bmad-method 4.32.0 → 4.33.0
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 +10 -5
- package/README.md +10 -3
- package/bmad-core/checklists/architect-checklist.md +0 -5
- package/bmad-core/checklists/pm-checklist.md +0 -5
- package/bmad-core/checklists/po-master-checklist.md +0 -9
- package/bmad-core/checklists/story-dod-checklist.md +0 -7
- package/bmad-core/checklists/story-draft-checklist.md +0 -3
- package/bmad-core/data/bmad-kb.md +0 -7
- package/bmad-core/tasks/advanced-elicitation.md +0 -2
- package/bmad-core/tasks/create-brownfield-story.md +0 -9
- package/bmad-core/tasks/create-deep-research-prompt.md +0 -11
- package/bmad-core/tasks/document-project.md +0 -4
- package/bmad-core/tasks/index-docs.md +0 -5
- package/bmad-core/tasks/review-story.md +0 -8
- package/bmad-core/tasks/shard-doc.md +0 -2
- package/bmad-core/working-in-the-brownfield.md +2 -2
- package/common/tasks/execute-checklist.md +0 -7
- package/expansion-packs/bmad-2d-phaser-game-dev/config.yaml +1 -1
- package/expansion-packs/bmad-2d-phaser-game-dev/data/bmad-kb.md +0 -4
- package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +0 -4
- package/expansion-packs/bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md +0 -1
- package/expansion-packs/bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md +0 -18
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-architect-checklist.md +0 -5
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md +0 -8
- package/expansion-packs/bmad-2d-unity-game-dev/config.yaml +1 -1
- package/expansion-packs/bmad-2d-unity-game-dev/data/bmad-kb.md +0 -7
- package/expansion-packs/bmad-2d-unity-game-dev/data/development-guidelines.md +0 -4
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/advanced-elicitation.md +0 -1
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/correct-course-game.md +0 -10
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md +0 -18
- package/expansion-packs/bmad-infrastructure-devops/config.yaml +1 -1
- package/expansion-packs/bmad-infrastructure-devops/data/bmad-kb.md +0 -3
- package/expansion-packs/bmad-infrastructure-devops/tasks/review-infrastructure.md +0 -1
- package/expansion-packs/bmad-infrastructure-devops/tasks/validate-infrastructure.md +0 -1
- package/package.json +79 -79
- package/tools/bmad-npx-wrapper.js +5 -7
- package/tools/cli.js +0 -9
- package/tools/flattener/main.js +19 -8
- package/tools/installer/bin/bmad.js +14 -0
- package/tools/installer/lib/installer.js +28 -2
- package/tools/installer/package-lock.json +89 -89
- package/tools/installer/package.json +1 -1
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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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### 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 TypeScript strict mode and Phaser 3 best practices
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- Maintain 60 FPS performance target throughout development
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- Use test-driven development for game logic components
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### Story Implementation Process
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1. **Read Story Requirements:**
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- Understand acceptance criteria
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- Identify technical requirements
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- Review performance constraints
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2. **Plan Implementation:**
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- Identify files to create/modify
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- Consider component architecture
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- Plan testing approach
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3. **Implement Feature:**
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- Follow TypeScript strict mode
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- Use established patterns
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- Maintain 60 FPS performance
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4. **Test Implementation:**
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- Write unit tests for game logic
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- Test cross-platform functionality
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- Validate performance targets
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2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
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3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
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- The entire section as a whole
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- Individual game elements within the section (specify which element when selecting an action)
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[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
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1. **Establish Game Context**
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- Understand the game genre or opportunity area
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- Identify target audience and platform constraints
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- Determine session goals (concept exploration vs. mechanic refinement)
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1. **"What If" Game Scenarios**
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[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
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- What if players could rewind time in any genre?
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- What if the game world reacted to the player's real-world location?
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- What if failure was more rewarding than success?
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2. **Cross-Genre Fusion**
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[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
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- "How might [genre A] mechanics work in [genre B]?"
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- Puzzle mechanics in action games
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- Dating sim elements in strategy games
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3. **Player Motivation Reversal**
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[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
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- What if losing was the goal?
