bmad-method 4.37.0-beta.6 → 5.0.0-beta.1
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/promote-to-stable.yml +144 -0
- package/CHANGELOG.md +27 -2
- package/bmad-core/agents/analyst.md +1 -1
- package/bmad-core/agents/architect.md +2 -3
- package/bmad-core/agents/bmad-master.md +0 -1
- package/bmad-core/agents/bmad-orchestrator.md +9 -10
- package/bmad-core/agents/dev.md +9 -10
- package/bmad-core/agents/po.md +1 -1
- package/bmad-core/agents/qa.md +38 -19
- package/bmad-core/agents/sm.md +1 -1
- package/bmad-core/agents/ux-expert.md +1 -1
- 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 +5 -2
- package/bmad-core/data/elicitation-methods.md +20 -0
- package/bmad-core/data/test-levels-framework.md +146 -0
- package/bmad-core/data/test-priorities-matrix.md +172 -0
- package/bmad-core/tasks/create-brownfield-story.md +11 -3
- package/bmad-core/tasks/create-deep-research-prompt.md +0 -11
- package/bmad-core/tasks/document-project.md +15 -13
- package/bmad-core/tasks/facilitate-brainstorming-session.md +1 -1
- package/bmad-core/tasks/index-docs.md +0 -6
- package/bmad-core/tasks/kb-mode-interaction.md +3 -3
- package/bmad-core/tasks/nfr-assess.md +343 -0
- package/bmad-core/tasks/qa-gate.md +159 -0
- package/bmad-core/tasks/review-story.md +243 -74
- package/bmad-core/tasks/risk-profile.md +353 -0
- package/bmad-core/tasks/shard-doc.md +0 -2
- package/bmad-core/tasks/test-design.md +174 -0
- package/bmad-core/tasks/trace-requirements.md +264 -0
- package/bmad-core/templates/qa-gate-tmpl.yaml +102 -0
- package/common/tasks/execute-checklist.md +0 -7
- package/dist/agents/analyst.txt +20 -26
- package/dist/agents/architect.txt +14 -35
- package/dist/agents/bmad-master.txt +40 -70
- package/dist/agents/bmad-orchestrator.txt +28 -5
- package/dist/agents/dev.txt +0 -14
- package/dist/agents/pm.txt +0 -25
- package/dist/agents/po.txt +0 -18
- package/dist/agents/qa.txt +2079 -135
- package/dist/agents/sm.txt +0 -10
- package/dist/agents/ux-expert.txt +0 -7
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.txt +0 -37
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.txt +3 -12
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.txt +0 -7
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/teams/phaser-2d-nodejs-game-team.txt +44 -90
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-architect.txt +14 -49
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-designer.txt +0 -46
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +0 -15
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-sm.txt +0 -17
- package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +38 -142
- package/dist/expansion-packs/bmad-infrastructure-devops/agents/infra-devops-platform.txt +0 -2
- package/dist/teams/team-all.txt +2181 -261
- package/dist/teams/team-fullstack.txt +43 -57
- package/dist/teams/team-ide-minimal.txt +2064 -125
- package/dist/teams/team-no-ui.txt +43 -57
- package/docs/enhanced-ide-development-workflow.md +220 -15
- package/docs/user-guide.md +271 -18
- package/docs/working-in-the-brownfield.md +265 -32
- 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 +0 -4
- package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +3 -5
- 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/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/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 +1 -1
- package/tools/installer/bin/bmad.js +33 -32
- package/tools/installer/config/install.config.yaml +11 -1
- package/tools/installer/lib/file-manager.js +1 -1
- package/tools/installer/lib/ide-base-setup.js +1 -1
- package/tools/installer/lib/ide-setup.js +197 -83
- package/tools/installer/lib/installer.js +3 -3
- package/tools/installer/package.json +1 -1
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1. Apply selected technique according to data file description
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2. Keep engaging with technique until user indicates they want to:
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- Choose a different technique
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- Apply current ideas to a new technique
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- Move to convergent phase
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- End session
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Present these numbered options to the user:
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- Validate product hypotheses and market fit
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- Assess technical and business feasibility
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- Identify risks and mitigation strategies
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2. **Market Opportunity Research**
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- Analyze market size and growth potential
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- Evaluate timing and market readiness
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3. **User & Customer Research**
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- Deep dive into user personas and behaviors
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- Understand jobs-to-be-done and pain points
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- Map customer journeys and touchpoints
