Workflow Plan (if applicable)
162
+ ## YOLO Mode
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163
 
173
- [[LLM: After successful document creation]]
164
+ User can type `#yolo` to toggle to YOLO mode (process all sections at once).
174
165
 
175
- - If plan tracking is enabled and document was part of plan:
176
- - Call update-workflow-plan task to mark step complete
177
- - Parameters: task: create-doc, step_id: {from plan}, status: complete
178
- - Show next recommended step from plan
166
+ ## CRITICAL REMINDERS
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167
 
180
- ## Common Mistakes to Avoid
168
+ **❌ NEVER:**
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182
- Skipping elicitation tasks
183
- Showing template markup to users
184
- Continuing past STOP signals
185
- ❌ Combining multiple review points
170
+ - Ask yes/no questions for elicitation
171
+ - Use any format other than 1-9 numbered options
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+ - Create new elicitation methods
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173
 
187
- Execute ALL instructions in sequence
188
- ✅ Present only clean, formatted content
189
- ✅ Stop at every elicitation point
190
- ✅ Wait for user confirmation when instructed
174
+ **✅ ALWAYS:**
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192
- ## Remember
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-
194
- Templates contain precise instructions for a reason. Follow them exactly to ensure document quality and completeness.
176
+ - Use exact 1-9 format when elicit: true
177
+ - Select options 2-9 from data/elicitation-methods only
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+ - Provide detailed rationale explaining decisions
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+ - End with "Select 1-9 or just type your question/feedback:"
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  ==================== END: .bmad-2d-phaser-game-dev/tasks/create-doc.md ====================
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  ==================== START: .bmad-2d-phaser-game-dev/tasks/execute-checklist.md ====================
@@ -1019,1160 +1004,1197 @@ The questions and perspectives offered should always consider:
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  - Game development best practices and common pitfalls
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  ==================== END: .bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md ====================
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1022
- ==================== START: .bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.md ====================
1023
- # {{Game Title}} Game Design Document (GDD)
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-
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- [[LLM: This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
1026
-
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- If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis]]
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-
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- ## Executive Summary
1030
-
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- [[LLM: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.]]
1032
-
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- ### Core Concept
1034
-
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- [[LLM: 2-3 sentences that clearly describe what the game is and why players will love it]]
1036
-
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- ### Target Audience
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-
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- [[LLM: Define the primary and secondary audience with demographics and gaming preferences]]
1040
-
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- **Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
1042
- **Secondary:** {{secondary_audience}}
1043
-
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- ### Platform & Technical Requirements
1045
-
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- [[LLM: Based on the technical preferences or user input, define the target platforms]]
1047
-
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- **Primary Platform:** {{platform}}
1049
- **Engine:** Phaser 3 + TypeScript
1050
- **Performance Target:** 60 FPS on {{minimum_device}}
1051
- **Screen Support:** {{resolution_range}}
1052
-
1053
- ### Unique Selling Points
1054
-
1055
- [[LLM: List 3-5 key features that differentiate this game from competitors]]
1056
-
1057
- 1. {{usp_1}}
1058
- 2. {{usp_2}}
1059
- 3. {{usp_3}}
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-
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- ## Core Gameplay
1062
-
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- [[LLM: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.]]
1064
-
1065
- ### Game Pillars
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-
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- [[LLM: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.]]
1068
-
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- 1. **{{pillar_1}}** - {{description}}
1070
- 2. **{{pillar_2}}** - {{description}}
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- 3. **{{pillar_3}}** - {{description}}
1072
-
1073
- ### Core Gameplay Loop
1074
-
1075
- [[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
1076
-
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- **Primary Loop ({{duration}} seconds):**
1078
-
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- 1. {{action_1}} ({{time_1}}s)
1080
- 2. {{action_2}} ({{time_2}}s)
1081
- 3. {{action_3}} ({{time_3}}s)
1082
- 4. {{reward_feedback}} ({{time_4}}s)
1083
-
1084
- ### Win/Loss Conditions
1085
-
1086
- [[LLM: Clearly define success and failure states]]
1087
-
1088
- **Victory Conditions:**
1089
-
1090
- - {{win_condition_1}}
1091
- - {{win_condition_2}}
1092
-
1093
- **Failure States:**
1094
-
1095
- - {{loss_condition_1}}
1096
- - {{loss_condition_2}}
1097
-
1098
- ## Game Mechanics
1099
-
1100
- [[LLM: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.]]
1101
-
1102
- ### Primary Mechanics
1103
-
1104
- <<REPEAT section="mechanic" count="3-5">>
1105
-
1106
- #### {{mechanic_name}}
1107
-
1108
- **Description:** {{detailed_description}}
1109
-
1110
- **Player Input:** {{input_method}}
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-
1112
- **System Response:** {{game_response}}
1113
-
1114
- **Implementation Notes:**
1115
-
1116
- - {{tech_requirement_1}}
1117
- - {{tech_requirement_2}}
1118
- - {{performance_consideration}}
1119
-
1120
- **Dependencies:** {{other_mechanics_needed}}
1121
-
1122
- <</REPEAT>>
1123
-
1124
- ### Controls
1125
-
1126
- [[LLM: Define all input methods for different platforms]]
1127
-
1128
- | Action | Desktop | Mobile | Gamepad |
1129
- | ------------ | ------- | ----------- | ---------- |
1130
- | {{action_1}} | {{key}} | {{gesture}} | {{button}} |
1131
- | {{action_2}} | {{key}} | {{gesture}} | {{button}} |
1132
-
1133
- ## Progression & Balance
1134
-
1135
- [[LLM: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.]]
1136
-
1137
- ### Player Progression
1138
-
1139
- **Progression Type:** {{linear|branching|metroidvania}}
1140
-
1141
- **Key Milestones:**
1142
-
1143
- 1. **{{milestone_1}}** - {{unlock_description}}
1144
- 2. **{{milestone_2}}** - {{unlock_description}}
1145
- 3. **{{milestone_3}}** - {{unlock_description}}
1146
-
1147
- ### Difficulty Curve
1148
-
1149
- [[LLM: Provide specific parameters for balancing]]
1150
-
1151
- **Tutorial Phase:** {{duration}} - {{difficulty_description}}
1152
- **Early Game:** {{duration}} - {{difficulty_description}}
1153
- **Mid Game:** {{duration}} - {{difficulty_description}}
1154
- **Late Game:** {{duration}} - {{difficulty_description}}
1155
-
1156
- ### Economy & Resources
1157
-
1158
- ^^CONDITION: has_economy^^
1159
-
1160
- [[LLM: Define any in-game currencies, resources, or collectibles]]
1161
-
1162
- | Resource | Earn Rate | Spend Rate | Purpose | Cap |
1163
- | -------------- | --------- | ---------- | ------- | ------- |
1164
- | {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
1165
-
1166
- ^^/CONDITION: has_economy^^
1167
-
1168
- ## Level Design Framework
1169
-
1170
- [[LLM: Provide guidelines for level creation that developers can use to create level implementation stories]]
1171
-
1172
- ### Level Types
1173
-
1174
- <<REPEAT section="level_type" count="2-4">>
1175
-
1176
- #### {{level_type_name}}
1177
-
1178
- **Purpose:** {{gameplay_purpose}}
1179
- **Duration:** {{target_time}}
1180
- **Key Elements:** {{required_mechanics}}
1181
- **Difficulty:** {{relative_difficulty}}
1182
-
1183
- **Structure Template:**
1184
-
1185
- - Introduction: {{intro_description}}
1186
- - Challenge: {{main_challenge}}
1187
- - Resolution: {{completion_requirement}}
1188
-
1189
- <</REPEAT>>
1190
-
1191
- ### Level Progression
1192
-
1193
- **World Structure:** {{linear|hub|open}}
1194
- **Total Levels:** {{number}}
1195
- **Unlock Pattern:** {{progression_method}}
1196
-
1197
- ## Technical Specifications
1198
-
1199
- [[LLM: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.]]
1200
-
1201
- ### Performance Requirements
1202
-
1203
- **Frame Rate:** 60 FPS (minimum 30 FPS on low-end devices)
1204
- **Memory Usage:** <{{memory_limit}}MB
1205
- **Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
1206
- **Battery Usage:** Optimized for mobile devices
1207
-
1208
- ### Platform Specific
1209
-
1210
- **Desktop:**
1211
-
1212
- - Resolution: {{min_resolution}} - {{max_resolution}}
1213
- - Input: Keyboard, Mouse, Gamepad
1214
- - Browser: Chrome 80+, Firefox 75+, Safari 13+
1215
-
1216
- **Mobile:**
1217
-
1218
- - Resolution: {{mobile_min}} - {{mobile_max}}
1219
- - Input: Touch, Tilt (optional)
1220
- - OS: iOS 13+, Android 8+
1221
-
1222
- ### Asset Requirements
1223
-
1224
- [[LLM: Define asset specifications for the art and audio teams]]
1225
-
1226
- **Visual Assets:**
1227
-
1228
- - Art Style: {{style_description}}
1229
- - Color Palette: {{color_specification}}
1230
- - Animation: {{animation_requirements}}
1231
- - UI Resolution: {{ui_specs}}
1232
-
1233
- **Audio Assets:**
1234
-
1235
- - Music Style: {{music_genre}}
1236
- - Sound Effects: {{sfx_requirements}}
1237
- - Voice Acting: {{voice_needs}}
1238
-
1239
- ## Technical Architecture Requirements
1240
-
1241
- [[LLM: Define high-level technical requirements that the game architecture must support]]
1242
-
1243
- ### Engine Configuration
1244
-
1245
- **Phaser 3 Setup:**
1246
-
1247
- - TypeScript: Strict mode enabled
1248
- - Physics: {{physics_system}} (Arcade/Matter)
1249
- - Renderer: WebGL with Canvas fallback
1250
- - Scale Mode: {{scale_mode}}
1251
-
1252
- ### Code Architecture
1253
-
1254
- **Required Systems:**
1255
-
1256
- - Scene Management
1257
- - State Management
1258
- - Asset Loading
1259
- - Save/Load System
1260
- - Input Management
1261
- - Audio System
1262
- - Performance Monitoring
1263
-
1264
- ### Data Management
1265
-
1266
- **Save Data:**
1267
-
1268
- - Progress tracking
1269
- - Settings persistence
1270
- - Statistics collection
1271
- - {{additional_data}}
1272
-
1273
- ## Development Phases
1274
-
1275
- [[LLM: Break down the development into phases that can be converted to epics]]
1276
-
1277
- ### Phase 1: Core Systems ({{duration}})
1278
-
1279
- **Epic: Foundation**
1280
-
1281
- - Engine setup and configuration
1282
- - Basic scene management
1283
- - Core input handling
1284
- - Asset loading pipeline
1285
-
1286
- **Epic: Core Mechanics**
1287
-
1288
- - {{primary_mechanic}} implementation
1289
- - Basic physics and collision
1290
- - Player controller
1291
-
1292
- ### Phase 2: Gameplay Features ({{duration}})
1293
-
1294
- **Epic: Game Systems**
1295
-
1296
- - {{mechanic_2}} implementation
1297
- - {{mechanic_3}} implementation
1298
- - Game state management
1299
-
1300
- **Epic: Content Creation**
1301
-
1302
- - Level loading system
1303
- - First playable levels
1304
- - Basic UI implementation
1305
-
1306
- ### Phase 3: Polish & Optimization ({{duration}})
1307
-
1308
- **Epic: Performance**
1309
-
1310
- - Optimization and profiling
1311
- - Mobile platform testing
1312
- - Memory management
1313
-
1314
- **Epic: User Experience**
1315
-
1316
- - Audio implementation
1317
- - Visual effects and polish
1318
- - Final UI/UX refinement
1319
-
1320
- ## Success Metrics
1321
-
1322
- [[LLM: Define measurable goals for the game]]
1323
-
1324
- **Technical Metrics:**
1325
-
1326
- - Frame rate: {{fps_target}}
1327
- - Load time: {{load_target}}
1328
- - Crash rate: <{{crash_threshold}}%
1329
- - Memory usage: <{{memory_target}}MB
1330
-
1331
- **Gameplay Metrics:**
1332
-
1333
- - Tutorial completion: {{completion_rate}}%
1334
- - Average session: {{session_length}} minutes
1335
- - Level completion: {{level_completion}}%
1336
- - Player retention: D1 {{d1}}%, D7 {{d7}}%
1337
-
1338
- ## Appendices
1339
-
1340
- ### Change Log
1341
-
1342
- [[LLM: Track document versions and changes]]
1343
-
1344
- | Date | Version | Description | Author |
1345
- | :--- | :------ | :---------- | :----- |
1346
-
1347
- ### References
1348
-
1349
- [[LLM: List any competitive analysis, inspiration, or research sources]]
1350
-
1351
- - {{reference_1}}
1352
- - {{reference_2}}
1353
- - {{reference_3}}
1354
- ==================== END: .bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.md ====================
1355
-
1356
- ==================== START: .bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md ====================
1357
- # {{Game Title}} Level Design Document
1358
-
1359
- [[LLM: This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
1360
-
1361
- If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.]]
