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.
Files changed (51) hide show
  1. package/.github/workflows/release.yaml +1 -0
  2. package/.releaserc.json +11 -8
  3. package/bmad-core/agents/analyst.md +1 -1
  4. package/bmad-core/agents/architect.md +3 -2
  5. package/bmad-core/agents/bmad-master.md +1 -0
  6. package/bmad-core/agents/bmad-orchestrator.md +10 -9
  7. package/bmad-core/agents/dev.md +10 -9
  8. package/bmad-core/agents/po.md +1 -1
  9. package/bmad-core/agents/qa.md +1 -1
  10. package/bmad-core/agents/sm.md +1 -1
  11. package/bmad-core/agents/ux-expert.md +1 -1
  12. package/bmad-core/checklists/architect-checklist.md +5 -0
  13. package/bmad-core/checklists/pm-checklist.md +5 -0
  14. package/bmad-core/checklists/po-master-checklist.md +9 -0
  15. package/bmad-core/checklists/story-dod-checklist.md +7 -0
  16. package/bmad-core/checklists/story-draft-checklist.md +3 -0
  17. package/bmad-core/data/bmad-kb.md +2 -5
  18. package/bmad-core/data/elicitation-methods.md +0 -20
  19. package/bmad-core/tasks/create-brownfield-story.md +3 -11
  20. package/bmad-core/tasks/create-deep-research-prompt.md +11 -0
  21. package/bmad-core/tasks/document-project.md +13 -15
  22. package/bmad-core/tasks/facilitate-brainstorming-session.md +1 -1
  23. package/bmad-core/tasks/index-docs.md +6 -0
  24. package/bmad-core/tasks/kb-mode-interaction.md +3 -3
  25. package/bmad-core/tasks/review-story.md +1 -10
  26. package/bmad-core/tasks/shard-doc.md +2 -0
  27. package/common/tasks/execute-checklist.md +7 -0
  28. package/docs/GUIDING-PRINCIPLES.md +1 -1
  29. package/docs/working-in-the-brownfield.md +1 -1
  30. package/expansion-packs/Complete AI Agent System - Blank Templates & Google Cloud Setup/README.md +14 -14
  31. package/expansion-packs/bmad-2d-phaser-game-dev/data/bmad-kb.md +4 -0
  32. package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +5 -3
  33. package/expansion-packs/bmad-2d-phaser-game-dev/tasks/advanced-elicitation.md +1 -0
  34. package/expansion-packs/bmad-2d-phaser-game-dev/tasks/game-design-brainstorming.md +18 -0
  35. package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-architect-checklist.md +5 -0
  36. package/expansion-packs/bmad-2d-unity-game-dev/checklists/game-story-dod-checklist.md +8 -0
  37. package/expansion-packs/bmad-2d-unity-game-dev/data/bmad-kb.md +7 -0
  38. package/expansion-packs/bmad-2d-unity-game-dev/data/development-guidelines.md +4 -0
  39. package/expansion-packs/bmad-2d-unity-game-dev/tasks/advanced-elicitation.md +1 -0
  40. package/expansion-packs/bmad-2d-unity-game-dev/tasks/correct-course-game.md +10 -0
  41. package/expansion-packs/bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md +18 -0
  42. package/expansion-packs/bmad-infrastructure-devops/data/bmad-kb.md +3 -0
  43. package/expansion-packs/bmad-infrastructure-devops/tasks/review-infrastructure.md +1 -0
  44. package/expansion-packs/bmad-infrastructure-devops/tasks/validate-infrastructure.md +1 -0
  45. package/package.json +1 -1
  46. package/tools/installer/bin/bmad.js +58 -0
  47. package/tools/installer/config/install.config.yaml +1 -1
  48. package/tools/installer/lib/ide-setup.js +1 -1
  49. package/tools/installer/package.json +3 -2
  50. package/tools/upgraders/v3-to-v4-upgrader.js +1 -1
  51. package/bmad-core/bmad-core/user-guide.md +0 -0
@@ -9,6 +9,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
9
9
  [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
10
10
 
11
11
  1. **Establish Game Context**
12
+
12
13
  - Understand the game genre or opportunity area
13
14
  - Identify target audience and platform constraints
14
15
  - Determine session goals (concept exploration vs. mechanic refinement)
@@ -26,6 +27,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
26
27
 