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- Analyze willingness to pay and value perception
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4. **Competitive Intelligence Research**
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- Detailed competitor analysis and positioning
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- Feature and capability comparisons
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- Business model and strategy analysis
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- Identify competitive advantages and gaps
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5. **Technology & Innovation Research**
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- Assess technology trends and possibilities
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- Analyze build vs. buy vs. partner options
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6. **Industry & Ecosystem Research**
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7. **Strategic Options Research**
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- Consider expansion and scaling paths
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8. **Risk & Feasibility Research**
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- Identify and assess various risk factors
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- Evaluate implementation challenges
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- Consider regulatory and legal implications
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9. **Custom Research Focus**
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- User-defined research objectives
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- Specialized domain investigation
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- Cross-functional research needs
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### 5. Review and Refinement
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1. **Present Complete Prompt**
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- Explain key elements and rationale
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- Highlight any assumptions made
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2. **Gather Feedback**
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- Are the objectives clear and correct?
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- Do the questions address all concerns?
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- Is the scope appropriate?
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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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### Change Log
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| [Date] | 1.0
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| [Date] | 1.0 | Initial brownfield analysis | [Analyst] |
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## Quick Reference - Key Files and Entry Points
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### Actual Tech Stack (from package.json/requirements.txt)
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| Framework | Express
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| Category | Technology | Version | Notes |
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| --------- | ---------- | ------- | -------------------------- |
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| Runtime | Node.js | 16.x | [Any constraints] |
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| Framework | Express | 4.18.2 | [Custom middleware?] |
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| Database | PostgreSQL | 13 | [Connection pooling setup] |
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### Data Models
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Instead of duplicating, reference actual model files:
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- **User Model**: See `src/models/User.js`
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- **Order Model**: See `src/models/Order.js`
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- **Related Types**: TypeScript definitions in `src/types/`
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### External Services
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| Stripe
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| Stripe | Payments | REST API | `src/integrations/stripe/` |
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| SendGrid | Emails | SDK | `src/services/emailService.js` |
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### Files That Will Need Modification
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### Phase 1: Game Concept and Design
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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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## Instructions
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### 1. Welcome and Guide
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2750
2741
|
- Evaluate content contribution to stated objectives
|
|
2751
2742
|
- Identify any misalignments or gaps
|
|
2752
2743
|
- Interpret alignment from specific role's perspective
|
|
@@ -2755,12 +2746,14 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2755