1362
-
1363
- ## Introduction
1364
-
1365
- [[LLM: Establish the purpose and scope of level design for this game]]
1366
-
1367
- This document defines the level design framework for {{Game Title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
1368
-
1369
- This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
1370
-
1371
- ### Change Log
1372
-
1373
- [[LLM: Track document versions and changes]]
1374
-
1375
- | Date | Version | Description | Author |
1376
- | :--- | :------ | :---------- | :----- |
1377
-
1378
- ## Level Design Philosophy
1379
-
1380
- [[LLM: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.]]
1381
-
1382
- ### Design Principles
1383
-
1384
- [[LLM: Define 3-5 core principles that guide all level design decisions]]
1385
-
1386
- 1. **{{principle_1}}** - {{description}}
1387
- 2. **{{principle_2}}** - {{description}}
1388
- 3. **{{principle_3}}** - {{description}}
1389
-
1390
- ### Player Experience Goals
1391
-
1392
- [[LLM: Define what players should feel and learn in each level category]]
1393
-
1394
- **Tutorial Levels:** {{experience_description}}
1395
- **Standard Levels:** {{experience_description}}
1396
- **Challenge Levels:** {{experience_description}}
1397
- **Boss Levels:** {{experience_description}}
1398
-
1399
- ### Level Flow Framework
1400
-
1401
- [[LLM: Define the standard structure for level progression]]
1402
-
1403
- **Introduction Phase:** {{duration}} - {{purpose}}
1404
- **Development Phase:** {{duration}} - {{purpose}}
1405
- **Climax Phase:** {{duration}} - {{purpose}}
1406
- **Resolution Phase:** {{duration}} - {{purpose}}
1407
-
1408
- ## Level Categories
1409
-
1410
- [[LLM: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.]]
1411
-
1412
- <<REPEAT section="level_category" count="based_on_gdd">>
1413
-
1414
- ### {{category_name}} Levels
1415
-
1416
- **Purpose:** {{gameplay_purpose}}
1417
-
1418
- **Target Duration:** {{min_time}} - {{max_time}} minutes
1419
-
1420
- **Difficulty Range:** {{difficulty_scale}}
1421
-
1422
- **Key Mechanics Featured:**
1423
-
1424
- - {{mechanic_1}} - {{usage_description}}
1425
- - {{mechanic_2}} - {{usage_description}}
1426
-
1427
- **Player Objectives:**
1428
-
1429
- - Primary: {{primary_objective}}
1430
- - Secondary: {{secondary_objective}}
1431
- - Hidden: {{secret_objective}}
1432
-
1433
- **Success Criteria:**
1434
-
1435
- - {{completion_requirement_1}}
1436
- - {{completion_requirement_2}}
1437
-
1438
- **Technical Requirements:**
1439
-
1440
- - Maximum entities: {{entity_limit}}
1441
- - Performance target: {{fps_target}} FPS
1442
- - Memory budget: {{memory_limit}}MB
1443
- - Asset requirements: {{asset_needs}}
1444
-
1445
- <</REPEAT>>
1446
-
1447
- ## Level Progression System
1448
-
1449
- [[LLM: Define how players move through levels and how difficulty scales]]
1450
-
1451
- ### World Structure
1452
-
1453
- [[LLM: Based on GDD requirements, define the overall level organization]]
1454
-
1455
- **Organization Type:** {{linear|hub_world|open_world}}
1456
-
1457
- **Total Level Count:** {{number}}
1458
-
1459
- **World Breakdown:**
1460
-
1461
- - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1462
- - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1463
- - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1464
-
1465
- ### Difficulty Progression
1466
-
1467
- [[LLM: Define how challenge increases across the game]]
1468
-
1469
- **Progression Curve:**
1470
-
1471
- ````text
1472
- Difficulty
1473
- ^ ___/```
1474
- | /
1475
- | / ___/```
1476
- | / /
1477
- | / /
1478
- |/ /
1479
- +-----------> Level Number
1480
- Tutorial Early Mid Late
1481
- ````
1482
-
1483
- **Scaling Parameters:**
1484
-
1485
- - Enemy count: {{start_count}} → {{end_count}}
1486
- - Enemy difficulty: {{start_diff}} → {{end_diff}}
1487
- - Level complexity: {{start_complex}} {{end_complex}}
1488
- - Time pressure: {{start_time}} → {{end_time}}
1489
-
1490
- ### Unlock Requirements
1491
-
1492
- [[LLM: Define how players access new levels]]
1493
-
1494
- **Progression Gates:**
1495
-
1496
- - Linear progression: Complete previous level
1497
- - Star requirements: {{star_count}} stars to unlock
1498
- - Skill gates: Demonstrate {{skill_requirement}}
1499
- - Optional content: {{unlock_condition}}
1500
-
1501
- ## Level Design Components
1502
-
1503
- [[LLM: Define the building blocks used to create levels]]
1504
-
1505
- ### Environmental Elements
1506
-
1507
- [[LLM: Define all environmental components that can be used in levels]]
1508
-
1509
- **Terrain Types:**
1510
-
1511
- - {{terrain_1}}: {{properties_and_usage}}
1512
- - {{terrain_2}}: {{properties_and_usage}}
1513
-
1514
- **Interactive Objects:**
1515
-
1516
- - {{object_1}}: {{behavior_and_purpose}}
1517
- - {{object_2}}: {{behavior_and_purpose}}
1518
-
1519
- **Hazards and Obstacles:**
1520
-
1521
- - {{hazard_1}}: {{damage_and_behavior}}
1522
- - {{hazard_2}}: {{damage_and_behavior}}
1523
-
1524
- ### Collectibles and Rewards
1525
-
1526
- [[LLM: Define all collectible items and their placement rules]]
1527
-
1528
- **Collectible Types:**
1529
-
1530
- - {{collectible_1}}: {{value_and_purpose}}
1531
- - {{collectible_2}}: {{value_and_purpose}}
1532
-
1533
- **Placement Guidelines:**
1534
-
1535
- - Mandatory collectibles: {{placement_rules}}
1536
- - Optional collectibles: {{placement_rules}}
1537
- - Secret collectibles: {{placement_rules}}
1538
-
1539
- **Reward Distribution:**
1540
-
1541
- - Easy to find: {{percentage}}%
1542
- - Moderate challenge: {{percentage}}%
1543
- - High skill required: {{percentage}}%
1544
-
1545
- ### Enemy Placement Framework
1546
-
1547
- [[LLM: Define how enemies should be placed and balanced in levels]]
1548
-
1549
- **Enemy Categories:**
1550
-
1551
- - {{enemy_type_1}}: {{behavior_and_usage}}
1552
- - {{enemy_type_2}}: {{behavior_and_usage}}
1553
-
1554
- **Placement Principles:**
1555
-
1556
- - Introduction encounters: {{guideline}}
1557
- - Standard encounters: {{guideline}}
1558
- - Challenge encounters: {{guideline}}
1559
-
1560
- **Difficulty Scaling:**
1561
-
1562
- - Enemy count progression: {{scaling_rule}}
1563
- - Enemy type introduction: {{pacing_rule}}
1564
- - Encounter complexity: {{complexity_rule}}
1565
-
1566
- ## Level Creation Guidelines
1567
-
1568
- [[LLM: Provide specific guidelines for creating individual levels]]
1569
-
1570
- ### Level Layout Principles
1571
-
1572
- **Spatial Design:**
1573
-
1574
- - Grid size: {{grid_dimensions}}
1575
- - Minimum path width: {{width_units}}
1576
- - Maximum vertical distance: {{height_units}}
1577
- - Safe zones placement: {{safety_guidelines}}
1578
-
1579
- **Navigation Design:**
1580
-
1581
- - Clear path indication: {{visual_cues}}
1582
- - Landmark placement: {{landmark_rules}}
1583
- - Dead end avoidance: {{dead_end_policy}}
1584
- - Multiple path options: {{branching_rules}}
1585
-
1586
- ### Pacing and Flow
1587
-
1588
- [[LLM: Define how to control the rhythm and pace of gameplay within levels]]
1589
-
1590
- **Action Sequences:**
1591
-
1592
- - High intensity duration: {{max_duration}}
1593
- - Rest period requirement: {{min_rest_time}}
1594
- - Intensity variation: {{pacing_pattern}}
1595
-
1596
- **Learning Sequences:**
1597
-
1598
- - New mechanic introduction: {{teaching_method}}
1599
- - Practice opportunity: {{practice_duration}}
1600
- - Skill application: {{application_context}}
1601
-
1602
- ### Challenge Design
1603
-
1604
- [[LLM: Define how to create appropriate challenges for each level type]]
1605
-
1606
- **Challenge Types:**
1607
-
1608
- - Execution challenges: {{skill_requirements}}
1609
- - Puzzle challenges: {{complexity_guidelines}}
1610
- - Time challenges: {{time_pressure_rules}}
1611
- - Resource challenges: {{resource_management}}
1612
-
1613
- **Difficulty Calibration:**
1614
-
1615
- - Skill check frequency: {{frequency_guidelines}}
1616
- - Failure recovery: {{retry_mechanics}}
1617
- - Hint system integration: {{help_system}}
1618
-
1619
- ## Technical Implementation
1620
-
1621
- [[LLM: Define technical requirements for level implementation]]
1622
-
1623
- ### Level Data Structure
1624
-
1625
- [[LLM: Define how level data should be structured for implementation]]
1626
-
1627
- **Level File Format:**
1628
-
1629
- - Data format: {{json|yaml|custom}}
1630
- - File naming: `level_{{world}}_{{number}}.{{extension}}`
1631
- - Data organization: {{structure_description}}
1632
-
1633
- **Required Data Fields:**
1634
-
1635
- ```json
1636
- {
1637
- "levelId": "{{unique_identifier}}",
1638
- "worldId": "{{world_identifier}}",
1639
- "difficulty": {{difficulty_value}},
1640
- "targetTime": {{completion_time_seconds}},
1641
- "objectives": {
1642
- "primary": "{{primary_objective}}",
