bmad-method 4.36.2 → 4.37.0-beta.2
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/.github/workflows/release.yaml +1 -0
- package/.releaserc.json +11 -8
- package/bmad-core/agents/analyst.md +1 -1
- package/bmad-core/agents/architect.md +3 -2
- package/bmad-core/agents/bmad-master.md +1 -0
- package/bmad-core/agents/bmad-orchestrator.md +10 -9
- package/bmad-core/agents/dev.md +10 -9
- package/bmad-core/agents/po.md +1 -1
- package/bmad-core/agents/qa.md +1 -1
- package/bmad-core/agents/sm.md +1 -1
- package/bmad-core/agents/ux-expert.md +1 -1
- package/bmad-core/checklists/architect-checklist.md +5 -0
- package/bmad-core/checklists/pm-checklist.md +5 -0
- package/bmad-core/checklists/po-master-checklist.md +9 -0
- package/bmad-core/checklists/story-dod-checklist.md +7 -0
- package/bmad-core/checklists/story-draft-checklist.md +3 -0
- package/bmad-core/data/bmad-kb.md +2 -5
- package/bmad-core/data/elicitation-methods.md +0 -20
- package/bmad-core/tasks/create-brownfield-story.md +3 -11
- package/bmad-core/tasks/create-deep-research-prompt.md +11 -0
- package/bmad-core/tasks/document-project.md +13 -15
- package/bmad-core/tasks/facilitate-brainstorming-session.md +1 -1
- package/bmad-core/tasks/index-docs.md +6 -0
- package/bmad-core/tasks/kb-mode-interaction.md +3 -3
- package/bmad-core/tasks/review-story.md +1 -10
- package/bmad-core/tasks/shard-doc.md +2 -0
- package/common/tasks/execute-checklist.md +7 -0
- package/docs/GUIDING-PRINCIPLES.md +1 -1
- package/docs/working-in-the-brownfield.md +1 -1
- package/expansion-packs/Complete AI Agent System - Blank Templates & Google Cloud Setup/README.md +14 -14
- package/expansion-packs/bmad-2d-phaser-game-dev/data/bmad-kb.md +4 -0
- package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +5 -3
- package/expansion-packs/bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md +1 -0
- package/expansion-packs/bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md +18 -0
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-architect-checklist.md +5 -0
- package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md +8 -0
- package/expansion-packs/bmad-2d-unity-game-dev/data/bmad-kb.md +7 -0
- package/expansion-packs/bmad-2d-unity-game-dev/data/development-guidelines.md +4 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/advanced-elicitation.md +1 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/correct-course-game.md +10 -0
- package/expansion-packs/bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md +18 -0
- package/expansion-packs/bmad-infrastructure-devops/data/bmad-kb.md +3 -0
- package/expansion-packs/bmad-infrastructure-devops/tasks/review-infrastructure.md +1 -0
- package/expansion-packs/bmad-infrastructure-devops/tasks/validate-infrastructure.md +1 -0
- package/package.json +1 -1
- package/tools/installer/bin/bmad.js +58 -0
- package/tools/installer/config/install.config.yaml +1 -1
- package/tools/installer/lib/ide-setup.js +1 -1
- package/tools/installer/package.json +3 -2
- package/tools/upgraders/v3-to-v4-upgrader.js +1 -1
- package/bmad-core/bmad-core/user-guide.md +0 -0
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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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- Game-specific concerns for AI implementation
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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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[[LLM: Code quality matters for maintainability. Check Unity-specific patterns and C# standards]]
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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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- [ ] All required integration tests (if applicable) 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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[[LLM: Build issues block everyone. Ensure Unity project builds for all target platforms]]
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- [ ] Unity project builds successfully without errors.
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- [ ] Project builds for all target platforms (desktop/mobile as specified).
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- [ ] Any new Unity packages or Asset Store items were pre-approved OR approved by user.
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7. **Game-Specific Quality:**
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[[LLM: Game quality matters. Check performance, game feel, and player experience]]
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- [ ] Frame rate meets target (30/60 FPS) on all platforms.
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- [ ] Memory usage within acceptable limits.
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- [ ] Game feel and responsiveness meet design requirements.