2746
|
## Risk and Challenge Methods
|
|
2756
2747
|
|
|
2757
2748
|
**Identify Potential Risks and Unforeseen Issues**
|
|
2749
|
+
|
|
2758
2750
|
- Brainstorm potential risks from role's expertise
|
|
2759
2751
|
- Identify overlooked edge cases or scenarios
|
|
2760
2752
|
- Anticipate unintended consequences
|
|
2761
2753
|
- Highlight implementation challenges
|
|
2762
2754
|
|
|
2763
2755
|
**Challenge from Critical Perspective**
|
|
2756
|
+
|
|
2764
2757
|
- Adopt critical stance on current content
|
|
2765
2758
|
- Play devil's advocate from specified viewpoint
|
|
2766
2759
|
- Argue against proposal highlighting weaknesses
|
|
@@ -2769,12 +2762,14 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2769
2762
|
## Creative Exploration Methods
|
|
2770
2763
|
|
|
2771
2764
|
**Tree of Thoughts Deep Dive**
|
|
2765
|
+
|
|
2772
2766
|
- Break problem into discrete "thoughts" or intermediate steps
|
|
2773
2767
|
- Explore multiple reasoning paths simultaneously
|
|
2774
2768
|
- Use self-evaluation to classify each path as "sure", "likely", or "impossible"
|
|
2775
2769
|
- Apply search algorithms (BFS/DFS) to find optimal solution paths
|
|
2776
2770
|
|
|
2777
2771
|
**Hindsight is 20/20: The 'If Only...' Reflection**
|
|
2772
|
+
|
|
2778
2773
|
- Imagine retrospective scenario based on current content
|
|
2779
2774
|
- Identify the one "if only we had known/done X..." insight
|
|
2780
2775
|
- Describe imagined consequences humorously or dramatically
|
|
@@ -2783,6 +2778,7 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2783
2778
|
## Multi-Persona Collaboration Methods
|
|
2784
2779
|
|
|
2785
2780
|
**Agile Team Perspective Shift**
|
|
2781
|
+
|
|
2786
2782
|
- Rotate through different Scrum team member viewpoints
|
|
2787
2783
|
- Product Owner: Focus on user value and business impact
|
|
2788
2784
|
- Scrum Master: Examine process flow and team dynamics
|
|
@@ -2790,12 +2786,14 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2790
2786
|
- QA: Identify testing scenarios and quality concerns
|
|
2791
2787
|
|
|
2792
2788
|
**Stakeholder Round Table**
|
|
2789
|
+
|
|
2793
2790
|
- Convene virtual meeting with multiple personas
|
|
2794
2791
|
- Each persona contributes unique perspective on content
|
|
2795
2792
|
- Identify conflicts and synergies between viewpoints
|
|
2796
2793
|
- Synthesize insights into actionable recommendations
|
|
2797
2794
|
|
|
2798
2795
|
**Meta-Prompting Analysis**
|
|
2796
|
+
|
|
2799
2797
|
- Step back to analyze the structure and logic of current approach
|
|
2800
2798
|
- Question the format and methodology being used
|
|
2801
2799
|
- Suggest alternative frameworks or mental models
|
|
@@ -2804,24 +2802,28 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2804
2802
|
## Advanced 2025 Techniques
|
|
2805
2803
|
|
|
2806
2804
|
**Self-Consistency Validation**
|
|
2805
|
+
|
|
2807
2806
|
- Generate multiple reasoning paths for same problem
|
|
2808
2807
|
- Compare consistency across different approaches
|
|
2809
2808
|
- Identify most reliable and robust solution
|
|
2810
2809
|
- Highlight areas where approaches diverge and why
|
|
2811
2810
|
|
|
2812
2811
|
**ReWOO (Reasoning Without Observation)**
|
|
2812
|
+
|
|
2813
2813
|
- Separate parametric reasoning from tool-based actions
|
|
2814
2814
|
- Create reasoning plan without external dependencies
|
|
2815
2815
|
- Identify what can be solved through pure reasoning
|
|
2816
2816
|
- Optimize for efficiency and reduced token usage
|
|
2817
2817
|
|
|
2818
2818
|
**Persona-Pattern Hybrid**
|
|
2819
|
+
|
|
2819
2820
|
- Combine specific role expertise with elicitation pattern
|
|
2820
2821
|
- Architect + Risk Analysis: Deep technical risk assessment
|
|
2821
2822
|
- UX Expert + User Journey: End-to-end experience critique
|
|
2822
2823
|
- PM + Stakeholder Analysis: Multi-perspective impact review
|
|
2823
2824
|
|
|
2824
2825
|
**Emergent Collaboration Discovery**
|
|
2826
|
+
|
|
2825
2827
|
- Allow multiple perspectives to naturally emerge
|
|
2826
2828
|
- Identify unexpected insights from persona interactions
|
|
2827
2829
|
- Explore novel combinations of viewpoints
|
|
@@ -2830,18 +2832,21 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2830
2832
|
## Game-Based Elicitation Methods
|
|
2831
2833
|
|
|
2832
2834
|
**Red Team vs Blue Team**
|
|
2835
|
+
|
|
2833
2836
|
- Red Team: Attack the proposal, find vulnerabilities
|
|
2834
2837
|
- Blue Team: Defend and strengthen the approach
|
|
2835
2838
|
- Competitive analysis reveals blind spots
|
|
2836
2839
|
- Results in more robust, battle-tested solutions
|
|
2837
2840
|
|
|
2838
2841
|
**Innovation Tournament**
|
|
2842
|
+
|
|
2839
2843
|
- Pit multiple alternative approaches against each other
|
|
2840
2844
|
- Score each approach across different criteria
|
|
2841
2845
|
- Crowd-source evaluation from different personas
|
|
2842
2846
|
- Identify winning combination of features
|
|
2843
2847
|
|
|
2844
2848
|
**Escape Room Challenge**
|
|
2849
|
+
|
|
2845
2850
|
- Present content as constraints to work within
|
|
2846
2851
|
- Find creative solutions within tight limitations
|
|
2847
2852
|
- Identify minimum viable approach
|
|
@@ -2850,6 +2855,7 @@ Or ask me about anything else related to BMad-Method!