1643
- "secondary": ["{{secondary_objectives}}"],
1644
- "hidden": ["{{secret_objectives}}"]
1645
- },
1646
- "layout": {
1647
- "width": {{grid_width}},
1648
- "height": {{grid_height}},
1649
- "tilemap": "{{tilemap_reference}}"
1650
- },
1651
- "entities": [
1652
- {
1653
- "type": "{{entity_type}}",
1654
- "position": {"x": {{x}}, "y": {{y}}},
1655
- "properties": {{entity_properties}}
1656
- }
1657
- ]
1658
- }
1659
- ```
1660
-
1661
- ### Asset Integration
1662
-
1663
- [[LLM: Define how level assets are organized and loaded]]
1664
-
1665
- **Tilemap Requirements:**
1666
-
1667
- - Tile size: {{tile_dimensions}}px
1668
- - Tileset organization: {{tileset_structure}}
1669
- - Layer organization: {{layer_system}}
1670
- - Collision data: {{collision_format}}
1671
-
1672
- **Audio Integration:**
1673
-
1674
- - Background music: {{music_requirements}}
1675
- - Ambient sounds: {{ambient_system}}
1676
- - Dynamic audio: {{dynamic_audio_rules}}
1677
-
1678
- ### Performance Optimization
1679
-
1680
- [[LLM: Define performance requirements for level systems]]
1681
-
1682
- **Entity Limits:**
1683
-
1684
- - Maximum active entities: {{entity_limit}}
1685
- - Maximum particles: {{particle_limit}}
1686
- - Maximum audio sources: {{audio_limit}}
1687
-
1688
- **Memory Management:**
1689
-
1690
- - Texture memory budget: {{texture_memory}}MB
1691
- - Audio memory budget: {{audio_memory}}MB
1692
- - Level loading time: <{{load_time}}s
1693
-
1694
- **Culling and LOD:**
1695
-
1696
- - Off-screen culling: {{culling_distance}}
1697
- - Level-of-detail rules: {{lod_system}}
1698
- - Asset streaming: {{streaming_requirements}}
1699
-
1700
- ## Level Testing Framework
1701
-
1702
- [[LLM: Define how levels should be tested and validated]]
1703
-
1704
- ### Automated Testing
1705
-
1706
- **Performance Testing:**
1707
-
1708
- - Frame rate validation: Maintain {{fps_target}} FPS
1709
- - Memory usage monitoring: Stay under {{memory_limit}}MB
1710
- - Loading time verification: Complete in <{{load_time}}s
1711
-
1712
- **Gameplay Testing:**
1713
-
1714
- - Completion path validation: All objectives achievable
1715
- - Collectible accessibility: All items reachable
1716
- - Softlock prevention: No unwinnable states
1717
-
1718
- ### Manual Testing Protocol
1719
-
1720
- **Playtesting Checklist:**
1721
-
1722
- - [ ] Level completes within target time range
1723
- - [ ] All mechanics function correctly
1724
- - [ ] Difficulty feels appropriate for level category
1725
- - [ ] Player guidance is clear and effective
1726
- - [ ] No exploits or sequence breaks (unless intended)
1727
-
1728
- **Player Experience Testing:**
1729
-
1730
- - [ ] Tutorial levels teach effectively
1731
- - [ ] Challenge feels fair and rewarding
1732
- - [ ] Flow and pacing maintain engagement
1733
- - [ ] Audio and visual feedback support gameplay
1734
-
1735
- ### Balance Validation
1736
-
1737
- **Metrics Collection:**
1738
-
1739
- - Completion rate: Target {{completion_percentage}}%
1740
- - Average completion time: {{target_time}} ± {{variance}}
1741
- - Death count per level: <{{max_deaths}}
1742
- - Collectible discovery rate: {{discovery_percentage}}%
1743
-
1744
- **Iteration Guidelines:**
1745
-
1746
- - Adjustment criteria: {{criteria_for_changes}}
1747
- - Testing sample size: {{minimum_testers}}
1748
- - Validation period: {{testing_duration}}
1749
-
1750
- ## Content Creation Pipeline
1751
-
1752
- [[LLM: Define the workflow for creating new levels]]
1753
-
1754
- ### Design Phase
1755
-
1756
- **Concept Development:**
1757
-
1758
- 1. Define level purpose and goals
1759
- 2. Create rough layout sketch
1760
- 3. Identify key mechanics and challenges
1761
- 4. Estimate difficulty and duration
1762
-
1763
- **Documentation Requirements:**
1764
-
1765
- - Level design brief
1766
- - Layout diagrams
1767
- - Mechanic integration notes
1768
- - Asset requirement list
1769
-
1770
- ### Implementation Phase
1771
-
1772
- **Technical Implementation:**
1773
-
1774
- 1. Create level data file
1775
- 2. Build tilemap and layout
1776
- 3. Place entities and objects
1777
- 4. Configure level logic and triggers
1778
- 5. Integrate audio and visual effects
1779
-
1780
- **Quality Assurance:**
1781
-
1782
- 1. Automated testing execution
1783
- 2. Internal playtesting
1784
- 3. Performance validation
1785
- 4. Bug fixing and polish
1786
-
1787
- ### Integration Phase
1788
-
1789
- **Game Integration:**
1790
-
1791
- 1. Level progression integration
1792
- 2. Save system compatibility
1793
- 3. Analytics integration
1794
- 4. Achievement system integration
1795
-
1796
- **Final Validation:**
1797
-
1798
- 1. Full game context testing
1799
- 2. Performance regression testing
1800
- 3. Platform compatibility verification
1801
- 4. Final approval and release
1802
-
1803
- ## Success Metrics
1804
-
1805
- [[LLM: Define how to measure level design success]]
1806
-
1807
- **Player Engagement:**
1808
-
1809
- - Level completion rate: {{target_rate}}%
1810
- - Replay rate: {{replay_target}}%
1811
- - Time spent per level: {{engagement_time}}
1812
- - Player satisfaction scores: {{satisfaction_target}}/10
1813
-
1814
- **Technical Performance:**
1815
-
1816
- - Frame rate consistency: {{fps_consistency}}%
1817
- - Loading time compliance: {{load_compliance}}%
1818
- - Memory usage efficiency: {{memory_efficiency}}%
1819
- - Crash rate: <{{crash_threshold}}%
1820
-
1821
- **Design Quality:**
1822
-
1823
- - Difficulty curve adherence: {{curve_accuracy}}
1824
- - Mechanic integration effectiveness: {{integration_score}}
1825
- - Player guidance clarity: {{guidance_score}}
1826
- - Content accessibility: {{accessibility_rate}}%
1827
- ==================== END: .bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md ====================
1828
-
1829
- ==================== START: .bmad-2d-phaser-game-dev/templates/game-brief-tmpl.md ====================
1830
- # {{Game Title}} Game Brief
1831
-
1832
- [[LLM: This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
1833
-
1834
- This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.]]
1835
-
1836
- ## Game Vision
1837
-
1838
- [[LLM: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.]]
1839
-
1840
- ### Core Concept
1841
-
1842
- [[LLM: 2-3 sentences that clearly capture what the game is and why it will be compelling to players]]
1843
-
1844
- ### Elevator Pitch
1845
-
1846
- [[LLM: Single sentence that captures the essence of the game in a memorable way]]
1847
-
1848
- **"{{game_description_in_one_sentence}}"**
1849
-
1850
- ### Vision Statement
1851
-
1852
- [[LLM: Inspirational statement about what the game will achieve for players and why it matters]]
1853
-
1854
- ## Target Market
1855
-
1856
- [[LLM: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.]]
1857
-
1858
- ### Primary Audience
1859
-
1860
- **Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
1861
- **Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
1862
- **Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
1863
-
1864
- ### Secondary Audiences
1865
-
1866
- **Audience 2:** {{description}}
1867
- **Audience 3:** {{description}}
1868
-
1869
- ### Market Context
1870
-
1871
- **Genre:** {{primary_genre}} / {{secondary_genre}}
1872
- **Platform Strategy:** {{platform_focus}}
1873
- **Competitive Positioning:** {{differentiation_statement}}
1874
-
1875
- ## Game Fundamentals
1876
-
1877
- [[LLM: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.]]
1878
-
1879
- ### Core Gameplay Pillars
1880
-
1881
- [[LLM: 3-5 fundamental principles that guide all design decisions]]
1882
-
1883
- 1. **{{pillar_1}}** - {{description_and_rationale}}
1884
- 2. **{{pillar_2}}** - {{description_and_rationale}}
1885
- 3. **{{pillar_3}}** - {{description_and_rationale}}
1886
-
1887
- ### Primary Mechanics
1888
-
1889
- [[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
1890
-
1891
- **Core Mechanic 1: {{mechanic_name}}**
1892
-
1893
- - **Description:** {{how_it_works}}
1894
- - **Player Value:** {{why_its_fun}}
1895
- - **Implementation Scope:** {{complexity_estimate}}
1896
-
1897
- **Core Mechanic 2: {{mechanic_name}}**
1898
-
1899
- - **Description:** {{how_it_works}}
1900
- - **Player Value:** {{why_its_fun}}
1901
- - **Implementation Scope:** {{complexity_estimate}}
1902
-
1903
- ### Player Experience Goals
1904
-
1905
- [[LLM: Define what emotions and experiences the game should create for players]]
1906
-
1907
- **Primary Experience:** {{main_emotional_goal}}
1908
- **Secondary Experiences:** {{supporting_emotional_goals}}
1909
- **Engagement Pattern:** {{how_player_engagement_evolves}}
1910
-
1911
- ## Scope and Constraints
1912
-
1913
- [[LLM: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.]]
