bmad-method 4.30.1 → 4.30.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +14 -0
- package/README.md +1 -1
- package/bmad-core/core-config.yaml +0 -1
- package/bmad-core/data/bmad-kb.md +1 -1
- package/dist/agents/analyst.txt +1 -1
- package/dist/agents/bmad-master.txt +1 -1
- package/dist/agents/bmad-orchestrator.txt +1 -1
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-designer.txt +2409 -0
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +1480 -0
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-sm.txt +826 -0
- package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +10690 -0
- package/dist/teams/team-all.txt +1 -1
- package/dist/teams/team-fullstack.txt +1 -1
- package/dist/teams/team-ide-minimal.txt +1 -1
- package/dist/teams/team-no-ui.txt +1 -1
- package/docs/bmad-workflow-guide.md +2 -2
- package/expansion-packs/bmad-2d-phaser-game-dev/config.yaml +2 -2
- package/expansion-packs/bmad-2d-unity-game-dev/agent-teams/unity-2d-game-team.yaml +13 -0
- package/expansion-packs/bmad-2d-unity-game-dev/agents/game-designer.md +72 -0
- package/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.md +78 -0
- package/expansion-packs/{bmad-creator-tools/agents/bmad-the-creator.md → bmad-2d-unity-game-dev/agents/game-sm.md} +26 -28
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-design-checklist.md +201 -0
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md +160 -0
- package/expansion-packs/bmad-2d-unity-game-dev/config.yaml +6 -0
- package/expansion-packs/bmad-2d-unity-game-dev/data/bmad-kb.md +251 -0
- package/expansion-packs/bmad-2d-unity-game-dev/data/development-guidelines.md +590 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/advanced-elicitation.md +111 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/create-game-story.md +217 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md +308 -0
- package/expansion-packs/bmad-2d-unity-game-dev/templates/game-architecture-tmpl.yaml +545 -0
- package/expansion-packs/bmad-2d-unity-game-dev/templates/game-brief-tmpl.yaml +356 -0
- package/expansion-packs/bmad-2d-unity-game-dev/templates/game-design-doc-tmpl.yaml +343 -0
- package/expansion-packs/bmad-2d-unity-game-dev/templates/game-story-tmpl.yaml +256 -0
- package/expansion-packs/bmad-2d-unity-game-dev/templates/level-design-doc-tmpl.yaml +484 -0
- package/expansion-packs/bmad-2d-unity-game-dev/workflows/game-dev-greenfield.yaml +183 -0
- package/expansion-packs/bmad-2d-unity-game-dev/workflows/game-prototype.yaml +175 -0
- package/expansion-packs/bmad-infrastructure-devops/config.yaml +2 -2
- package/package.json +4 -8
- package/tools/bump-all-versions.js +8 -9
- package/tools/bump-expansion-version.js +40 -35
- package/tools/installer/bin/bmad.js +8 -21
- package/tools/installer/lib/file-manager.js +76 -44
- package/tools/installer/lib/ide-base-setup.js +227 -0
- package/tools/installer/lib/ide-setup.js +14 -60
- package/tools/installer/lib/installer.js +99 -121
- package/tools/installer/lib/memory-profiler.js +224 -0
- package/tools/installer/lib/module-manager.js +110 -0
- package/tools/installer/lib/resource-locator.js +310 -0
- package/tools/installer/package.json +1 -1
- package/tools/semantic-release-sync-installer.js +20 -21
- package/dist/expansion-packs/bmad-creator-tools/agents/bmad-the-creator.txt +0 -2008
- package/expansion-packs/bmad-creator-tools/README.md +0 -8
- package/expansion-packs/bmad-creator-tools/config.yaml +0 -6
- package/expansion-packs/bmad-creator-tools/tasks/create-agent.md +0 -200
- package/expansion-packs/bmad-creator-tools/tasks/generate-expansion-pack.md +0 -1020
- package/expansion-packs/bmad-creator-tools/templates/agent-teams-tmpl.yaml +0 -178
- package/expansion-packs/bmad-creator-tools/templates/agent-tmpl.yaml +0 -154
- package/expansion-packs/bmad-creator-tools/templates/expansion-pack-plan-tmpl.yaml +0 -120
- package/tools/bump-core-version.js +0 -57
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# Game Development Story Definition of Done Checklist
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## Story Completeness
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### Basic Story Elements
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- [ ] **Story Title** - Clear, descriptive title that identifies the feature
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- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
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- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
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- [ ] **Story Points** - Realistic estimation for implementation complexity
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- [ ] **Description** - Clear, concise description of what needs to be implemented
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### Game Design Alignment
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- [ ] **GDD Reference** - Specific Game Design Document section referenced
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- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
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- [ ] **Player Experience Goal** - Describes the intended player experience
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- [ ] **Balance Parameters** - Includes any relevant game balance values
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- [ ] **Design Intent** - Purpose and rationale for the feature is clear
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## Technical Specifications
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### Architecture Compliance
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- [ ] **File Organization** - Follows game architecture document structure (e.g., scripts, prefabs, scenes)
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- [ ] **Class Definitions** - C# classes and interfaces are properly defined
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- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
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- [ ] **Event Communication** - UnityEvents or C# events usage specified
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- [ ] **Dependencies** - All system dependencies clearly identified
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### Unity Requirements
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- [ ] **Scene Integration** - Specifies which scenes are affected and how
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- [ ] **Prefab Usage** - Proper use of prefabs for reusable GameObjects
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- [ ] **Component Design** - Logic is encapsulated in well-defined MonoBehaviour components
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- [ ] **Asset Requirements** - All needed assets (sprites, audio, materials) identified
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- [ ] **Performance Considerations** - Stable frame rate target and optimization requirements
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### Code Quality Standards
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- [ ] **C# Best Practices** - All code must comply with modern C# standards
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- [ ] **Error Handling** - Error scenarios and handling requirements specified
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- [ ] **Memory Management** - Coroutine and object lifecycle management requirements where needed
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- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
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- [ ] **Code Organization** - Follows established Unity project structure
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## Implementation Readiness
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### Acceptance Criteria
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- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
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- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
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- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
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- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
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- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
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### Implementation Tasks
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- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
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- [ ] **Task Scope** - Each task is completable in 1-4 hours