27
28
  1. **"What If" Game Scenarios**
28
29
  [[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
30
+
29
31
  - What if players could rewind time in any genre?
30
32
  - What if the game world reacted to the player's real-world location?
31
33
  - What if failure was more rewarding than success?
@@ -34,6 +36,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
34
36
 
35
37
  2. **Cross-Genre Fusion**
36
38
  [[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
39
+
37
40
  - "How might [genre A] mechanics work in [genre B]?"
38
41
  - Puzzle mechanics in action games
39
42
  - Dating sim elements in strategy games
@@ -42,6 +45,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
42
45
 
43
46
  3. **Player Motivation Reversal**
44
47
  [[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
48
+
45
49
  - What if losing was the goal?
46
50
  - What if cooperation was forced in competitive games?
47
51
  - What if players had to help their enemies?
@@ -58,6 +62,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
58
62
 
59
63
  1. **SCAMPER for Game Mechanics**
60
64
  [[LLM: Guide through each SCAMPER prompt specifically for game design.]]
65
+
61
66
  - **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
62
67
  - **C** = Combine: What systems can be merged? (inventory + character growth)
63
68
  - **A** = Adapt: What mechanics from other media? (books, movies, sports)
@@ -68,6 +73,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
68
73
 
69
74
  2. **Player Agency Spectrum**
70
75
  [[LLM: Explore different levels of player control and agency across game systems.]]
76
+
71
77
  - Full Control: Direct character movement, combat, building
72
78
  - Indirect Control: Setting rules, giving commands, environmental changes
73
79
  - Influence Only: Suggestions, preferences, emotional reactions
@@ -75,6 +81,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
75
81
 
76
82
  3. **Temporal Game Design**
77
83
  [[LLM: Explore how time affects gameplay and player experience.]]
84
+
78
85
  - Real-time vs. turn-based mechanics
79
86
  - Time travel and manipulation
80
87
  - Persistent vs. session-based progress
@@ -85,6 +92,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
85
92
 
86
93
  1. **Emotion-First Design**
87
94
  [[LLM: Start with target emotions and work backward to mechanics that create them.]]
95
+
88
96
  - Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
89
97
  - Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
90
98
  - Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
@@ -92,6 +100,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
92
100
 
93
101
  2. **Player Archetype Brainstorming**
94
102
  [[LLM: Design for different player types and motivations.]]
103
+
95
104
  - Achievers: Progression, completion, mastery
96
105
  - Explorers: Discovery, secrets, world-building
97
106
  - Socializers: Interaction, cooperation, community
@@ -100,6 +109,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
100
109
 
101
110
  3. **Accessibility-First Innovation**
102
111
  [[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
112
+
103
113
  - Visual impairment considerations leading to audio-focused mechanics
104
114
  - Motor accessibility inspiring one-handed or simplified controls
105
115
  - Cognitive accessibility driving clear feedback and pacing
@@ -109,6 +119,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
109
119
 
110
120
  1. **Environmental Storytelling**
111
121
  [[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
122
+
112
123
  - How does the environment show history?
113
124
  - What do interactive objects reveal about characters?
114
125
  - How can level design communicate mood?
@@ -116,6 +127,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
116
127
 
117
128
  2. **Player-Generated Narrative**
118
129
  [[LLM: Explore ways players create their own stories through gameplay.]]
130
+
119
131
  - Emergent storytelling through player choices
120
132
  - Procedural narrative generation
121
133
  - Player-to-player story sharing
@@ -123,6 +135,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
123
135
 
124
136
  3. **Genre Expectation Subversion**
125
137
  [[LLM: Identify and deliberately subvert player expectations within genres.]]
138
+
126
139
  - Fantasy RPG where magic is mundane
127
140
  - Horror game where monsters are friendly
128
141
  - Racing game where going slow is optimal
@@ -132,6 +145,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
132
145
 
133
146
  1. **Platform-Specific Design**
134
147
  [[LLM: Generate ideas that leverage unique platform capabilities.]]
148
+
135
149
  - Mobile: GPS, accelerometer, camera, always-connected
136
150
  - Web: URLs, tabs, social sharing, real-time collaboration
137
151
  - Console: Controllers, TV viewing, couch co-op
@@ -139,6 +153,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
139
153
 