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8. **Documentation (If Applicable):**
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- [ ] Code documentation (XML comments) for public APIs complete.
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- [ ] Unity component documentation in Inspector updated.
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- [ ] User-facing documentation updated, if changes impact players.
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**Prerequisites**: Game planning documents must exist in `docs/` folder of Unity project
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1. **Document Sharding** (CRITICAL STEP for Game Development):
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- Documents created by Game Designer/Architect (in Web or IDE) MUST be sharded for development
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- Use core BMad agents or tools to shard:
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a) **Manual**: Use core BMad `shard-doc` task if available
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3. **Game Development Cycle** (Sequential, one game story at a time):
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**CRITICAL CONTEXT MANAGEMENT for Unity Development**:
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- **Context windows matter!** Always use fresh, clean context windows
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- **Model selection matters!** Use most powerful thinking model for Game SM story creation
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- **ALWAYS start new chat between Game SM, Game Dev, and QA work**
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**Step 1 - Game Story Creation**:
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- **NEW CLEAN CHAT** → Select powerful model → `/bmad2du/game-sm` → `*draft`
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- Game SM executes create-game-story task using `game-story-tmpl`
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- Review generated story in `docs/game-stories/`
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- Update status from "Draft" to "Approved"
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**Step 2 - Unity Game Story Implementation**:
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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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**A. Change Summary:**
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**C. Specific Proposed Edits:**
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- For technical specs: "Update Unity Architecture Section X: [changes]"
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**D. Implementation Considerations:**
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- **Based on change scope:**
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## Output Deliverables
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- **Primary:** "Game Development Change Proposal" document containing:
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@@ -9,6 +9,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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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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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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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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 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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+
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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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@@ -92,6 +100,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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2. **Player Archetype Brainstorming**
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[[LLM: Design for different player types and motivations.]]
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+
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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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@@ -100,6 +109,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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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@@ -109,6 +119,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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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+
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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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@@ -116,6 +127,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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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@@ -123,6 +135,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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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@@ -139,6 +153,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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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
|
|
@@ -247,14 +247,17 @@ A comprehensive 16-section checklist covering:
|
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### Common Issues
|
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1. **Infrastructure Drift**
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- Solution: Implement drift detection in IaC pipelines
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- Prevention: Restrict manual changes, enforce GitOps
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2. **Cost Overruns**
|
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- Solution: Implement cost monitoring and alerts
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- Prevention: Resource tagging, budget limits