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- [ ] **Task Clarity** - Each task has clear, actionable instructions
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- [ ] **File Specifications** - Exact file paths and purposes specified (e.g., `Scripts/Player/PlayerMovement.cs`)
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- [ ] **Development Flow** - Tasks follow logical implementation order
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### Dependencies
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- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
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- [ ] **Technical Dependencies** - Required systems and files identified
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- [ ] **Asset Dependencies** - All needed assets specified with locations
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- [ ] **External Dependencies** - Any third-party or external requirements noted (e.g., Asset Store packages)
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- [ ] **Dependency Validation** - All dependencies are actually available
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## Testing Requirements
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### Test Coverage
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- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined for NUnit
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- [ ] **Integration Test Cases** - Integration testing with other game systems specified
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- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined in the Unity Editor
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- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
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- [ ] **Edge Case Testing** - Edge cases and error conditions covered
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### Test Implementation
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- [ ] **Test File Paths** - Exact test file locations specified (e.g., `Assets/Tests/EditMode`)
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- [ ] **Test Scenarios** - All test scenarios are complete and executable
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- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
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- [ ] **Performance Metrics** - Specific performance targets for testing
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- [ ] **Test Data** - Any required test data or mock objects specified
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## Game-Specific Quality
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### Gameplay Implementation
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- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
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- [ ] **Player Controls** - Input handling requirements are complete (e.g., Input System package)
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- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
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- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
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- [ ] **State Management** - Game state changes and persistence requirements defined
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### User Experience
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- [ ] **UI Requirements** - User interface elements and behaviors specified (e.g., UI Toolkit or UGUI)
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- [ ] **Audio Integration** - Sound effect and music requirements defined
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- [ ] **Visual Feedback** - Animation and visual effect requirements specified (e.g., Animator, Particle System)
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- [ ] **Accessibility** - Mobile touch and responsive design considerations
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- [ ] **Error Recovery** - User-facing error handling and recovery specified
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### Performance Optimization
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- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
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- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements (e.g., Profiler)
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- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
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- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
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- [ ] **Loading Performance** - Asset loading and scene transition requirements
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## Documentation and Communication
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### Story Documentation
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- [ ] **Implementation Notes** - Additional context and implementation guidance provided
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- [ ] **Design Decisions** - Key design choices documented with rationale
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- [ ] **Future Considerations** - Potential future enhancements or modifications noted
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- [ ] **Change Tracking** - Process for tracking any requirement changes during development
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- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
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### Developer Handoff
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- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
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- [ ] **Complete Context** - All necessary context provided within the story
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- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
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- [ ] **Success Criteria** - Objective measures for story completion defined
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- [ ] **Communication Plan** - Process for developer questions and updates established
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## Final Validation
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### Story Readiness
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- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
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- [ ] **Technical Completeness** - All technical requirements are specified and actionable
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- [ ] **Scope Appropriateness** - Story scope matches assigned story points
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- [ ] **Quality Standards** - Story meets all game development quality standards
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- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
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### Implementation Preparedness
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- [ ] **Environment Ready** - Development environment requirements specified (e.g., Unity version)
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- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
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- [ ] **Testing Prepared** - Testing environment and data requirements specified
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- [ ] **Definition of Done** - Clear, objective completion criteria established
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- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
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## Checklist Completion
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**Overall Story Quality:** ⭐⭐⭐⭐⭐
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**Ready for Development:** [ ] Yes [ ] No
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**Additional Notes:**
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_Any specific concerns, recommendations, or clarifications needed before development begins._
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# Game Development BMad Knowledge Base
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## Overview
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This game development expansion of BMad-Method specializes in creating 2D games using Unity and C#. It extends the core BMad framework with game-specific agents, workflows, and best practices for professional game development.