140
154
  2. **Constraint-Based Creativity**
141
155
  [[LLM: Use technical or design constraints as creative catalysts.]]
156
+
142
157
  - One-button games
143
158
  - Games without graphics
144
159
  - Games that play in notification bars
@@ -184,16 +199,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
184
199
  [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
185
200
 
186
201
  1. **Inspiration Phase** (10-15 min)
202
+
187
203
  - Reference existing games and mechanics
188
204
  - Explore player experiences and emotions
189
205
  - Gather visual and thematic inspiration
190
206
 
191
207
  2. **Divergent Exploration** (25-35 min)
208
+
192
209
  - Generate many game concepts or mechanics
193
210
  - Use expansion and fusion techniques
194
211
  - Encourage wild and impossible ideas
195
212
 
196
213
  3. **Player-Centered Filtering** (15-20 min)
214
+
197
215
  - Consider target audience reactions
198
216
  - Evaluate emotional impact and engagement
199
217
  - Group ideas by player experience goals
@@ -355,29 +355,34 @@ Ask the user if they want to work through the checklist:
355
355
  Generate a comprehensive validation report that includes:
356
356
 
357
357
  1. Executive Summary
358
+
358
359
  - Overall game architecture readiness (High/Medium/Low)
359
360
  - Critical risks for game development
360
361
  - Key strengths of the game architecture
361
362
  - Unity-specific assessment
362
363
 
363
364
  2. Game Systems Analysis
365
+
364
366
  - Pass rate for each major system section
365
367
  - Most concerning gaps in game architecture
366
368
  - Systems requiring immediate attention
367
369
  - Unity integration completeness
368
370
 
369
371
  3. Performance Risk Assessment
372
+
370
373
  - Top 5 performance risks for the game
371
374
  - Mobile platform specific concerns
372
375
  - Frame rate stability risks
373
376
  - Memory usage concerns
374
377
 
375
378
  4. Implementation Recommendations
379
+
376
380
  - Must-fix items before development
377
381
  - Unity-specific improvements needed
378
382
  - Game development workflow enhancements
379
383
 
380
384
  5. AI Agent Implementation Readiness
385
+
381
386
  - Game-specific concerns for AI implementation
382
387
  - Unity component complexity assessment
383
388
  - Areas needing additional clarification
@@ -25,6 +25,7 @@ The goal is quality delivery, not just checking boxes.]]
25
25
  1. **Requirements Met:**
26
26
 
27
27
  [[LLM: Be specific - list each requirement and whether it's complete. Include game-specific requirements from GDD]]
28
+
28
29
  - [ ] All functional requirements specified in the story are implemented.
29
30
  - [ ] All acceptance criteria defined in the story are met.
30
31
  - [ ] Game Design Document (GDD) requirements referenced in the story are implemented.
@@ -33,6 +34,7 @@ The goal is quality delivery, not just checking boxes.]]
33
34
  2. **Coding Standards & Project Structure:**
34
35
 
35
36
  [[LLM: Code quality matters for maintainability. Check Unity-specific patterns and C# standards]]
37
+
36
38
  - [ ] All new/modified code strictly adheres to `Operational Guidelines`.
37
39
  - [ ] All new/modified code aligns with `Project Structure` (Scripts/, Prefabs/, Scenes/, etc.).
38
40
  - [ ] Adherence to `Tech Stack` for Unity version and packages used.
@@ -46,6 +48,7 @@ The goal is quality delivery, not just checking boxes.]]
46
48
  3. **Testing:**
47
49
 
48
50
  [[LLM: Testing proves your code works. Include Unity-specific testing with NUnit and manual testing]]
51
+
49
52
  - [ ] All required unit tests (NUnit) as per the story and testing strategy are implemented.
50
53
  - [ ] All required integration tests (if applicable) are implemented.
51
54
  - [ ] Manual testing performed in Unity Editor for all game functionality.
@@ -57,6 +60,7 @@ The goal is quality delivery, not just checking boxes.]]
57
60
  4. **Functionality & Verification:**
58
61
 
59
62
  [[LLM: Did you actually run and test your code in Unity? Be specific about game mechanics tested]]
63
+
60
64
  - [ ] Functionality has been manually verified in Unity Editor and play mode.
61
65
  - [ ] Game mechanics work as specified in the GDD.
62
66
  - [ ] Player controls and input handling work correctly.
@@ -69,6 +73,7 @@ The goal is quality delivery, not just checking boxes.]]
69
73
  5. **Story Administration:**
70
74
 