|
|
|
2850
2855
|
## Process Control
|
|
2851
2856
|
|
|
2852
2857
|
**Proceed / No Further Actions**
|
|
2858
|
+
|
|
2853
2859
|
- Acknowledge choice to finalize current work
|
|
2854
2860
|
- Accept output as-is or move to next step
|
|
2855
2861
|
- Prepare to continue without additional elicitation
|
|
@@ -2939,7 +2945,6 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
2939
2945
|
## Instructions
|
|
2940
2946
|
|
|
2941
2947
|
1. **Initial Assessment**
|
|
2942
|
-
|
|
2943
2948
|
- If user or the task being run provides a checklist name:
|
|
2944
2949
|
- Try fuzzy matching (e.g. "architecture checklist" -> "architect-checklist")
|
|
2945
2950
|
- If multiple matches found, ask user to clarify
|
|
@@ -2952,14 +2957,12 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
2952
2957
|
- All at once (YOLO mode - recommended for checklists, there will be a summary of sections at the end to discuss)
|
|
2953
2958
|
|
|
2954
2959
|
2. **Document and Artifact Gathering**
|
|
2955
|
-
|
|
2956
2960
|
- Each checklist will specify its required documents/artifacts at the beginning
|
|
2957
2961
|
- Follow the checklist's specific instructions for what to gather, generally a file can be resolved in the docs folder, if not or unsure, halt and ask or confirm with the user.
|
|
2958
2962
|
|
|
2959
2963
|
3. **Checklist Processing**
|
|
2960
2964
|
|
|
2961
2965
|
If in interactive mode:
|
|
2962
|
-
|
|
2963
2966
|
- Work through each section of the checklist one at a time
|
|
2964
2967
|
- For each section:
|
|
2965
2968
|
- Review all items in the section following instructions for that section embedded in the checklist
|
|
@@ -2968,7 +2971,6 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
2968
2971
|
- Get user confirmation before proceeding to next section or if any thing major do we need to halt and take corrective action
|
|
2969
2972
|
|
|
2970
2973
|
If in YOLO mode:
|
|
2971
|
-
|
|
2972
2974
|
- Process all sections at once
|
|
2973
2975
|
- Create a comprehensive report of all findings
|
|
2974
2976
|
- Present the complete analysis to the user
|
|
@@ -2976,7 +2978,6 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
2976
2978
|
4. **Validation Approach**
|
|
2977
2979
|
|
|
2978
2980
|
For each checklist item:
|
|
2979
|
-
|
|
2980
2981
|
- Read and understand the requirement
|
|
2981
2982
|
- Look for evidence in the documentation that satisfies the requirement
|
|
2982
2983
|
- Consider both explicit mentions and implicit coverage
|
|
@@ -2990,7 +2991,6 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
2990
2991
|
5. **Section Analysis**
|
|
2991
2992
|
|
|
2992
2993
|
For each section:
|
|
2993
|
-
|
|
2994
2994
|
- think step by step to calculate pass rate
|
|
2995
2995
|
- Identify common themes in failed items
|
|
2996
2996
|
- Provide specific recommendations for improvement
|
|
@@ -3000,7 +3000,6 @@ If the user asks or does not specify a specific checklist, list the checklists a
|
|
|
3000
3000
|
6. **Final Report**
|
|
3001
3001
|
|
|
3002
3002
|
Prepare a summary that includes:
|
|
3003
|
-
|
|
3004
3003
|
- Overall checklist completion status
|
|
3005
3004
|
- Pass rates by section
|
|
3006
3005
|
- List of failed items with context
|
|
@@ -3035,7 +3034,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3035
3034
|
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
|
|
3036
3035
|
|
|
3037
3036
|
1. **Establish Game Context**