1914
-
1915
- ### Project Scope
1916
-
1917
- **Game Length:** {{estimated_content_hours}}
1918
- **Content Volume:** {{levels_areas_content_amount}}
1919
- **Feature Complexity:** {{simple|moderate|complex}}
1920
- **Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
1921
-
1922
- ### Technical Constraints
1923
-
1924
- **Platform Requirements:**
1925
-
1926
- - Primary: {{platform_1}} - {{requirements}}
1927
- - Secondary: {{platform_2}} - {{requirements}}
1928
-
1929
- **Technical Specifications:**
1930
-
1931
- - Engine: Phaser 3 + TypeScript
1932
- - Performance Target: {{fps_target}} FPS on {{target_device}}
1933
- - Memory Budget: <{{memory_limit}}MB
1934
- - Load Time Goal: <{{load_time_seconds}}s
1935
-
1936
- ### Resource Constraints
1937
-
1938
- **Team Size:** {{team_composition}}
1939
- **Timeline:** {{development_duration}}
1940
- **Budget Considerations:** {{budget_constraints_or_targets}}
1941
- **Asset Requirements:** {{art_audio_content_needs}}
1942
-
1943
- ### Business Constraints
1944
-
1945
- ^^CONDITION: has_business_goals^^
1946
-
1947
- **Monetization Model:** {{free|premium|freemium|subscription}}
1948
- **Revenue Goals:** {{revenue_targets_if_applicable}}
1949
- **Platform Requirements:** {{store_certification_needs}}
1950
- **Launch Timeline:** {{target_launch_window}}
1951
-
1952
- ^^/CONDITION: has_business_goals^^
1953
-
1954
- ## Reference Framework
1955
-
1956
- [[LLM: Provide context through references and competitive analysis]]
1957
-
1958
- ### Inspiration Games
1959
-
1960
- **Primary References:**
1961
-
1962
- 1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
1963
- 2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
1964
- 3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
1965
-
1966
- ### Competitive Analysis
1967
-
1968
- **Direct Competitors:**
1969
-
1970
- - {{competitor_1}}: {{strengths_and_weaknesses}}
1971
- - {{competitor_2}}: {{strengths_and_weaknesses}}
1972
-
1973
- **Differentiation Strategy:**
1974
- {{how_we_differ_and_why_thats_valuable}}
1975
-
1976
- ### Market Opportunity
1977
-
1978
- **Market Gap:** {{underserved_need_or_opportunity}}
1979
- **Timing Factors:** {{why_now_is_the_right_time}}
1980
- **Success Metrics:** {{how_well_measure_success}}
1981
-
1982
- ## Content Framework
1983
-
1984
- [[LLM: Outline the content structure and progression without full design detail]]
1985
-
1986
- ### Game Structure
1987
-
1988
- **Overall Flow:** {{linear|hub_world|open_world|procedural}}
1989
- **Progression Model:** {{how_players_advance}}
1990
- **Session Structure:** {{typical_play_session_flow}}
1991
-
1992
- ### Content Categories
1993
-
1994
- **Core Content:**
1995
-
1996
- - {{content_type_1}}: {{quantity_and_description}}
1997
- - {{content_type_2}}: {{quantity_and_description}}
1998
-
1999
- **Optional Content:**
2000
-
2001
- - {{optional_content_type}}: {{quantity_and_description}}
2002
-
2003
- **Replay Elements:**
2004
-
2005
- - {{replayability_features}}
2006
-
2007
- ### Difficulty and Accessibility
2008
-
2009
- **Difficulty Approach:** {{how_challenge_is_structured}}
2010
- **Accessibility Features:** {{planned_accessibility_support}}
2011
- **Skill Requirements:** {{what_skills_players_need}}
2012
-
2013
- ## Art and Audio Direction
2014
-
2015
- [[LLM: Establish the aesthetic vision that will guide asset creation]]
2016
-
2017
- ### Visual Style
2018
-
2019
- **Art Direction:** {{style_description}}
2020
- **Reference Materials:** {{visual_inspiration_sources}}
2021
- **Technical Approach:** {{2d_style_pixel_vector_etc}}
2022
- **Color Strategy:** {{color_palette_mood}}
2023
-
2024
- ### Audio Direction
2025
-
2026
- **Music Style:** {{genre_and_mood}}
2027
- **Sound Design:** {{audio_personality}}
2028
- **Implementation Needs:** {{technical_audio_requirements}}
2029
-
2030
- ### UI/UX Approach
2031
-
2032
- **Interface Style:** {{ui_aesthetic}}
2033
- **User Experience Goals:** {{ux_priorities}}
2034
- **Platform Adaptations:** {{cross_platform_considerations}}
2035
-
2036
- ## Risk Assessment
2037
-
2038
- [[LLM: Identify potential challenges and mitigation strategies]]
2039
-
2040
- ### Technical Risks
2041
-
2042
- | Risk | Probability | Impact | Mitigation Strategy |
2043
- | -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2044
- | {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2045
- | {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2046
-
2047
- ### Design Risks
2048
-
2049
- | Risk | Probability | Impact | Mitigation Strategy |
2050
- | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2051
- | {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2052
- | {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2053
-
2054
- ### Market Risks
2055
-
2056
- | Risk | Probability | Impact | Mitigation Strategy |
2057
- | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2058
- | {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2059
-
2060
- ## Success Criteria
2061
-
2062
- [[LLM: Define measurable goals for the project]]
2063
-
2064
- ### Player Experience Metrics
2065
-
2066
- **Engagement Goals:**
2067
-
2068
- - Tutorial completion rate: >{{percentage}}%
2069
- - Average session length: {{duration}} minutes
2070
- - Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
2071
-
2072
- **Quality Benchmarks:**
2073
-
2074
- - Player satisfaction: >{{rating}}/10
2075
- - Completion rate: >{{percentage}}%
2076
- - Technical performance: {{fps_target}} FPS consistent
2077
-
2078
- ### Development Metrics
2079
-
2080
- **Technical Targets:**
2081
-
2082
- - Zero critical bugs at launch
2083
- - Performance targets met on all platforms
2084
- - Load times under {{seconds}}s
2085
-
2086
- **Process Goals:**
2087
-
2088
- - Development timeline adherence
2089
- - Feature scope completion
2090
- - Quality assurance standards
2091
-
2092
- ^^CONDITION: has_business_goals^^
2093
-
2094
- ### Business Metrics
2095
-
2096
- **Commercial Goals:**
2097
-
2098
- - {{revenue_target}} in first {{time_period}}
2099
- - {{user_acquisition_target}} players in first {{time_period}}
2100
- - {{retention_target}} monthly active users
2101
-
2102
- ^^/CONDITION: has_business_goals^^
2103
-
2104
- ## Next Steps
2105
-
2106
- [[LLM: Define immediate actions following the brief completion]]
2107
-
2108
- ### Immediate Actions
2109
-
2110
- 1. **Stakeholder Review** - {{review_process_and_timeline}}
2111
- 2. **Concept Validation** - {{validation_approach}}
2112
- 3. **Resource Planning** - {{team_and_resource_allocation}}
2113
-
2114
- ### Development Roadmap
2115
-
2116
- **Phase 1: Pre-Production** ({{duration}})
2117
-
2118
- - Detailed Game Design Document creation
2119
- - Technical architecture planning
2120
- - Art style exploration and pipeline setup
2121
-
2122
- **Phase 2: Prototype** ({{duration}})
2123
-
2124
- - Core mechanic implementation
2125
- - Technical proof of concept
2126
- - Initial playtesting and iteration
2127
-
2128
- **Phase 3: Production** ({{duration}})
2129
-
2130
- - Full feature development
2131
- - Content creation and integration
2132
- - Comprehensive testing and optimization
2133
-
2134
- ### Documentation Pipeline
2135
-
2136
- **Required Documents:**
2137
-
2138
- 1. Game Design Document (GDD) - {{target_completion}}
2139
- 2. Technical Architecture Document - {{target_completion}}
2140
- 3. Art Style Guide - {{target_completion}}
2141
- 4. Production Plan - {{target_completion}}
2142
-
2143
- ### Validation Plan
2144
-
2145
- **Concept Testing:**
2146
-
2147
- - {{validation_method_1}} - {{timeline}}
2148
- - {{validation_method_2}} - {{timeline}}
2149
-
2150
- **Prototype Testing:**
2151
-
2152
- - {{testing_approach}} - {{timeline}}
2153
- - {{feedback_collection_method}} - {{timeline}}
2154
-
2155
- ## Appendices
2156
-
2157
- ### Research Materials
2158
-
2159
- [[LLM: Include any supporting research, competitive analysis, or market data that informed the brief]]
2160
-
2161
- ### Brainstorming Session Notes
2162
-
2163
- [[LLM: Reference any brainstorming sessions that led to this brief]]
2164
-
2165
- ### Stakeholder Input
2166
-
2167
- [[LLM: Include key input from stakeholders that shaped the vision]]
2168
-
2169
- ### Change Log
2170
-
2171
- [[LLM: Track document versions and changes]]
2172
-
2173
- | Date | Version | Description | Author |
2174
- | :--- | :------ | :---------- | :----- |
2175
- ==================== END: .bmad-2d-phaser-game-dev/templates/game-brief-tmpl.md ====================
1007
+ ==================== START: .bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.yaml ====================
1008
+ template:
1009
+ id: game-design-doc-template-v2
1010
+ name: Game Design Document (GDD)
1011
+ version: 2.0
1012
+ output:
1013
+ format: markdown
1014
+ filename: "docs/{{game_name}}-game-design-document.md"
1015
+ title: "{{game_title}} Game Design Document (GDD)"
1016
+
1017
+ workflow:
1018
+ mode: interactive
1019
+
1020
+ sections:
1021
+ - id: initial-setup
1022
+ instruction: |
1023
+ This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
1024
+
1025
+ If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
1026
+
1027
+ - id: executive-summary
1028
+ title: Executive Summary
1029
+ instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
1030
+ sections:
1031
+ - id: core-concept
1032
+ title: Core Concept
1033
+ instruction: 2-3 sentences that clearly describe what the game is and why players will love it
1034
+ - id: target-audience
1035
+ title: Target Audience
1036
+ instruction: Define the primary and secondary audience with demographics and gaming preferences
1037
+ template: |
1038
+ **Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
1039
+ **Secondary:** {{secondary_audience}}
1040
+ - id: platform-technical
1041
+ title: Platform & Technical Requirements
1042
+ instruction: Based on the technical preferences or user input, define the target platforms
1043
+ template: |
1044
+ **Primary Platform:** {{platform}}
1045
+ **Engine:** Phaser 3 + TypeScript
1046
+ **Performance Target:** 60 FPS on {{minimum_device}}
1047
+ **Screen Support:** {{resolution_range}}