|
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3. **Performance Problems**
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- Solution: Review monitoring data, scale resources
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- Prevention: Load testing, capacity planning
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@@ -32,6 +32,7 @@ To conduct a thorough review of existing infrastructure to identify improvement
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### 3. Conduct Systematic Review
|
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|
- **If "Incremental Mode" was selected:**
|
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+
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35
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|
- For each section of the infrastructure checklist:
|
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|
- **a. Present Section Focus:** Explain what aspects of infrastructure this section reviews
|
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|
- **b. Work Through Items:** Examine each checklist item against current infrastructure
|
|
@@ -55,6 +55,7 @@ To comprehensively validate platform infrastructure changes against security, re
|
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|
### 4. Execute Comprehensive Platform Validation Process
|
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- **If "Incremental Mode" was selected:**
|
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+
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- For each section of the infrastructure checklist (Sections 1-16):
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- **a. Present Section Purpose:** Explain what this section validates and why it's important for platform operations
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- **b. Work Through Items:** Present each checklist item, guide the user through validation, and document compliance or gaps
|
package/package.json
CHANGED
|
@@ -6,13 +6,17 @@ const fs = require('fs').promises;
|
|
|
6
6
|
const yaml = require('js-yaml');
|
|
7
7
|
const chalk = require('chalk');
|
|
8
8
|
const inquirer = require('inquirer');
|
|
9
|
+
const semver = require('semver');
|
|
10
|
+
const https = require('https');
|
|
9
11
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|
// Handle both execution contexts (from root via npx or from installer directory)
|
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11
13
|
let version;
|
|
12
14
|
let installer;
|
|
15
|
+
let packageName;
|
|
13
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|
try {
|
|
14
17
|
// Try installer context first (when run from tools/installer/)
|
|
15
18
|
version = require('../package.json').version;
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|
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|
+
packageName = require('../package.json').name;
|
|
16
20
|
installer = require('../lib/installer');
|
|
17
21
|
} catch (e) {
|
|
18
22
|
// Fall back to root context (when run via npx from GitHub)
|
|
@@ -86,6 +90,60 @@ program
|
|
|
86
90
|
}
|
|
87
91
|
});
|
|
88
92
|
|
|
93
|
+
// Command to check if updates are available
|
|
94
|
+
program
|
|
95
|
+
.command('update-check')
|
|
96
|
+
.description('Check for BMad Update')
|
|
97
|
+
.action(async () => {
|
|
98
|
+
console.log('Checking for updates...');
|
|
99
|
+
|
|
100
|
+
// Make HTTP request to npm registry for latest version info
|
|
101
|
+
const req = https.get(`https://registry.npmjs.org/${packageName}/latest`, res => {
|
|
102
|
+
// Check for HTTP errors (non-200 status codes)
|
|
103
|
+
if (res.statusCode !== 200) {
|
|
104
|
+
console.error(chalk.red(`Update check failed: Received status code ${res.statusCode}`));
|
|
105
|
+
return;
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
// Accumulate response data chunks
|
|
109
|
+
let data = '';
|
|
110
|
+
res.on('data', chunk => data += chunk);
|
|
111
|
+
|
|
112
|
+
// Process complete response
|
|
113
|
+
res.on('end', () => {
|
|
114
|
+
try {
|
|
115
|
+
// Parse npm registry response and extract version
|
|
116
|
+
const latest = JSON.parse(data).version;
|
|
117
|
+
|
|
118
|
+
// Compare versions using semver
|
|
119
|
+
if (semver.gt(latest, version)) {
|
|
120
|
+
console.log(chalk.bold.blue(`⚠️ ${packageName} update available: ${version} → ${latest}`));
|
|
121
|
+
console.log(chalk.bold.blue('\nInstall latest by running:'));
|
|
122
|
+
console.log(chalk.bold.magenta(` npm install ${packageName}@latest`));
|
|
123
|
+
console.log(chalk.dim(' or'));
|
|
124
|
+
console.log(chalk.bold.magenta(` npx ${packageName}@latest`));
|
|
125
|
+
} else {
|
|
126
|
+
console.log(chalk.bold.blue(`✨ ${packageName} is up to date`));
|
|
127
|
+
}
|
|
128
|
+
} catch (error) {
|
|
129
|
+
// Handle JSON parsing errors
|
|
130
|
+
console.error(chalk.red('Failed to parse npm registry data:'), error.message);
|
|
131
|
+
}
|
|
132
|
+
});
|
|
133
|
+
});
|
|
134
|
+
|
|
135
|
+
// Handle network/connection errors
|
|
136
|
+
req.on('error', error => {
|
|
137
|
+
console.error(chalk.red('Update check failed:'), error.message);
|
|
138
|
+
});
|
|
139
|
+
|
|
140
|
+
// Set 30 second timeout to prevent hanging
|
|
141
|
+
req.setTimeout(30000, () => {
|
|
142
|
+
req.destroy();
|
|
143
|
+
console.error(chalk.red('Update check timed out'));
|
|
144
|
+
});
|
|
145
|
+
});
|
|
146
|
+
|
|
89
147
|
program
|
|
90
148
|
.command('list:expansions')
|
|
91
149
|
.description('List available expansion packs')
|
|
@@ -68,7 +68,7 @@ class IdeSetup extends BaseIdeSetup {
|
|
|
68
68
|
}
|
|
69
69
|
|
|
70
70
|
async setupCursor(installDir, selectedAgent) {
|
|
71
|
-
const cursorRulesDir = path.join(installDir, ".cursor", "rules");
|
|
71
|
+
const cursorRulesDir = path.join(installDir, ".cursor", "rules", "bmad");
|
|
72
72
|
const agents = selectedAgent ? [selectedAgent] : await this.getAllAgentIds(installDir);
|
|
73
73
|
|
|
74
74
|
await fileManager.ensureDirectory(cursorRulesDir);
|