|
|
3038
|
-
|
|
3039
3037
|
- Understand the game genre or opportunity area
|
|
3040
3038
|
- Identify target audience and platform constraints
|
|
3041
3039
|
- Determine session goals (concept exploration vs. mechanic refinement)
|
|
@@ -3053,7 +3051,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3053
3051
|
|
|
3054
3052
|
1. **"What If" Game Scenarios**
|
|
3055
3053
|
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
|
|
3056
|
-
|
|
3057
3054
|
- What if players could rewind time in any genre?
|
|
3058
3055
|
- What if the game world reacted to the player's real-world location?
|
|
3059
3056
|
- What if failure was more rewarding than success?
|
|
@@ -3062,7 +3059,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3062
3059
|
|
|
3063
3060
|
2. **Cross-Genre Fusion**
|
|
3064
3061
|
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
|
|
3065
|
-
|
|
3066
3062
|
- "How might [genre A] mechanics work in [genre B]?"
|
|
3067
3063
|
- Puzzle mechanics in action games
|
|
3068
3064
|
- Dating sim elements in strategy games
|
|
@@ -3071,7 +3067,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3071
3067
|
|
|
3072
3068
|
3. **Player Motivation Reversal**
|
|
3073
3069
|
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
|
|
3074
|
-
|
|
3075
3070
|
- What if losing was the goal?
|
|
3076
3071
|
- What if cooperation was forced in competitive games?
|
|
3077
3072
|
- What if players had to help their enemies?
|
|
@@ -3088,7 +3083,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3088
3083
|
|
|
3089
3084
|
1. **SCAMPER for Game Mechanics**
|
|
3090
3085
|
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
|
|
3091
|
-
|
|
3092
3086
|
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
|
|
3093
3087
|
- **C** = Combine: What systems can be merged? (inventory + character growth)
|
|
3094
3088
|
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
|
|
@@ -3099,7 +3093,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3099
3093
|
|
|
3100
3094
|
2. **Player Agency Spectrum**
|
|
3101
3095
|
[[LLM: Explore different levels of player control and agency across game systems.]]
|
|
3102
|
-
|
|
3103
3096
|
- Full Control: Direct character movement, combat, building
|
|
3104
3097
|
- Indirect Control: Setting rules, giving commands, environmental changes
|
|
3105
3098
|
- Influence Only: Suggestions, preferences, emotional reactions
|
|
@@ -3107,7 +3100,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3107
3100
|
|
|
3108
3101
|
3. **Temporal Game Design**
|
|
3109
3102
|
[[LLM: Explore how time affects gameplay and player experience.]]
|
|
3110
|
-
|
|
3111
3103
|
- Real-time vs. turn-based mechanics
|
|
3112
3104
|
- Time travel and manipulation
|
|
3113
3105
|
- Persistent vs. session-based progress
|
|
@@ -3118,7 +3110,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3118
3110
|
|
|
3119
3111
|
1. **Emotion-First Design**
|
|
3120
3112
|
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
|
|
3121
|
-
|
|
3122
3113
|
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
|
|
3123
3114
|
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
|
|
3124
3115
|
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
|
|
@@ -3126,7 +3117,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3126
3117
|
|
|
3127
3118
|
2. **Player Archetype Brainstorming**
|
|
3128
3119
|
[[LLM: Design for different player types and motivations.]]