1048
+ - id: unique-selling-points
1049
+ title: Unique Selling Points
1050
+ instruction: List 3-5 key features that differentiate this game from competitors
1051
+ type: numbered-list
1052
+ template: "{{usp}}"
1053
+
1054
+ - id: core-gameplay
1055
+ title: Core Gameplay
1056
+ instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
1057
+ sections:
1058
+ - id: game-pillars
1059
+ title: Game Pillars
1060
+ instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
1061
+ type: numbered-list
1062
+ template: |
1063
+ **{{pillar_name}}** - {{description}}
1064
+ - id: core-gameplay-loop
1065
+ title: Core Gameplay Loop
1066
+ instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
1067
+ template: |
1068
+ **Primary Loop ({{duration}} seconds):**
1069
+
1070
+ 1. {{action_1}} ({{time_1}}s)
1071
+ 2. {{action_2}} ({{time_2}}s)
1072
+ 3. {{action_3}} ({{time_3}}s)
1073
+ 4. {{reward_feedback}} ({{time_4}}s)
1074
+ - id: win-loss-conditions
1075
+ title: Win/Loss Conditions
1076
+ instruction: Clearly define success and failure states
1077
+ template: |
1078
+ **Victory Conditions:**
1079
+
1080
+ - {{win_condition_1}}
1081
+ - {{win_condition_2}}
1082
+
1083
+ **Failure States:**
1084
+
1085
+ - {{loss_condition_1}}
1086
+ - {{loss_condition_2}}
1087
+
1088
+ - id: game-mechanics
1089
+ title: Game Mechanics
1090
+ instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
1091
+ sections:
1092
+ - id: primary-mechanics
1093
+ title: Primary Mechanics
1094
+ repeatable: true
1095
+ sections:
1096
+ - id: mechanic
1097
+ title: "{{mechanic_name}}"
1098
+ template: |
1099
+ **Description:** {{detailed_description}}
1100
+
1101
+ **Player Input:** {{input_method}}
1102
+
1103
+ **System Response:** {{game_response}}
1104
+
1105
+ **Implementation Notes:**
1106
+
1107
+ - {{tech_requirement_1}}
1108
+ - {{tech_requirement_2}}
1109
+ - {{performance_consideration}}
1110
+
1111
+ **Dependencies:** {{other_mechanics_needed}}
1112
+ - id: controls
1113
+ title: Controls
1114
+ instruction: Define all input methods for different platforms
1115
+ type: table
1116
+ template: |
1117
+ | Action | Desktop | Mobile | Gamepad |
1118
+ | ------ | ------- | ------ | ------- |
1119
+ | {{action}} | {{key}} | {{gesture}} | {{button}} |
1120
+
1121
+ - id: progression-balance
1122
+ title: Progression & Balance
1123
+ instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
1124
+ sections:
1125
+ - id: player-progression
1126
+ title: Player Progression
1127
+ template: |
1128
+ **Progression Type:** {{linear|branching|metroidvania}}
1129
+
1130
+ **Key Milestones:**
1131
+
1132
+ 1. **{{milestone_1}}** - {{unlock_description}}
1133
+ 2. **{{milestone_2}}** - {{unlock_description}}
1134
+ 3. **{{milestone_3}}** - {{unlock_description}}
1135
+ - id: difficulty-curve
1136
+ title: Difficulty Curve
1137
+ instruction: Provide specific parameters for balancing
1138
+ template: |
1139
+ **Tutorial Phase:** {{duration}} - {{difficulty_description}}
1140
+ **Early Game:** {{duration}} - {{difficulty_description}}
1141
+ **Mid Game:** {{duration}} - {{difficulty_description}}
1142
+ **Late Game:** {{duration}} - {{difficulty_description}}
1143
+ - id: economy-resources
1144
+ title: Economy & Resources
1145
+ condition: has_economy
1146
+ instruction: Define any in-game currencies, resources, or collectibles
1147
+ type: table
1148
+ template: |
1149
+ | Resource | Earn Rate | Spend Rate | Purpose | Cap |
1150
+ | -------- | --------- | ---------- | ------- | --- |
1151
+ | {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
1152
+
1153
+ - id: level-design-framework
1154
+ title: Level Design Framework
1155
+ instruction: Provide guidelines for level creation that developers can use to create level implementation stories
1156
+ sections:
1157
+ - id: level-types
1158
+ title: Level Types
1159
+ repeatable: true
1160
+ sections:
1161
+ - id: level-type
1162
+ title: "{{level_type_name}}"
1163
+ template: |
1164
+ **Purpose:** {{gameplay_purpose}}
1165
+ **Duration:** {{target_time}}
1166
+ **Key Elements:** {{required_mechanics}}
1167
+ **Difficulty:** {{relative_difficulty}}
1168
+
1169
+ **Structure Template:**
1170
+
1171
+ - Introduction: {{intro_description}}
1172
+ - Challenge: {{main_challenge}}
1173
+ - Resolution: {{completion_requirement}}
1174
+ - id: level-progression
1175
+ title: Level Progression
1176
+ template: |
1177
+ **World Structure:** {{linear|hub|open}}
1178
+ **Total Levels:** {{number}}
1179
+ **Unlock Pattern:** {{progression_method}}
1180
+
1181
+ - id: technical-specifications
1182
+ title: Technical Specifications
1183
+ instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
1184
+ sections:
1185
+ - id: performance-requirements
1186
+ title: Performance Requirements
1187
+ template: |
1188
+ **Frame Rate:** 60 FPS (minimum 30 FPS on low-end devices)
1189
+ **Memory Usage:** <{{memory_limit}}MB
1190
+ **Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
1191
+ **Battery Usage:** Optimized for mobile devices
1192
+ - id: platform-specific
1193
+ title: Platform Specific
1194
+ template: |
1195
+ **Desktop:**
1196
+
1197
+ - Resolution: {{min_resolution}} - {{max_resolution}}
1198
+ - Input: Keyboard, Mouse, Gamepad
1199
+ - Browser: Chrome 80+, Firefox 75+, Safari 13+
1200
+
1201
+ **Mobile:**
1202
+
1203
+ - Resolution: {{mobile_min}} - {{mobile_max}}
1204
+ - Input: Touch, Tilt (optional)
1205
+ - OS: iOS 13+, Android 8+
1206
+ - id: asset-requirements
1207
+ title: Asset Requirements
1208
+ instruction: Define asset specifications for the art and audio teams
1209
+ template: |
1210
+ **Visual Assets:**
1211
+
1212
+ - Art Style: {{style_description}}
1213
+ - Color Palette: {{color_specification}}
1214
+ - Animation: {{animation_requirements}}
1215
+ - UI Resolution: {{ui_specs}}
1216
+
1217
+ **Audio Assets:**
1218
+
1219
+ - Music Style: {{music_genre}}
1220
+ - Sound Effects: {{sfx_requirements}}
1221
+ - Voice Acting: {{voice_needs}}
1222
+
1223
+ - id: technical-architecture-requirements
1224
+ title: Technical Architecture Requirements
1225
+ instruction: Define high-level technical requirements that the game architecture must support
1226
+ sections:
1227
+ - id: engine-configuration
1228
+ title: Engine Configuration
1229
+ template: |
1230
+ **Phaser 3 Setup:**
1231
+
1232
+ - TypeScript: Strict mode enabled
1233
+ - Physics: {{physics_system}} (Arcade/Matter)
1234
+ - Renderer: WebGL with Canvas fallback
1235
+ - Scale Mode: {{scale_mode}}
1236
+ - id: code-architecture
1237
+ title: Code Architecture
1238
+ template: |
1239
+ **Required Systems:**
1240
+
1241
+ - Scene Management
1242
+ - State Management
1243
+ - Asset Loading
1244
+ - Save/Load System
1245
+ - Input Management
1246
+ - Audio System
1247
+ - Performance Monitoring
1248
+ - id: data-management
1249
+ title: Data Management
1250
+ template: |
1251
+ **Save Data:**
1252
+
1253
+ - Progress tracking
1254
+ - Settings persistence
1255
+ - Statistics collection
1256
+ - {{additional_data}}
1257
+
1258
+ - id: development-phases
1259
+ title: Development Phases
1260
+ instruction: Break down the development into phases that can be converted to epics
1261
+ sections:
1262
+ - id: phase-1-core-systems
1263
+ title: "Phase 1: Core Systems ({{duration}})"
1264
+ sections:
1265
+ - id: foundation-epic
1266
+ title: "Epic: Foundation"
1267
+ type: bullet-list
1268
+ template: |
1269
+ - Engine setup and configuration
1270
+ - Basic scene management
1271
+ - Core input handling
1272
+ - Asset loading pipeline
1273
+ - id: core-mechanics-epic
1274
+ title: "Epic: Core Mechanics"
1275
+ type: bullet-list
1276
+ template: |
1277
+ - {{primary_mechanic}} implementation
1278
+ - Basic physics and collision
1279
+ - Player controller
1280
+ - id: phase-2-gameplay-features
1281
+ title: "Phase 2: Gameplay Features ({{duration}})"
1282
+ sections:
1283
+ - id: game-systems-epic
1284
+ title: "Epic: Game Systems"
1285
+ type: bullet-list
1286
+ template: |
1287
+ - {{mechanic_2}} implementation
1288
+ - {{mechanic_3}} implementation
1289
+ - Game state management
1290
+ - id: content-creation-epic
1291
+ title: "Epic: Content Creation"
1292
+ type: bullet-list
1293
+ template: |
1294
+ - Level loading system
1295
+ - First playable levels
1296
+ - Basic UI implementation
1297
+ - id: phase-3-polish-optimization
1298
+ title: "Phase 3: Polish & Optimization ({{duration}})"
1299
+ sections:
1300
+ - id: performance-epic
1301
+ title: "Epic: Performance"
1302
+ type: bullet-list
1303
+ template: |
1304
+ - Optimization and profiling
1305
+ - Mobile platform testing
1306
+ - Memory management
1307
+ - id: user-experience-epic
1308
+ title: "Epic: User Experience"
1309
+ type: bullet-list
1310
+ template: |
1311
+ - Audio implementation
1312
+ - Visual effects and polish
1313
+ - Final UI/UX refinement
1314
+
1315
+ - id: success-metrics
1316
+ title: Success Metrics
1317
+ instruction: Define measurable goals for the game
1318
+ sections:
1319
+ - id: technical-metrics
1320
+ title: Technical Metrics
1321
+ type: bullet-list
1322
+ template: |
1323
+ - Frame rate: {{fps_target}}
1324
+ - Load time: {{load_target}}
1325
+ - Crash rate: <{{crash_threshold}}%
1326
+ - Memory usage: <{{memory_target}}MB
1327
+ - id: gameplay-metrics
1328
+ title: Gameplay Metrics
1329
+ type: bullet-list
1330
+ template: |
1331
+ - Tutorial completion: {{completion_rate}}%
1332
+ - Average session: {{session_length}} minutes
1333
+ - Level completion: {{level_completion}}%
1334
+ - Player retention: D1 {{d1}}%, D7 {{d7}}%
1335
+
1336
+ - id: appendices
1337
+ title: Appendices
1338
+ sections:
1339
+ - id: change-log
1340
+ title: Change Log
1341
+ instruction: Track document versions and changes
1342
+ type: table
1343
+ template: |
1344
+ | Date | Version | Description | Author |
1345
+ | :--- | :------ | :---------- | :----- |
1346
+ - id: references
1347
+ title: References
1348
+ instruction: List any competitive analysis, inspiration, or research sources
1349
+ type: bullet-list
1350
+ template: "{{reference}}"
1351