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- What if cooperation was forced in competitive games?
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- What if players had to help their enemies?
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1. **SCAMPER for Game Mechanics**
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[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
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- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
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- **C** = Combine: What systems can be merged? (inventory + character growth)
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- **A** = Adapt: What mechanics from other media? (books, movies, sports)
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2. **Player Agency Spectrum**
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[[LLM: Explore different levels of player control and agency across game systems.]]
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- Full Control: Direct character movement, combat, building
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- Indirect Control: Setting rules, giving commands, environmental changes
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- Influence Only: Suggestions, preferences, emotional reactions
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3. **Temporal Game Design**
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[[LLM: Explore how time affects gameplay and player experience.]]
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- Real-time vs. turn-based mechanics
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- Time travel and manipulation
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- Persistent vs. session-based progress
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1. **Emotion-First Design**
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[[LLM: Start with target emotions and work backward to mechanics that create them.]]
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- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
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- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
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- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
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2. **Player Archetype Brainstorming**
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[[LLM: Design for different player types and motivations.]]
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- Achievers: Progression, completion, mastery
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- Explorers: Discovery, secrets, world-building
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- Socializers: Interaction, cooperation, community
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3. **Accessibility-First Innovation**
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[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
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- Visual impairment considerations leading to audio-focused mechanics
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- Motor accessibility inspiring one-handed or simplified controls
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- Cognitive accessibility driving clear feedback and pacing
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1. **Environmental Storytelling**
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[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
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- How does the environment show history?
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- What do interactive objects reveal about characters?
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- How can level design communicate mood?
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2. **Player-Generated Narrative**
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[[LLM: Explore ways players create their own stories through gameplay.]]
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- Emergent storytelling through player choices
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- Procedural narrative generation
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- Player-to-player story sharing
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3. **Genre Expectation Subversion**
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[[LLM: Identify and deliberately subvert player expectations within genres.]]
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- Fantasy RPG where magic is mundane
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- Horror game where monsters are friendly
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- Racing game where going slow is optimal
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1. **Platform-Specific Design**
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[[LLM: Generate ideas that leverage unique platform capabilities.]]
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- Mobile: GPS, accelerometer, camera, always-connected
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- Web: URLs, tabs, social sharing, real-time collaboration
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- Console: Controllers, TV viewing, couch co-op
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2. **Constraint-Based Creativity**
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[[LLM: Use technical or design constraints as creative catalysts.]]
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- One-button games
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- Games without graphics
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- Games that play in notification bars
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[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
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1. **Inspiration Phase** (10-15 min)
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- Reference existing games and mechanics
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- Explore player experiences and emotions
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- Gather visual and thematic inspiration
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2. **Divergent Exploration** (25-35 min)
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- Generate many game concepts or mechanics
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- Use expansion and fusion techniques
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- Encourage wild and impossible ideas
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3. **Player-Centered Filtering** (15-20 min)
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- Consider target audience reactions
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- Evaluate emotional impact and engagement
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- Group ideas by player experience goals
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Generate a comprehensive validation report that includes:
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1. Executive Summary
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- Overall game architecture readiness (High/Medium/Low)
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- Critical risks for game development
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- Key strengths of the game architecture
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- Unity-specific assessment
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2. Game Systems Analysis
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- Pass rate for each major system section
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- Most concerning gaps in game architecture
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- Systems requiring immediate attention
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- Unity integration completeness
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3. Performance Risk Assessment
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- Top 5 performance risks for the game
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- Mobile platform specific concerns
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- Frame rate stability risks
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- Memory usage concerns
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4. Implementation Recommendations
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- Must-fix items before development
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- Unity-specific improvements needed
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- Game development workflow enhancements
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5. AI Agent Implementation Readiness
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- Unity component complexity assessment
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- Areas needing additional clarification
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1. **Requirements Met:**
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[[LLM: Be specific - list each requirement and whether it's complete. Include game-specific requirements from GDD]]
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- [ ] All functional requirements specified in the story are implemented.
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- [ ] All acceptance criteria defined in the story are met.