|
|
3129
|
-
|
|
3130
3120
|
- Achievers: Progression, completion, mastery
|
|
3131
3121
|
- Explorers: Discovery, secrets, world-building
|
|
3132
3122
|
- Socializers: Interaction, cooperation, community
|
|
@@ -3135,7 +3125,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3135
3125
|
|
|
3136
3126
|
3. **Accessibility-First Innovation**
|
|
3137
3127
|
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
|
|
3138
|
-
|
|
3139
3128
|
- Visual impairment considerations leading to audio-focused mechanics
|
|
3140
3129
|
- Motor accessibility inspiring one-handed or simplified controls
|
|
3141
3130
|
- Cognitive accessibility driving clear feedback and pacing
|
|
@@ -3145,7 +3134,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3145
3134
|
|
|
3146
3135
|
1. **Environmental Storytelling**
|
|
3147
3136
|
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
|
|
3148
|
-
|
|
3149
3137
|
- How does the environment show history?
|
|
3150
3138
|
- What do interactive objects reveal about characters?
|
|
3151
3139
|
- How can level design communicate mood?
|
|
@@ -3153,7 +3141,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3153
3141
|
|
|
3154
3142
|
2. **Player-Generated Narrative**
|
|
3155
3143
|
[[LLM: Explore ways players create their own stories through gameplay.]]
|
|
3156
|
-
|
|
3157
3144
|
- Emergent storytelling through player choices
|
|
3158
3145
|
- Procedural narrative generation
|
|
3159
3146
|
- Player-to-player story sharing
|
|
@@ -3161,7 +3148,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3161
3148
|
|
|
3162
3149
|
3. **Genre Expectation Subversion**
|
|
3163
3150
|
[[LLM: Identify and deliberately subvert player expectations within genres.]]
|
|
3164
|
-
|
|
3165
3151
|
- Fantasy RPG where magic is mundane
|
|
3166
3152
|
- Horror game where monsters are friendly
|
|
3167
3153
|
- Racing game where going slow is optimal
|
|
@@ -3171,7 +3157,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3171
3157
|
|
|
3172
3158
|
1. **Platform-Specific Design**
|
|
3173
3159
|
[[LLM: Generate ideas that leverage unique platform capabilities.]]
|
|
3174
|
-
|
|
3175
3160
|
- Mobile: GPS, accelerometer, camera, always-connected
|
|
3176
3161
|
- Web: URLs, tabs, social sharing, real-time collaboration
|
|
3177
3162
|
- Console: Controllers, TV viewing, couch co-op
|
|
@@ -3179,7 +3164,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3179
3164
|
|
|
3180
3165
|
2. **Constraint-Based Creativity**
|
|
3181
3166
|
[[LLM: Use technical or design constraints as creative catalysts.]]