+ ==================== END: .bmad-2d-phaser-game-dev/templates/game-design-doc-tmpl.yaml ====================
1352
+
1353
+ ==================== START: .bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.yaml ====================
1354
+ template:
1355
+ id: level-design-doc-template-v2
1356
+ name: Level Design Document
1357
+ version: 2.0
1358
+ output:
1359
+ format: markdown
1360
+ filename: "docs/{{game_name}}-level-design-document.md"
1361
+ title: "{{game_title}} Level Design Document"
1362
+
1363
+ workflow:
1364
+ mode: interactive
1365
+
1366
+ sections:
1367
+ - id: initial-setup
1368
+ instruction: |
1369
+ This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
1370
+
1371
+ If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
1372
+
1373
+ - id: introduction
1374
+ title: Introduction
1375
+ instruction: Establish the purpose and scope of level design for this game
1376
+ content: |
1377
+ This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
1378
+
1379
+ This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
1380
+ sections:
1381
+ - id: change-log
1382
+ title: Change Log
1383
+ instruction: Track document versions and changes
1384
+ type: table
1385
+ template: |
1386
+ | Date | Version | Description | Author |
1387
+ | :--- | :------ | :---------- | :----- |
1388
+
1389
+ - id: level-design-philosophy
1390
+ title: Level Design Philosophy
1391
+ instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
1392
+ sections:
1393
+ - id: design-principles
1394
+ title: Design Principles
1395
+ instruction: Define 3-5 core principles that guide all level design decisions
1396
+ type: numbered-list
1397
+ template: |
1398
+ **{{principle_name}}** - {{description}}
1399
+ - id: player-experience-goals
1400
+ title: Player Experience Goals
1401
+ instruction: Define what players should feel and learn in each level category
1402
+ template: |
1403
+ **Tutorial Levels:** {{experience_description}}
1404
+ **Standard Levels:** {{experience_description}}
1405
+ **Challenge Levels:** {{experience_description}}
1406
+ **Boss Levels:** {{experience_description}}
1407
+ - id: level-flow-framework
1408
+ title: Level Flow Framework
1409
+ instruction: Define the standard structure for level progression
1410
+ template: |
1411
+ **Introduction Phase:** {{duration}} - {{purpose}}
1412
+ **Development Phase:** {{duration}} - {{purpose}}
1413
+ **Climax Phase:** {{duration}} - {{purpose}}
1414
+ **Resolution Phase:** {{duration}} - {{purpose}}
1415
+
1416
+ - id: level-categories
1417
+ title: Level Categories
1418
+ instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
1419
+ repeatable: true
1420
+ sections:
1421
+ - id: level-category
1422
+ title: "{{category_name}} Levels"
1423
+ template: |
1424
+ **Purpose:** {{gameplay_purpose}}
1425
+
1426
+ **Target Duration:** {{min_time}} - {{max_time}} minutes
1427
+
1428
+ **Difficulty Range:** {{difficulty_scale}}
1429
+
1430
+ **Key Mechanics Featured:**
1431
+
1432
+ - {{mechanic_1}} - {{usage_description}}
1433
+ - {{mechanic_2}} - {{usage_description}}
1434
+
1435
+ **Player Objectives:**
1436
+
1437
+ - Primary: {{primary_objective}}
1438
+ - Secondary: {{secondary_objective}}
1439
+ - Hidden: {{secret_objective}}
1440
+
1441
+ **Success Criteria:**
1442
+
1443
+ - {{completion_requirement_1}}
1444
+ - {{completion_requirement_2}}
1445
+
1446
+ **Technical Requirements:**
1447
+
1448
+ - Maximum entities: {{entity_limit}}
1449
+ - Performance target: {{fps_target}} FPS
1450
+ - Memory budget: {{memory_limit}}MB
1451
+ - Asset requirements: {{asset_needs}}
1452
+
1453
+ - id: level-progression-system
1454
+ title: Level Progression System
1455
+ instruction: Define how players move through levels and how difficulty scales
1456
+ sections:
1457
+ - id: world-structure
1458
+ title: World Structure
1459
+ instruction: Based on GDD requirements, define the overall level organization
1460
+ template: |
1461
+ **Organization Type:** {{linear|hub_world|open_world}}
1462
+
1463
+ **Total Level Count:** {{number}}
1464
+
1465
+ **World Breakdown:**
1466
+
1467
+ - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1468
+ - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1469
+ - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1470
+ - id: difficulty-progression
1471
+ title: Difficulty Progression
1472
+ instruction: Define how challenge increases across the game
1473
+ sections:
1474
+ - id: progression-curve
1475
+ title: Progression Curve
1476
+ type: code
1477
+ language: text
1478
+ template: |
1479
+ Difficulty
1480
+ ^ ___/```
1481
+ | /
1482
+ | / ___/```
1483
+ | / /
1484
+ | / /
1485
+ |/ /
1486
+ +-----------> Level Number
1487
+ Tutorial Early Mid Late
1488
+ - id: scaling-parameters
1489
+ title: Scaling Parameters
1490
+ type: bullet-list
1491
+ template: |
1492
+ - Enemy count: {{start_count}} {{end_count}}
1493
+ - Enemy difficulty: {{start_diff}} → {{end_diff}}
1494
+ - Level complexity: {{start_complex}} → {{end_complex}}
1495
+ - Time pressure: {{start_time}} → {{end_time}}
1496
+ - id: unlock-requirements
1497
+ title: Unlock Requirements
1498
+ instruction: Define how players access new levels
1499
+ template: |
1500
+ **Progression Gates:**
1501
+
1502
+ - Linear progression: Complete previous level
1503
+ - Star requirements: {{star_count}} stars to unlock
1504
+ - Skill gates: Demonstrate {{skill_requirement}}
1505
+ - Optional content: {{unlock_condition}}
1506
+
1507
+ - id: level-design-components
1508
+ title: Level Design Components
1509
+ instruction: Define the building blocks used to create levels
1510
+ sections:
1511
+ - id: environmental-elements
1512
+ title: Environmental Elements
1513
+ instruction: Define all environmental components that can be used in levels
1514
+ template: |
1515
+ **Terrain Types:**
1516
+
1517
+ - {{terrain_1}}: {{properties_and_usage}}
1518
+ - {{terrain_2}}: {{properties_and_usage}}
1519
+
1520
+ **Interactive Objects:**
1521
+
1522
+ - {{object_1}}: {{behavior_and_purpose}}
1523
+ - {{object_2}}: {{behavior_and_purpose}}
1524
+
1525
+ **Hazards and Obstacles:**
1526
+
1527
+ - {{hazard_1}}: {{damage_and_behavior}}
1528
+ - {{hazard_2}}: {{damage_and_behavior}}
1529
+ - id: collectibles-rewards
1530
+ title: Collectibles and Rewards
1531
+ instruction: Define all collectible items and their placement rules
1532
+ template: |
1533
+ **Collectible Types:**
1534
+
1535
+ - {{collectible_1}}: {{value_and_purpose}}
1536
+ - {{collectible_2}}: {{value_and_purpose}}
1537
+
1538
+ **Placement Guidelines:**
1539
+
1540
+ - Mandatory collectibles: {{placement_rules}}
1541
+ - Optional collectibles: {{placement_rules}}
1542
+ - Secret collectibles: {{placement_rules}}
1543
+
1544
+ **Reward Distribution:**
1545
+
1546
+ - Easy to find: {{percentage}}%
1547
+ - Moderate challenge: {{percentage}}%
1548
+ - High skill required: {{percentage}}%
1549
+ - id: enemy-placement-framework
1550
+ title: Enemy Placement Framework
1551
+ instruction: Define how enemies should be placed and balanced in levels
1552
+ template: |
1553
+ **Enemy Categories:**
1554
+
1555
+ - {{enemy_type_1}}: {{behavior_and_usage}}
1556
+ - {{enemy_type_2}}: {{behavior_and_usage}}
1557
+
1558
+ **Placement Principles:**
1559
+
1560
+ - Introduction encounters: {{guideline}}
1561
+ - Standard encounters: {{guideline}}
1562
+ - Challenge encounters: {{guideline}}
1563
+
1564
+ **Difficulty Scaling:**
1565
+
1566
+ - Enemy count progression: {{scaling_rule}}
1567
+ - Enemy type introduction: {{pacing_rule}}
1568
+ - Encounter complexity: {{complexity_rule}}
1569
+
1570
+ - id: level-creation-guidelines
1571
+ title: Level Creation Guidelines
1572
+ instruction: Provide specific guidelines for creating individual levels
1573
+ sections:
1574
+ - id: level-layout-principles
1575
+ title: Level Layout Principles
1576
+ template: |
1577
+ **Spatial Design:**
1578
+
1579
+ - Grid size: {{grid_dimensions}}
1580
+ - Minimum path width: {{width_units}}
1581
+ - Maximum vertical distance: {{height_units}}
1582
+ - Safe zones placement: {{safety_guidelines}}
1583
+
1584
+ **Navigation Design:**
1585
+
1586
+ - Clear path indication: {{visual_cues}}
1587
+ - Landmark placement: {{landmark_rules}}
1588
+ - Dead end avoidance: {{dead_end_policy}}
1589
+ - Multiple path options: {{branching_rules}}
1590
+ - id: pacing-and-flow
1591
+ title: Pacing and Flow
1592
+ instruction: Define how to control the rhythm and pace of gameplay within levels
1593
+ template: |
1594
+ **Action Sequences:**
1595
+
1596
+ - High intensity duration: {{max_duration}}
1597
+ - Rest period requirement: {{min_rest_time}}
1598
+ - Intensity variation: {{pacing_pattern}}
1599
+
1600
+ **Learning Sequences:**
1601
+
1602
+ - New mechanic introduction: {{teaching_method}}
1603
+ - Practice opportunity: {{practice_duration}}
1604
+ - Skill application: {{application_context}}
1605
+ - id: challenge-design
1606
+ title: Challenge Design
1607
+ instruction: Define how to create appropriate challenges for each level type
1608
+ template: |
1609
+ **Challenge Types:**
1610
+
1611
+ - Execution challenges: {{skill_requirements}}
1612
+ - Puzzle challenges: {{complexity_guidelines}}
1613
+ - Time challenges: {{time_pressure_rules}}
1614
+ - Resource challenges: {{resource_management}}
1615
+
1616
+ **Difficulty Calibration:**
1617
+
1618
+ - Skill check frequency: {{frequency_guidelines}}
1619
+ - Failure recovery: {{retry_mechanics}}
1620
+ - Hint system integration: {{help_system}}
1621
+
1622
+ - id: technical-implementation
1623
+ title: Technical Implementation
1624
+ instruction: Define technical requirements for level implementation
1625
+ sections:
1626
+ - id: level-data-structure
1627
+ title: Level Data Structure
1628
+ instruction: Define how level data should be structured for implementation
1629
+ template: |
1630
+ **Level File Format:**
1631
+
1632
+ - Data format: {{json|yaml|custom}}
1633
+ - File naming: `level_{{world}}_{{number}}.{{extension}}`
1634
+ - Data organization: {{structure_description}}
1635
+ sections:
1636
+ - id: required-data-fields
1637
+ title: Required Data Fields
1638
+ type: code
1639