71
75
  [[LLM: Documentation helps the next developer. Include Unity-specific implementation notes]]
76
+
72
77
  - [ ] All tasks within the story file are marked as complete.
73
78
  - [ ] Any clarifications or decisions made during development are documented.
74
79
  - [ ] Unity-specific implementation details documented (scene changes, prefab modifications).
@@ -78,6 +83,7 @@ The goal is quality delivery, not just checking boxes.]]
78
83
  6. **Dependencies, Build & Configuration:**
79
84
 
80
85
  [[LLM: Build issues block everyone. Ensure Unity project builds for all target platforms]]
86
+
81
87
  - [ ] Unity project builds successfully without errors.
82
88
  - [ ] Project builds for all target platforms (desktop/mobile as specified).
83
89
  - [ ] Any new Unity packages or Asset Store items were pre-approved OR approved by user.
@@ -89,6 +95,7 @@ The goal is quality delivery, not just checking boxes.]]
89
95
  7. **Game-Specific Quality:**
90
96
 
91
97
  [[LLM: Game quality matters. Check performance, game feel, and player experience]]
98
+
92
99
  - [ ] Frame rate meets target (30/60 FPS) on all platforms.
93
100
  - [ ] Memory usage within acceptable limits.
94
101
  - [ ] Game feel and responsiveness meet design requirements.
@@ -100,6 +107,7 @@ The goal is quality delivery, not just checking boxes.]]
100
107
  8. **Documentation (If Applicable):**
101
108
 
102
109
  [[LLM: Good documentation prevents future confusion. Include Unity-specific docs]]
110
+
103
111
  - [ ] Code documentation (XML comments) for public APIs complete.
104
112
  - [ ] Unity component documentation in Inspector updated.
105
113
  - [ ] User-facing documentation updated, if changes impact players.
@@ -270,6 +270,7 @@ that can handle [specific game requirements] with stable performance."
270
270
  **Prerequisites**: Game planning documents must exist in `docs/` folder of Unity project
271
271
 
272
272
  1. **Document Sharding** (CRITICAL STEP for Game Development):
273
+
273
274
  - Documents created by Game Designer/Architect (in Web or IDE) MUST be sharded for development
274
275
  - Use core BMad agents or tools to shard:
275
276
  a) **Manual**: Use core BMad `shard-doc` task if available
@@ -292,17 +293,20 @@ Resulting Unity Project Folder Structure:
292
293
  3. **Game Development Cycle** (Sequential, one game story at a time):
293
294
 
294
295
  **CRITICAL CONTEXT MANAGEMENT for Unity Development**:
296
+
295
297
  - **Context windows matter!** Always use fresh, clean context windows
296
298
  - **Model selection matters!** Use most powerful thinking model for Game SM story creation
297
299
  - **ALWAYS start new chat between Game SM, Game Dev, and QA work**
298
300
 
299
301
  **Step 1 - Game Story Creation**:
302
+
300
303
  - **NEW CLEAN CHAT** → Select powerful model → `/bmad2du/game-sm` → `*draft`
301
304
  - Game SM executes create-game-story task using `game-story-tmpl`
302
305
  - Review generated story in `docs/game-stories/`
303
306
  - Update status from "Draft" to "Approved"
304
307
 
305
308
  **Step 2 - Unity Game Story Implementation**:
309
+
306
310
  - **NEW CLEAN CHAT** → `/bmad2du/game-developer`
307
311
  - Agent asks which game story to implement
308
312
  - Include story file content to save game dev agent lookup time
@@ -311,6 +315,7 @@ Resulting Unity Project Folder Structure:
311
315
  - Game Dev marks story as "Review" when complete with all Unity tests passing
312
316
 
313
317
  **Step 3 - Game QA Review**:
318
+
314
319
  - **NEW CLEAN CHAT** → Use core `@qa` agent → execute review-story task
315
320
  - QA performs senior Unity developer code review
316
321
  - QA can refactor and improve Unity code directly
@@ -350,12 +355,14 @@ Since this expansion pack doesn't include specific brownfield templates, you'll
350
355
 
351
356
  1. **Upload Unity project to Web UI** (GitHub URL, files, or zip)
352
357
  2. **Create adapted Game Design Document**: `/bmad2du/game-designer` - Modify `game-design-doc-tmpl` to include:
358
+
353
359
  - Analysis of existing game systems
354
360
  - Integration points for new features
355
361
  - Compatibility requirements
356
362
  - Risk assessment for changes
357
363
 