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- [ ] Game Design Document (GDD) requirements referenced in the story are implemented.
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2. **Coding Standards & Project Structure:**
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- [ ] All new/modified code strictly adheres to `Operational Guidelines`.
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- [ ] All new/modified code aligns with `Project Structure` (Scripts/, Prefabs/, Scenes/, etc.).
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- [ ] Adherence to `Tech Stack` for Unity version and packages used.
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3. **Testing:**
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[[LLM: Testing proves your code works. Include Unity-specific testing with NUnit and manual testing]]
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- [ ] All required unit tests (NUnit) as per the story and testing strategy are implemented.
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- [ ] Manual testing performed in Unity Editor for all game functionality.
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4. **Functionality & Verification:**
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[[LLM: Did you actually run and test your code in Unity? Be specific about game mechanics tested]]
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- [ ] Functionality has been manually verified in Unity Editor and play mode.
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- [ ] Game mechanics work as specified in the GDD.
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- [ ] Player controls and input handling work correctly.
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5. **Story Administration:**
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[[LLM: Documentation helps the next developer. Include Unity-specific implementation notes]]
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- [ ] All tasks within the story file are marked as complete.
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- [ ] Any clarifications or decisions made during development are documented.
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- [ ] Unity-specific implementation details documented (scene changes, prefab modifications).
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6. **Dependencies, Build & Configuration:**
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2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
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[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
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[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
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[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
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1. **SCAMPER for Game Mechanics**
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[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
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- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
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- **C** = Combine: What systems can be merged? (inventory + character growth)
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[[LLM: Explore different levels of player control and agency across game systems.]]
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- Full Control: Direct character movement, combat, building
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- Indirect Control: Setting rules, giving commands, environmental changes
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- Influence Only: Suggestions, preferences, emotional reactions
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3. **Temporal Game Design**
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[[LLM: Explore how time affects gameplay and player experience.]]
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- Real-time vs. turn-based mechanics
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1. **Emotion-First Design**
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[[LLM: Start with target emotions and work backward to mechanics that create them.]]
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- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
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- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
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- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
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2. **Player Archetype Brainstorming**
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[[LLM: Design for different player types and motivations.]]
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- Achievers: Progression, completion, mastery
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- Explorers: Discovery, secrets, world-building
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- Socializers: Interaction, cooperation, community
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3. **Accessibility-First Innovation**
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[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
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- Visual impairment considerations leading to audio-focused mechanics
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- Motor accessibility inspiring one-handed or simplified controls
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- Cognitive accessibility driving clear feedback and pacing
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1. **Environmental Storytelling**
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[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
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- How does the environment show history?
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- What do interactive objects reveal about characters?
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- How can level design communicate mood?
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2. **Player-Generated Narrative**
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[[LLM: Explore ways players create their own stories through gameplay.]]
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- Emergent storytelling through player choices
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- Player-to-player story sharing
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3. **Genre Expectation Subversion**
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[[LLM: Identify and deliberately subvert player expectations within genres.]]
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- Fantasy RPG where magic is mundane
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- Horror game where monsters are friendly
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1. **Platform-Specific Design**
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[[LLM: Generate ideas that leverage unique platform capabilities.]]
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- Mobile: GPS, accelerometer, camera, always-connected
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- Web: URLs, tabs, social sharing, real-time collaboration
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- Console: Controllers, TV viewing, couch co-op
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2. **Constraint-Based Creativity**
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[[LLM: Use technical or design constraints as creative catalysts.]]
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- One-button games
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- Games without graphics
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- Games that play in notification bars
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[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
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1. **Inspiration Phase** (10-15 min)
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- Reference existing games and mechanics
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- Explore player experiences and emotions
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- Gather visual and thematic inspiration
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2. **Divergent Exploration** (25-35 min)
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- Generate many game concepts or mechanics
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- Use expansion and fusion techniques
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- Encourage wild and impossible ideas
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3. **Player-Centered Filtering** (15-20 min)
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- **b. Work Through Items:** Present each checklist item, guide the user through validation, and document compliance or gaps
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