+ language: json
1640
+ template: |
1641
+ {
1642
+ "levelId": "{{unique_identifier}}",
1643
+ "worldId": "{{world_identifier}}",
1644
+ "difficulty": {{difficulty_value}},
1645
+ "targetTime": {{completion_time_seconds}},
1646
+ "objectives": {
1647
+ "primary": "{{primary_objective}}",
1648
+ "secondary": ["{{secondary_objectives}}"],
1649
+ "hidden": ["{{secret_objectives}}"]
1650
+ },
1651
+ "layout": {
1652
+ "width": {{grid_width}},
1653
+ "height": {{grid_height}},
1654
+ "tilemap": "{{tilemap_reference}}"
1655
+ },
1656
+ "entities": [
1657
+ {
1658
+ "type": "{{entity_type}}",
1659
+ "position": {"x": {{x}}, "y": {{y}}},
1660
+ "properties": {{entity_properties}}
1661
+ }
1662
+ ]
1663
+ }
1664
+ - id: asset-integration
1665
+ title: Asset Integration
1666
+ instruction: Define how level assets are organized and loaded
1667
+ template: |
1668
+ **Tilemap Requirements:**
1669
+
1670
+ - Tile size: {{tile_dimensions}}px
1671
+ - Tileset organization: {{tileset_structure}}
1672
+ - Layer organization: {{layer_system}}
1673
+ - Collision data: {{collision_format}}
1674
+
1675
+ **Audio Integration:**
1676
+
1677
+ - Background music: {{music_requirements}}
1678
+ - Ambient sounds: {{ambient_system}}
1679
+ - Dynamic audio: {{dynamic_audio_rules}}
1680
+ - id: performance-optimization
1681
+ title: Performance Optimization
1682
+ instruction: Define performance requirements for level systems
1683
+ template: |
1684
+ **Entity Limits:**
1685
+
1686
+ - Maximum active entities: {{entity_limit}}
1687
+ - Maximum particles: {{particle_limit}}
1688
+ - Maximum audio sources: {{audio_limit}}
1689
+
1690
+ **Memory Management:**
1691
+
1692
+ - Texture memory budget: {{texture_memory}}MB
1693
+ - Audio memory budget: {{audio_memory}}MB
1694
+ - Level loading time: <{{load_time}}s
1695
+
1696
+ **Culling and LOD:**
1697
+
1698
+ - Off-screen culling: {{culling_distance}}
1699
+ - Level-of-detail rules: {{lod_system}}
1700
+ - Asset streaming: {{streaming_requirements}}
1701
+
1702
+ - id: level-testing-framework
1703
+ title: Level Testing Framework
1704
+ instruction: Define how levels should be tested and validated
1705
+ sections:
1706
+ - id: automated-testing
1707
+ title: Automated Testing
1708
+ template: |
1709
+ **Performance Testing:**
1710
+
1711
+ - Frame rate validation: Maintain {{fps_target}} FPS
1712
+ - Memory usage monitoring: Stay under {{memory_limit}}MB
1713
+ - Loading time verification: Complete in <{{load_time}}s
1714
+
1715
+ **Gameplay Testing:**
1716
+
1717
+ - Completion path validation: All objectives achievable
1718
+ - Collectible accessibility: All items reachable
1719
+ - Softlock prevention: No unwinnable states
1720
+ - id: manual-testing-protocol
1721
+ title: Manual Testing Protocol
1722
+ sections:
1723
+ - id: playtesting-checklist
1724
+ title: Playtesting Checklist
1725
+ type: checklist
1726
+ items:
1727
+ - "Level completes within target time range"
1728
+ - "All mechanics function correctly"
1729
+ - "Difficulty feels appropriate for level category"
1730
+ - "Player guidance is clear and effective"
1731
+ - "No exploits or sequence breaks (unless intended)"
1732
+ - id: player-experience-testing
1733
+ title: Player Experience Testing
1734
+ type: checklist
1735
+ items:
1736
+ - "Tutorial levels teach effectively"
1737
+ - "Challenge feels fair and rewarding"
1738
+ - "Flow and pacing maintain engagement"
1739
+ - "Audio and visual feedback support gameplay"
1740
+ - id: balance-validation
1741
+ title: Balance Validation
1742
+ template: |
1743
+ **Metrics Collection:**
1744
+
1745
+ - Completion rate: Target {{completion_percentage}}%
1746
+ - Average completion time: {{target_time}} ± {{variance}}
1747
+ - Death count per level: <{{max_deaths}}
1748
+ - Collectible discovery rate: {{discovery_percentage}}%
1749
+
1750
+ **Iteration Guidelines:**
1751
+
1752
+ - Adjustment criteria: {{criteria_for_changes}}
1753
+ - Testing sample size: {{minimum_testers}}
1754
+ - Validation period: {{testing_duration}}
1755
+
1756
+ - id: content-creation-pipeline
1757
+ title: Content Creation Pipeline
1758
+ instruction: Define the workflow for creating new levels
1759
+ sections:
1760
+ - id: design-phase
1761
+ title: Design Phase
1762
+ template: |
1763
+ **Concept Development:**
1764
+
1765
+ 1. Define level purpose and goals
1766
+ 2. Create rough layout sketch
1767
+ 3. Identify key mechanics and challenges
1768
+ 4. Estimate difficulty and duration
1769
+
1770
+ **Documentation Requirements:**
1771
+
1772
+ - Level design brief
1773
+ - Layout diagrams
1774
+ - Mechanic integration notes
1775
+ - Asset requirement list
1776
+ - id: implementation-phase
1777
+ title: Implementation Phase
1778
+ template: |
1779
+ **Technical Implementation:**
1780
+
1781
+ 1. Create level data file
1782
+ 2. Build tilemap and layout
1783
+ 3. Place entities and objects
1784
+ 4. Configure level logic and triggers
1785
+ 5. Integrate audio and visual effects
1786
+
1787
+ **Quality Assurance:**
1788
+
1789
+ 1. Automated testing execution
1790
+ 2. Internal playtesting
1791
+ 3. Performance validation
1792
+ 4. Bug fixing and polish
1793
+ - id: integration-phase
1794
+ title: Integration Phase
1795
+ template: |
1796
+ **Game Integration:**
1797
+
1798
+ 1. Level progression integration
1799
+ 2. Save system compatibility
1800
+ 3. Analytics integration
1801
+ 4. Achievement system integration
1802
+
1803
+ **Final Validation:**
1804
+
1805
+ 1. Full game context testing
1806
+ 2. Performance regression testing
1807
+ 3. Platform compatibility verification
1808
+ 4. Final approval and release
1809
+
1810
+ - id: success-metrics
1811
+ title: Success Metrics
1812
+ instruction: Define how to measure level design success
1813
+ sections:
1814
+ - id: player-engagement
1815
+ title: Player Engagement
1816
+ type: bullet-list
1817
+ template: |
1818
+ - Level completion rate: {{target_rate}}%
1819
+ - Replay rate: {{replay_target}}%
1820
+ - Time spent per level: {{engagement_time}}
1821
+ - Player satisfaction scores: {{satisfaction_target}}/10
1822
+ - id: technical-performance
1823
+ title: Technical Performance
1824
+ type: bullet-list
1825
+ template: |
1826
+ - Frame rate consistency: {{fps_consistency}}%
1827
+ - Loading time compliance: {{load_compliance}}%
1828
+ - Memory usage efficiency: {{memory_efficiency}}%
1829
+ - Crash rate: <{{crash_threshold}}%
1830
+ - id: design-quality
1831
+ title: Design Quality
1832
+ type: bullet-list
1833
+ template: |
1834
+ - Difficulty curve adherence: {{curve_accuracy}}
1835
+ - Mechanic integration effectiveness: {{integration_score}}
1836
+ - Player guidance clarity: {{guidance_score}}
1837
+ - Content accessibility: {{accessibility_rate}}%
1838
+ ==================== END: .bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.yaml ====================
1839
+
1840
+ ==================== START: .bmad-2d-phaser-game-dev/templates/game-brief-tmpl.yaml ====================
1841
+ template:
1842
+ id: game-brief-template-v2
1843
+ name: Game Brief
1844
+ version: 2.0
1845
+ output:
1846
+ format: markdown
1847
+ filename: "docs/{{game_name}}-game-brief.md"
1848
+ title: "{{game_title}} Game Brief"
1849
+
1850
+ workflow:
1851
+ mode: interactive
1852
+
1853
+ sections:
1854
+ - id: initial-setup
1855
+ instruction: |
1856
+ This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
1857
+
1858
+ This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
1859
+
1860
+ - id: game-vision
1861
+ title: Game Vision
1862
+ instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
1863
+ sections:
1864
+ - id: core-concept
1865
+ title: Core Concept
1866
+ instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
1867
+ - id: elevator-pitch
1868
+ title: Elevator Pitch
1869
+ instruction: Single sentence that captures the essence of the game in a memorable way
1870
+ template: |
1871
+ **"{{game_description_in_one_sentence}}"**
1872
+ - id: vision-statement
1873
+ title: Vision Statement
1874
+ instruction: Inspirational statement about what the game will achieve for players and why it matters
1875
+
1876
+ - id: target-market
1877
+ title: Target Market
1878
+ instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
1879
+ sections:
1880
+ - id: primary-audience
1881
+ title: Primary Audience
1882
+ template: |
1883
+ **Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
1884
+ **Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
1885
+ **Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
1886
+ - id: secondary-audiences
1887
+ title: Secondary Audiences
1888
+ template: |
1889
+ **Audience 2:** {{description}}
1890
+ **Audience 3:** {{description}}
1891
+ - id: market-context
1892
+ title: Market Context
1893
+ template: |
1894
+ **Genre:** {{primary_genre}} / {{secondary_genre}}
1895
+ **Platform Strategy:** {{platform_focus}}
1896
+ **Competitive Positioning:** {{differentiation_statement}}
1897
+
1898
+ - id: game-fundamentals
1899
+ title: Game Fundamentals
1900
+ instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
1901
+ sections:
1902
+ - id: core-gameplay-pillars
1903
+ title: Core Gameplay Pillars
1904
+ instruction: 3-5 fundamental principles that guide all design decisions
1905
+ type: numbered-list
1906
+ template: |
1907
+ **{{pillar_name}}** - {{description_and_rationale}}
1908
+ - id: primary-mechanics
1909
+ title: Primary Mechanics
1910
+ instruction: List the 3-5 most important gameplay mechanics that define the player experience
1911
+ repeatable: true
1912
+ template: |
1913
+ **Core Mechanic: {{mechanic_name}}**
1914
+
1915
+ - **Description:** {{how_it_works}}
1916
+ - **Player Value:** {{why_its_fun}}
1917
+ - **Implementation Scope:** {{complexity_estimate}}
1918
+ - id: player-experience-goals
1919
+ title: Player Experience Goals
1920
+ instruction: Define what emotions and experiences the game should create for players
1921
+ template: |
1922
+ **Primary Experience:** {{main_emotional_goal}}
1923
+ **Secondary Experiences:** {{supporting_emotional_goals}}
1924
+ **Engagement Pattern:** {{how_player_engagement_evolves}}
1925
+
1926