358
364
  3. **Game Architecture Planning**:
365
+
359
366
  - Use `/bmad2du/game-architect` with `game-architecture-tmpl`
360
367
  - Focus on how new features integrate with existing Unity systems
361
368
  - Plan for gradual rollout and testing
@@ -531,21 +531,25 @@ Assets/
531
531
  ### Story Implementation Process
532
532
 
533
533
  1. **Read Story Requirements:**
534
+
534
535
  - Understand acceptance criteria
535
536
  - Identify technical requirements
536
537
  - Review performance constraints
537
538
 
538
539
  2. **Plan Implementation:**
540
+
539
541
  - Identify files to create/modify
540
542
  - Consider Unity's component-based architecture
541
543
  - Plan testing approach
542
544
 
543
545
  3. **Implement Feature:**
546
+
544
547
  - Write clean C# code following all guidelines
545
548
  - Use established patterns
546
549
  - Maintain stable FPS performance
547
550
 
548
551
  4. **Test Implementation:**
552
+
549
553
  - Write edit mode tests for game logic
550
554
  - Write play mode tests for integration testing
551
555
  - Test cross-platform functionality
@@ -18,6 +18,7 @@
18
18
  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.")
19
19
 
20
20
  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:
21
+
21
22
  - The entire section as a whole
22
23
  - Individual game elements within the section (specify which element when selecting an action)
23
24
 
@@ -14,6 +14,7 @@
14
14
  ### 1. Initial Setup & Mode Selection
15
15
 
16
16
  - **Acknowledge Task & Inputs:**
17
+
17
18
  - Confirm with the user that the "Game Development Correct Course Task" is being initiated.
18
19
  - Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
19
20
  - Confirm access to relevant game artifacts:
@@ -34,6 +35,7 @@
34
35
  ### 2. Execute Game Development Checklist Analysis
35
36
 
36
37
  - Systematically work through the game-change-checklist sections:
38
+
37
39
  1. **Change Context & Game Impact**
38
40
  2. **Feature/System Impact Analysis**
39
41
  3. **Technical Artifact Conflict Resolution**
@@ -58,6 +60,7 @@
58
60
  Based on the analysis and agreed path forward:
59
61
 
60
62
  - **Identify affected game artifacts requiring updates:**
63
+
61
64
  - GDD sections (mechanics, systems, progression)
62
65
  - Technical specifications (architecture, performance targets)
63
66
  - Unity-specific configurations (build settings, quality settings)
@@ -66,6 +69,7 @@ Based on the analysis and agreed path forward:
66
69
  - Platform-specific adaptations
67
70
 
68
71
  - **Draft explicit changes for each artifact:**
72
+
69
73
  - **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
70
74
  - **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
71
75
  - **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
@@ -85,12 +89,14 @@ Based on the analysis and agreed path forward:
85
89
  - Create a comprehensive proposal document containing:
86
90
 
87
91
  **A. Change Summary:**
92
+
88
93
  - Original issue (performance, gameplay, technical constraint)
89
94
  - Game systems affected
90
95
  - Platform/performance implications
91
96
  - Chosen solution approach
92
97
 
93
98
  **B. Technical Impact Analysis:**
99
+
94
100
  - Unity architecture changes needed
95
101
  - Performance implications (with metrics)
96
102
  - Platform compatibility effects
@@ -98,12 +104,14 @@ Based on the analysis and agreed path forward:
98
104
  - Third-party dependency impacts
99
105
 
100
106
  **C. Specific Proposed Edits:**
107
+
101
108
  - For each game story: "Change Story GS-X.Y from: [old] To: [new]"
102
109
  - For technical specs: "Update Unity Architecture Section X: [changes]"
103
110
  - For GDD: "Modify [Feature] in Section Y: [updates]"
104
111
  - For configurations: "Change [Setting] from [old_value] to [new_value]"
105
112
 
106
113
  **D. Implementation Considerations:**
114
+
107
115
  - Required Unity version updates
108
116
  - Asset reimport needs
109
117
  - Shader recompilation requirements
@@ -115,6 +123,7 @@ Based on the analysis and agreed path forward:
115
123
  - Provide the finalized document to the user
116
124
 