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### Game Development Focus
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- **Target Engine**: Unity 2022 LTS or newer with C# 10+
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- **Platform Strategy**: Cross-platform (PC, Console, Mobile) with a focus on 2D
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- **Development Approach**: Agile story-driven development
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- **Performance Target**: Stable frame rate on target devices
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- **Architecture**: Component-based architecture using Unity's best practices
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## Core Game Development Philosophy
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### Player-First Development
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You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment. Your AI agents are your specialized game development team:
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- **Direct**: Provide clear game design vision and player experience goals
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- **Refine**: Iterate on gameplay mechanics until they're compelling
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- **Oversee**: Maintain creative alignment across all development disciplines
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- **Playfocus**: Every decision serves the player experience
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### Game Development Principles
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1. **PLAYER_EXPERIENCE_FIRST**: Every mechanic must serve player engagement and fun
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2. **ITERATIVE_DESIGN**: Prototype, test, refine - games are discovered through iteration
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3. **TECHNICAL_EXCELLENCE**: Stable performance and cross-platform compatibility are non-negotiable
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4. **STORY_DRIVEN_DEV**: Game features are implemented through detailed development stories
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5. **BALANCE_THROUGH_DATA**: Use metrics and playtesting to validate game balance
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6. **DOCUMENT_EVERYTHING**: Clear specifications enable proper game implementation
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7. **START_SMALL_ITERATE_FAST**: Core mechanics first, then expand and polish
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8. **EMBRACE_CREATIVE_CHAOS**: Games evolve - adapt design based on what's fun
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## Game Development Workflow
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### Phase 1: Game Concept and Design
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1. **Game Designer**: Start with brainstorming and concept development
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- Use \*brainstorm to explore game concepts and mechanics
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- Create Game Brief using game-brief-tmpl
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- Develop core game pillars and player experience goals
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2. **Game Designer**: Create comprehensive Game Design Document
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- Use game-design-doc-tmpl to create detailed GDD
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- Define all game mechanics, progression, and balance
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- Specify technical requirements and platform targets
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3. **Game Designer**: Develop Level Design Framework
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- Create level-design-doc-tmpl for content guidelines
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- Define level types, difficulty progression, and content structure
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- Establish performance and technical constraints for levels
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### Phase 2: Technical Architecture
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4. **Solution Architect** (or Game Designer): Create Technical Architecture
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- Use game-architecture-tmpl to design technical implementation
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- Define Unity systems, performance optimization, and C# code structure
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- Align technical architecture with game design requirements
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### Phase 3: Story-Driven Development
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5. **Game Scrum Master**: Break down design into development stories
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- Use create-game-story task to create detailed implementation stories
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- Each story should be immediately actionable by game developers
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- Apply game-story-dod-checklist to ensure story quality
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6. **Game Developer**: Implement game features story by story
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- Follow C# best practices and Unity's component-based architecture
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- Maintain stable frame rate on target devices
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- Use Unity Test Framework for game logic components
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7. **Iterative Refinement**: Continuous playtesting and improvement
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- Test core mechanics early and often in the Unity Editor
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- Validate game balance through metrics and player feedback
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- Iterate on design based on implementation discoveries
|
|
83
|
+
|
|
84
|
+
## Game-Specific Development Guidelines
|
|
85
|
+
|
|
86
|
+
### Unity + C# Standards
|
|
87
|
+
|
|
88
|
+
**Project Structure:**
|
|
89
|
+
|
|
90
|
+
```text
|
|
91
|
+
UnityProject/
|
|
92
|
+
├── Assets/
|
|
93
|
+
│ ├── Scenes/ # Game scenes (Boot, Menu, Game, etc.)