+ - id: scope-constraints
1927
+ title: Scope and Constraints
1928
+ instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
1929
+ sections:
1930
+ - id: project-scope
1931
+ title: Project Scope
1932
+ template: |
1933
+ **Game Length:** {{estimated_content_hours}}
1934
+ **Content Volume:** {{levels_areas_content_amount}}
1935
+ **Feature Complexity:** {{simple|moderate|complex}}
1936
+ **Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
1937
+ - id: technical-constraints
1938
+ title: Technical Constraints
1939
+ template: |
1940
+ **Platform Requirements:**
1941
+
1942
+ - Primary: {{platform_1}} - {{requirements}}
1943
+ - Secondary: {{platform_2}} - {{requirements}}
1944
+
1945
+ **Technical Specifications:**
1946
+
1947
+ - Engine: Phaser 3 + TypeScript
1948
+ - Performance Target: {{fps_target}} FPS on {{target_device}}
1949
+ - Memory Budget: <{{memory_limit}}MB
1950
+ - Load Time Goal: <{{load_time_seconds}}s
1951
+ - id: resource-constraints
1952
+ title: Resource Constraints
1953
+ template: |
1954
+ **Team Size:** {{team_composition}}
1955
+ **Timeline:** {{development_duration}}
1956
+ **Budget Considerations:** {{budget_constraints_or_targets}}
1957
+ **Asset Requirements:** {{art_audio_content_needs}}
1958
+ - id: business-constraints
1959
+ title: Business Constraints
1960
+ condition: has_business_goals
1961
+ template: |
1962
+ **Monetization Model:** {{free|premium|freemium|subscription}}
1963
+ **Revenue Goals:** {{revenue_targets_if_applicable}}
1964
+ **Platform Requirements:** {{store_certification_needs}}
1965
+ **Launch Timeline:** {{target_launch_window}}
1966
+
1967
+ - id: reference-framework
1968
+ title: Reference Framework
1969
+ instruction: Provide context through references and competitive analysis
1970
+ sections:
1971
+ - id: inspiration-games
1972
+ title: Inspiration Games
1973
+ sections:
1974
+ - id: primary-references
1975
+ title: Primary References
1976
+ type: numbered-list
1977
+ repeatable: true
1978
+ template: |
1979
+ **{{reference_game}}** - {{what_we_learn_from_it}}
1980
+ - id: competitive-analysis
1981
+ title: Competitive Analysis
1982
+ template: |
1983
+ **Direct Competitors:**
1984
+
1985
+ - {{competitor_1}}: {{strengths_and_weaknesses}}
1986
+ - {{competitor_2}}: {{strengths_and_weaknesses}}
1987
+
1988
+ **Differentiation Strategy:**
1989
+ {{how_we_differ_and_why_thats_valuable}}
1990
+ - id: market-opportunity
1991
+ title: Market Opportunity
1992
+ template: |
1993
+ **Market Gap:** {{underserved_need_or_opportunity}}
1994
+ **Timing Factors:** {{why_now_is_the_right_time}}
1995
+ **Success Metrics:** {{how_well_measure_success}}
1996
+
1997
+ - id: content-framework
1998
+ title: Content Framework
1999
+ instruction: Outline the content structure and progression without full design detail
2000
+ sections:
2001
+ - id: game-structure
2002
+ title: Game Structure
2003
+ template: |
2004
+ **Overall Flow:** {{linear|hub_world|open_world|procedural}}
2005
+ **Progression Model:** {{how_players_advance}}
2006
+ **Session Structure:** {{typical_play_session_flow}}
2007
+ - id: content-categories
2008
+ title: Content Categories
2009
+ template: |
2010
+ **Core Content:**
2011
+
2012
+ - {{content_type_1}}: {{quantity_and_description}}
2013
+ - {{content_type_2}}: {{quantity_and_description}}
2014
+
2015
+ **Optional Content:**
2016
+
2017
+ - {{optional_content_type}}: {{quantity_and_description}}
2018
+
2019
+ **Replay Elements:**
2020
+
2021
+ - {{replayability_features}}
2022
+ - id: difficulty-accessibility
2023
+ title: Difficulty and Accessibility
2024
+ template: |
2025
+ **Difficulty Approach:** {{how_challenge_is_structured}}
2026
+ **Accessibility Features:** {{planned_accessibility_support}}
2027
+ **Skill Requirements:** {{what_skills_players_need}}
2028
+
2029
+ - id: art-audio-direction
2030
+ title: Art and Audio Direction
2031
+ instruction: Establish the aesthetic vision that will guide asset creation
2032
+ sections:
2033
+ - id: visual-style
2034
+ title: Visual Style
2035
+ template: |
2036
+ **Art Direction:** {{style_description}}
2037
+ **Reference Materials:** {{visual_inspiration_sources}}
2038
+ **Technical Approach:** {{2d_style_pixel_vector_etc}}
2039
+ **Color Strategy:** {{color_palette_mood}}
2040
+ - id: audio-direction
2041
+ title: Audio Direction
2042
+ template: |
2043
+ **Music Style:** {{genre_and_mood}}
2044
+ **Sound Design:** {{audio_personality}}
2045
+ **Implementation Needs:** {{technical_audio_requirements}}
2046
+ - id: ui-ux-approach
2047
+ title: UI/UX Approach
2048
+ template: |
2049
+ **Interface Style:** {{ui_aesthetic}}
2050
+ **User Experience Goals:** {{ux_priorities}}
2051
+ **Platform Adaptations:** {{cross_platform_considerations}}
2052
+
2053
+ - id: risk-assessment
2054
+ title: Risk Assessment
2055
+ instruction: Identify potential challenges and mitigation strategies
2056
+ sections:
2057
+ - id: technical-risks
2058
+ title: Technical Risks
2059
+ type: table
2060
+ template: |
2061
+ | Risk | Probability | Impact | Mitigation Strategy |
2062
+ | ---- | ----------- | ------ | ------------------- |
2063
+ | {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2064
+ - id: design-risks
2065
+ title: Design Risks
2066
+ type: table
2067
+ template: |
2068
+ | Risk | Probability | Impact | Mitigation Strategy |
2069
+ | ---- | ----------- | ------ | ------------------- |
2070
+ | {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2071
+ - id: market-risks
2072
+ title: Market Risks
2073
+ type: table
2074
+ template: |
2075
+ | Risk | Probability | Impact | Mitigation Strategy |
2076
+ | ---- | ----------- | ------ | ------------------- |
2077
+ | {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2078
+
2079
+ - id: success-criteria
2080
+ title: Success Criteria
2081
+ instruction: Define measurable goals for the project
2082
+ sections:
2083
+ - id: player-experience-metrics
2084
+ title: Player Experience Metrics
2085
+ template: |
2086
+ **Engagement Goals:**
2087
+
2088
+ - Tutorial completion rate: >{{percentage}}%
2089
+ - Average session length: {{duration}} minutes
2090
+ - Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
2091
+
2092
+ **Quality Benchmarks:**
2093
+
2094
+ - Player satisfaction: >{{rating}}/10
2095
+ - Completion rate: >{{percentage}}%
2096
+ - Technical performance: {{fps_target}} FPS consistent
2097
+ - id: development-metrics
2098
+ title: Development Metrics
2099
+ template: |
2100
+ **Technical Targets:**
2101
+
2102
+ - Zero critical bugs at launch
2103
+ - Performance targets met on all platforms
2104
+ - Load times under {{seconds}}s
2105
+
2106
+ **Process Goals:**
2107
+
2108
+ - Development timeline adherence
2109
+ - Feature scope completion
2110
+ - Quality assurance standards
2111
+ - id: business-metrics
2112
+ title: Business Metrics
2113
+ condition: has_business_goals
2114
+ template: |
2115
+ **Commercial Goals:**
2116
+
2117
+ - {{revenue_target}} in first {{time_period}}
2118
+ - {{user_acquisition_target}} players in first {{time_period}}
2119
+ - {{retention_target}} monthly active users
2120
+
2121
+ - id: next-steps
2122
+ title: Next Steps
2123
+ instruction: Define immediate actions following the brief completion
2124
+ sections:
2125
+ - id: immediate-actions
2126
+ title: Immediate Actions
2127
+ type: numbered-list
2128
+ template: |
2129
+ **{{action_item}}** - {{details_and_timeline}}
2130
+ - id: development-roadmap
2131
+ title: Development Roadmap
2132
+ sections:
2133
+ - id: phase-1-preproduction
2134
+ title: "Phase 1: Pre-Production ({{duration}})"
2135
+ type: bullet-list
2136
+ template: |
2137
+ - Detailed Game Design Document creation
2138
+ - Technical architecture planning
2139
+ - Art style exploration and pipeline setup
2140
+ - id: phase-2-prototype
2141
+ title: "Phase 2: Prototype ({{duration}})"
2142
+ type: bullet-list
2143
+ template: |
2144
+ - Core mechanic implementation
2145
+ - Technical proof of concept
2146
+ - Initial playtesting and iteration
2147
+ - id: phase-3-production
2148
+ title: "Phase 3: Production ({{duration}})"
2149
+ type: bullet-list
2150
+ template: |
2151
+ - Full feature development
2152
+ - Content creation and integration
2153
+ - Comprehensive testing and optimization
2154
+ - id: documentation-pipeline
2155
+ title: Documentation Pipeline
2156
+ sections:
2157
+ - id: required-documents
2158
+ title: Required Documents
2159
+ type: numbered-list
2160
+ template: |
2161
+ Game Design Document (GDD) - {{target_completion}}
2162
+ Technical Architecture Document - {{target_completion}}
2163
+ Art Style Guide - {{target_completion}}
2164
+ Production Plan - {{target_completion}}
2165
+ - id: validation-plan
2166
+ title: Validation Plan
2167
+ template: |
2168
+ **Concept Testing:**
2169
+
2170
+ - {{validation_method_1}} - {{timeline}}
2171
+ - {{validation_method_2}} - {{timeline}}
2172
+
2173
+ **Prototype Testing:**
2174
+
2175
+ - {{testing_approach}} - {{timeline}}
2176
+ - {{feedback_collection_method}} - {{timeline}}
2177
+
2178
+ - id: appendices
2179
+ title: Appendices
2180
+ sections:
2181
+ - id: research-materials
2182
+ title: Research Materials
2183
+ instruction: Include any supporting research, competitive analysis, or market data that informed the brief
2184
+ - id: brainstorming-notes
2185
+ title: Brainstorming Session Notes
2186
+ instruction: Reference any brainstorming sessions that led to this brief
2187
+ - id: stakeholder-input
2188
+ title: Stakeholder Input
2189
+ instruction: Include key input from stakeholders that shaped the vision
2190
+ - id: change-log
2191
+ title: Change Log
2192
+ instruction: Track document versions and changes
2193
+ type: table
2194
+ template: |
2195
+ | Date | Version | Description | Author |
2196
+ | :--- | :------ | :---------- | :----- |
2197
+ ==================== END: .bmad-2d-phaser-game-dev/templates/game-brief-tmpl.yaml ====================
2176
2198
 
2177
2199
  ==================== START: .bmad-2d-phaser-game-dev/checklists/game-design-checklist.md ====================
2178
2200
  # Game Design Document Quality Checklist