117
125
  - **Based on change scope:**
126
+
118
127
  - **Minor adjustments (can be handled in current sprint):**
119
128
  - Confirm task completion
120
129
  - Suggest handoff to game-dev agent for implementation
@@ -128,6 +137,7 @@ Based on the analysis and agreed path forward:
128
137
  ## Output Deliverables
129
138
 
130
139
  - **Primary:** "Game Development Change Proposal" document containing:
140
+
131
141
  - Game-specific change analysis
132
142
  - Technical impact assessment with Unity context
133
143
  - Platform and performance considerations
@@ -9,6 +9,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
9
9
  [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
10
10
 
11
11
  1. **Establish Game Context**
12
+
12
13
  - Understand the game genre or opportunity area
13
14
  - Identify target audience and platform constraints
14
15
  - Determine session goals (concept exploration vs. mechanic refinement)
@@ -26,6 +27,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
26
27
 
27
28
  1. **"What If" Game Scenarios**
28
29
  [[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
30
+
29
31
  - What if players could rewind time in any genre?
30
32
  - What if the game world reacted to the player's real-world location?
31
33
  - What if failure was more rewarding than success?
@@ -34,6 +36,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
34
36
 
35
37
  2. **Cross-Genre Fusion**
36
38
  [[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
39
+
37
40
  - "How might [genre A] mechanics work in [genre B]?"
38
41
  - Puzzle mechanics in action games
39
42
  - Dating sim elements in strategy games
@@ -42,6 +45,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
42
45
 
43
46
  3. **Player Motivation Reversal**
44
47
  [[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
48
+
45
49
  - What if losing was the goal?
46
50
  - What if cooperation was forced in competitive games?
47
51
  - What if players had to help their enemies?
@@ -58,6 +62,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
58
62
 
59
63
  1. **SCAMPER for Game Mechanics**
60
64
  [[LLM: Guide through each SCAMPER prompt specifically for game design.]]
65
+
61
66
  - **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
62
67
  - **C** = Combine: What systems can be merged? (inventory + character growth)
63
68
  - **A** = Adapt: What mechanics from other media? (books, movies, sports)
@@ -68,6 +73,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
68
73
 
69
74
  2. **Player Agency Spectrum**
70
75
  [[LLM: Explore different levels of player control and agency across game systems.]]
76
+
71
77
  - Full Control: Direct character movement, combat, building
72
78
  - Indirect Control: Setting rules, giving commands, environmental changes
73
79
  - Influence Only: Suggestions, preferences, emotional reactions
@@ -75,6 +81,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
75
81
 
76
82
  3. **Temporal Game Design**
77
83
  [[LLM: Explore how time affects gameplay and player experience.]]
84
+
78
85
  - Real-time vs. turn-based mechanics
79
86
  - Time travel and manipulation
80
87
  - Persistent vs. session-based progress
@@ -85,6 +92,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
85
92
 
86
93
  1. **Emotion-First Design**
87
94
  [[LLM: Start with target emotions and work backward to mechanics that create them.]]
95
+
88
96
  - Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
89
97
  - Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
90
98
  - Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
@@ -92,6 +100,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
92
100
 
93
101
  2. **Player Archetype Brainstorming**
94
102
  [[LLM: Design for different player types and motivations.]]
103
+
95
104
  - Achievers: Progression, completion, mastery
96
105
  - Explorers: Discovery, secrets, world-building
97
106
  - Socializers: Interaction, cooperation, community
@@ -100,6 +109,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
100
109
 
101
110
  3. **Accessibility-First Innovation**
102
111
  [[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
112
+
103
113
  - Visual impairment considerations leading to audio-focused mechanics
104
114
  - Motor accessibility inspiring one-handed or simplified controls
105
115
  - Cognitive accessibility driving clear feedback and pacing
@@ -109,6 +119,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
109
119
 
110
120
  1. **Environmental Storytelling**
111
121
  [[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
122
+
112
123
  - How does the environment show history?
113
124
  - What do interactive objects reveal about characters?
114
125
  - How can level design communicate mood?
@@ -116,6 +127,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
116
127
 
117
128
  2. **Player-Generated Narrative**
118
129
  [[LLM: Explore ways players create their own stories through gameplay.]]
130
+
119
131
  - Emergent storytelling through player choices
120
132
  - Procedural narrative generation
121
133
  - Player-to-player story sharing
@@ -123,6 +135,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
123
135
 