|
|
94
|
+
│ ├── Scripts/ # C# scripts
|
|
95
|
+
│ │ ├── Editor/ # Editor-specific scripts
|
|
96
|
+
│ │ └── Runtime/ # Runtime scripts
|
|
97
|
+
│ ├── Prefabs/ # Reusable game objects
|
|
98
|
+
│ ├── Art/ # Art assets (sprites, models, etc.)
|
|
99
|
+
│ ├── Audio/ # Audio assets
|
|
100
|
+
│ ├── Data/ # ScriptableObjects and other data
|
|
101
|
+
│ └── Tests/ # Unity Test Framework tests
|
|
102
|
+
│ ├── EditMode/
|
|
103
|
+
│ └── PlayMode/
|
|
104
|
+
├── Packages/ # Package Manager manifest
|
|
105
|
+
└── ProjectSettings/ # Unity project settings
|
|
106
|
+
```
|
|
107
|
+
|
|
108
|
+
**Performance Requirements:**
|
|
109
|
+
|
|
110
|
+
- Maintain stable frame rate on target devices
|
|
111
|
+
- Memory usage under specified limits per level
|
|
112
|
+
- Loading times under 3 seconds for levels
|
|
113
|
+
- Smooth animation and responsive controls
|
|
114
|
+
|
|
115
|
+
**Code Quality:**
|
|
116
|
+
|
|
117
|
+
- C# best practices compliance
|
|
118
|
+
- Component-based architecture (SOLID principles)
|
|
119
|
+
- Efficient use of the MonoBehaviour lifecycle
|
|
120
|
+
- Error handling and graceful degradation
|
|
121
|
+
|
|
122
|
+
### Game Development Story Structure
|
|
123
|
+
|
|
124
|
+
**Story Requirements:**
|
|
125
|
+
|
|
126
|
+
- Clear reference to Game Design Document section
|
|
127
|
+
- Specific acceptance criteria for game functionality
|
|
128
|
+
- Technical implementation details for Unity and C#
|
|
129
|
+
- Performance requirements and optimization considerations
|
|
130
|
+
- Testing requirements including gameplay validation
|
|
131
|
+
|
|
132
|
+
**Story Categories:**
|
|
133
|
+
|
|
134
|
+
- **Core Mechanics**: Fundamental gameplay systems
|
|
135
|
+
- **Level Content**: Individual levels and content implementation
|
|
136
|
+
- **UI/UX**: User interface and player experience features
|
|
137
|
+
- **Performance**: Optimization and technical improvements
|
|
138
|
+
- **Polish**: Visual effects, audio, and game feel enhancements
|
|
139
|
+
|
|
140
|
+
### Quality Assurance for Games
|
|
141
|
+
|
|
142
|
+
**Testing Approach:**
|
|
143
|
+
|
|
144
|
+
- Unit tests for C# logic (EditMode tests)
|
|
145
|
+
- Integration tests for game systems (PlayMode tests)
|
|
146
|
+
- Performance benchmarking and profiling with Unity Profiler
|
|
147
|
+
- Gameplay testing and balance validation
|
|
148
|
+
- Cross-platform compatibility testing
|
|
149
|
+
|
|
150
|
+
**Performance Monitoring:**
|
|
151
|
+
|
|
152
|
+
- Frame rate consistency tracking
|
|
153
|
+
- Memory usage monitoring
|
|
154
|
+
- Asset loading performance
|
|
155
|
+
- Input responsiveness validation
|
|
156
|
+
- Battery usage optimization (mobile)
|
|
157
|
+
|
|
158
|
+
## Game Development Team Roles
|
|
159
|
+
|
|
160
|
+
### Game Designer (Alex)
|
|
161
|
+
|
|
162
|
+
- **Primary Focus**: Game mechanics, player experience, design documentation
|
|
163
|
+
- **Key Outputs**: Game Brief, Game Design Document, Level Design Framework
|
|
164
|
+
- **Specialties**: Brainstorming, game balance, player psychology, creative direction
|
|
165
|
+
|
|
166
|
+
### Game Developer (Maya)
|
|
167
|
+
|
|
168
|
+
- **Primary Focus**: Unity implementation, C# excellence, performance
|
|
169
|
+
- **Key Outputs**: Working game features, optimized code, technical architecture
|
|
170
|
+
- **Specialties**: C#/Unity, performance optimization, cross-platform development
|
|
171
|
+
|
|
172
|
+
### Game Scrum Master (Jordan)
|
|
173
|
+
|
|
174
|