124
136
  3. **Genre Expectation Subversion**
125
137
  [[LLM: Identify and deliberately subvert player expectations within genres.]]
138
+
126
139
  - Fantasy RPG where magic is mundane
127
140
  - Horror game where monsters are friendly
128
141
  - Racing game where going slow is optimal
@@ -132,6 +145,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
132
145
 
133
146
  1. **Platform-Specific Design**
134
147
  [[LLM: Generate ideas that leverage unique platform capabilities.]]
148
+
135
149
  - Mobile: GPS, accelerometer, camera, always-connected
136
150
  - Web: URLs, tabs, social sharing, real-time collaboration
137
151
  - Console: Controllers, TV viewing, couch co-op
@@ -139,6 +153,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
139
153
 
140
154
  2. **Constraint-Based Creativity**
141
155
  [[LLM: Use technical or design constraints as creative catalysts.]]
156
+
142
157
  - One-button games
143
158
  - Games without graphics
144
159
  - Games that play in notification bars
@@ -184,16 +199,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
184
199
  [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
185
200
 
186
201
  1. **Inspiration Phase** (10-15 min)
202
+
187
203
  - Reference existing games and mechanics
188
204
  - Explore player experiences and emotions
189
205
  - Gather visual and thematic inspiration
190
206
 
191
207
  2. **Divergent Exploration** (25-35 min)
208
+
192
209
  - Generate many game concepts or mechanics
193
210
  - Use expansion and fusion techniques
194
211
  - Encourage wild and impossible ideas
195
212
 
196
213
  3. **Player-Centered Filtering** (15-20 min)
214
+
197
215
  - Consider target audience reactions
198
216
  - Evaluate emotional impact and engagement
199
217
  - Group ideas by player experience goals
@@ -247,14 +247,17 @@ A comprehensive 16-section checklist covering:
247
247
  ### Common Issues
248
248
 
249
249
  1. **Infrastructure Drift**
250
+
250
251
  - Solution: Implement drift detection in IaC pipelines
251
252
  - Prevention: Restrict manual changes, enforce GitOps
252
253
 
253
254
  2. **Cost Overruns**
255
+
254
256
  - Solution: Implement cost monitoring and alerts
255
257
  - Prevention: Resource tagging, budget limits
256
258
 
257
259
  3. **Performance Problems**
260
+
258
261
  - Solution: Review monitoring data, scale resources
259
262
  - Prevention: Load testing, capacity planning
260
263
 
@@ -32,6 +32,7 @@ To conduct a thorough review of existing infrastructure to identify improvement
32
32
  ### 3. Conduct Systematic Review
33
33
 
34
34
  - **If "Incremental Mode" was selected:**
35
+
35
36
  - For each section of the infrastructure checklist:
36
37
  - **a. Present Section Focus:** Explain what aspects of infrastructure this section reviews
37
38
  - **b. Work Through Items:** Examine each checklist item against current infrastructure
@@ -55,6 +55,7 @@ To comprehensively validate platform infrastructure changes against security, re
55
55
  ### 4. Execute Comprehensive Platform Validation Process
56
56
 
57
57
  - **If "Incremental Mode" was selected:**
58
+
58
59
  - For each section of the infrastructure checklist (Sections 1-16):
59
60
  - **a. Present Section Purpose:** Explain what this section validates and why it's important for platform operations
60
61
  - **b. Work Through Items:** Present each checklist item, guide the user through validation, and document compliance or gaps
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "bmad-method",
3
- "version": "4.36.2",
3
+ "version": "4.37.0-beta.2",
4
4
  "description": "Breakthrough Method of Agile AI-driven Development",
5
5
  "main": "tools/cli.js",
6
6
  "bin": {
@@ -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
 
10
12
  // Handle both execution contexts (from root via npx or from installer directory)
11
13
  let version;
12
14
  let installer;
15
+ let packageName;
13
16
  try {
14
17
  // Try installer context first (when run from tools/installer/)
15
18
  version = require('../package.json').version;
19
+ 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')
@@ -11,7 +11,7 @@ installation-options:
11
11
  ide-configurations:
12
12
  cursor:
13
13
  name: Cursor
14
- rule-dir: .cursor/rules/
14
+ rule-dir: .cursor/rules/bmad/
15
15
  format: multi-file
16
16
  command-suffix: .mdc
17
17
  instructions: |
@@ -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);