+
- **Primary Focus**: Story creation, development planning, agile process
|
|
175
|
+
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
|
|
176
|
+
- **Specialties**: Story breakdown, developer handoffs, process optimization
|
|
177
|
+
|
|
178
|
+
## Platform-Specific Considerations
|
|
179
|
+
|
|
180
|
+
### Cross-Platform Development
|
|
181
|
+
|
|
182
|
+
- Abstract input using the new Input System
|
|
183
|
+
- Use platform-dependent compilation for specific logic
|
|
184
|
+
- Test on all target platforms regularly
|
|
185
|
+
- Optimize for different screen resolutions and aspect ratios
|
|
186
|
+
|
|
187
|
+
### Mobile Optimization
|
|
188
|
+
|
|
189
|
+
- Touch gesture support and responsive controls
|
|
190
|
+
- Battery usage optimization
|
|
191
|
+
- Performance scaling for different device capabilities
|
|
192
|
+
- App store compliance and packaging
|
|
193
|
+
|
|
194
|
+
### Performance Targets
|
|
195
|
+
|
|
196
|
+
- **PC/Console**: 60+ FPS at target resolution
|
|
197
|
+
- **Mobile**: 60 FPS on mid-range devices, 30 FPS minimum on low-end
|
|
198
|
+
- **Loading**: Initial load under 5 seconds, scene transitions under 2 seconds
|
|
199
|
+
- **Memory**: Within platform-specific memory budgets
|
|
200
|
+
|
|
201
|
+
## Success Metrics for Game Development
|
|
202
|
+
|
|
203
|
+
### Technical Metrics
|
|
204
|
+
|
|
205
|
+
- Frame rate consistency (>90% of time at target FPS)
|
|
206
|
+
- Memory usage within budgets
|
|
207
|
+
- Loading time targets met
|
|
208
|
+
- Zero critical bugs in core gameplay systems
|
|
209
|
+
|
|
210
|
+
### Player Experience Metrics
|
|
211
|
+
|
|
212
|
+
- Tutorial completion rate >80%
|
|
213
|
+
- Level completion rates appropriate for difficulty curve
|
|
214
|
+
- Average session length meets design targets
|
|
215
|
+
- Player retention and engagement metrics
|
|
216
|
+
|
|
217
|
+
### Development Process Metrics
|
|
218
|
+
|
|
219
|
+
- Story completion within estimated timeframes
|
|
220
|
+
- Code quality metrics (test coverage, code analysis)
|
|
221
|
+
- Documentation completeness and accuracy
|
|
222
|
+
- Team velocity and delivery consistency
|
|
223
|
+
|
|
224
|
+
## Common Unity Development Patterns
|
|
225
|
+
|
|
226
|
+
### Scene Management
|
|
227
|
+
|
|
228
|
+
- Use a loading scene for asynchronous loading of game scenes
|
|
229
|
+
- Use additive scene loading for large levels or streaming
|
|
230
|
+
- Manage scenes with a dedicated SceneManager class
|
|
231
|
+
|
|
232
|
+
### Game State Management
|
|
233
|
+
|
|
234
|
+
- Use ScriptableObjects to store shared game state
|
|
235
|
+
- Implement a finite state machine (FSM) for complex behaviors
|
|
236
|
+
- Use a GameManager singleton for global state management
|
|
237
|
+
|
|
238
|
+
### Input Handling
|
|
239
|
+
|
|
240
|
+
- Use the new Input System for robust, cross-platform input
|
|
241
|
+
- Create Action Maps for different input contexts (e.g., menu, gameplay)
|
|
242
|
+
- Use PlayerInput component for easy player input handling
|
|
243
|
+
|
|
244
|
+
### Performance Optimization
|
|
245
|
+
|
|
246
|
+
- Object pooling for frequently instantiated objects (e.g., bullets, enemies)
|
|
247
|
+
- Use the Unity Profiler to identify performance bottlenecks
|
|
248
|
+
- Optimize physics settings and collision detection
|
|
249
|
+
- Use LOD (Level of Detail) for complex models
|
|
250
|
+
|
|
251
|
+
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on 2D game creation using Unity and C#.
|