|
|
3182
|
-
|
|
3183
3167
|
- One-button games
|
|
3184
3168
|
- Games without graphics
|
|
3185
3169
|
- Games that play in notification bars
|
|
@@ -3225,19 +3209,16 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
3225
3209
|
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
|
|
3226
3210
|
|
|
3227
3211
|
1. **Inspiration Phase** (10-15 min)
|
|
3228
|
-
|
|
3229
3212
|
- Reference existing games and mechanics
|
|
3230
3213
|
- Explore player experiences and emotions
|
|
3231
3214
|
- Gather visual and thematic inspiration
|
|
3232
3215
|
|
|
3233
3216
|
2. **Divergent Exploration** (25-35 min)
|
|
3234
|
-
|
|
3235
3217
|
- Generate many game concepts or mechanics
|
|
3236
3218
|
- Use expansion and fusion techniques
|
|
3237
3219
|
- Encourage wild and impossible ideas
|
|
3238
3220
|
|
|
3239
3221
|
3. **Player-Centered Filtering** (15-20 min)
|
|
3240
|
-
|
|
3241
3222
|
- Consider target audience reactions
|
|
3242
3223
|
- Evaluate emotional impact and engagement
|
|
3243
3224
|
- Group ideas by player experience goals
|
|
@@ -5892,7 +5873,9 @@ class InputManager {
|
|
|
5892
5873
|
}
|
|
5893
5874
|
|
|
5894
5875
|
private setupKeyboard(): void {
|
|
5895
|
-
this.keys = this.scene.input.keyboard.addKeys(
|
|
5876
|
+
this.keys = this.scene.input.keyboard.addKeys(
|
|
5877
|
+
"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
|
|
5878
|
+
);
|
|
5896
5879
|
}
|
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5897
5880
|
|
|
5898
5881
|
private setupTouch(): void {
|
|
@@ -6097,25 +6080,21 @@ src/
|
|
|
6097
6080
|
### Story Implementation Process
|
|
6098
6081
|
|
|
6099
6082
|
1. **Read Story Requirements:**
|
|
6100
|
-
|
|
6101
6083
|
- Understand acceptance criteria
|
|
6102
6084
|
- Identify technical requirements
|
|
6103
6085
|
- Review performance constraints
|
|
6104
6086
|
|
|
6105
6087
|
2. **Plan Implementation:**
|
|
6106
|
-
|
|
6107
6088
|
- Identify files to create/modify
|
|
6108
6089
|
- Consider component architecture
|
|
6109
6090
|
- Plan testing approach
|
|
6110
6091
|
|
|
6111
6092
|
3. **Implement Feature:**
|
|
6112
|
-
|
|
6113
6093
|
- Follow TypeScript strict mode
|
|
6114
6094
|
- Use established patterns
|
|
6115
6095
|
- Maintain 60 FPS performance
|
|
6116
6096
|
|
|
6117
6097
|
4. **Test Implementation:**
|
|
6118
|
-
|
|
6119
6098
|
- Write unit tests for game logic
|
|
6120
6099
|
- Test cross-platform functionality
|
|
6121
6100
|
- Validate performance targets
|
|
@@ -8723,7 +8702,6 @@ sections:
|
|
|
8723
8702
|
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.")
|
|
8724
8703
|
|
|
8725
8704
|
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:
|
|
8726
|
-
|
|
8727
8705
|
- The entire section as a whole
|
|
8728
8706
|
- Individual game elements within the section (specify which element when selecting an action)
|
|
8729
8707
|
|
|
@@ -9047,7 +9025,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9047
9025
|
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
|
|
9048
9026
|
|
|
9049
9027
|
1. **Establish Game Context**
|
|
9050
|
-
|
|
9051
9028
|
- Understand the game genre or opportunity area
|
|
9052
9029
|
- Identify target audience and platform constraints
|
|
9053
9030
|
- Determine session goals (concept exploration vs. mechanic refinement)
|
|
@@ -9065,7 +9042,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9065
9042
|
|
|
9066
9043
|
1. **"What If" Game Scenarios**
|
|
9067
9044
|
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
|
|
9068
|
-
|
|
9069
9045
|
- What if players could rewind time in any genre?
|
|
9070
9046
|
- What if the game world reacted to the player's real-world location?
|
|
9071
9047
|
- What if failure was more rewarding than success?
|
|
@@ -9074,7 +9050,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9074
9050
|
|
|
9075
9051
|
2. **Cross-Genre Fusion**
|
|
9076
9052
|
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
|
|
9077
|
-
|
|
9078
9053
|
- "How might [genre A] mechanics work in [genre B]?"
|
|
9079
9054
|
- Puzzle mechanics in action games
|
|
9080
9055
|
- Dating sim elements in strategy games
|
|
@@ -9083,7 +9058,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9083
9058
|
|
|
9084
9059
|
3. **Player Motivation Reversal**
|
|
9085
9060
|
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
|
|
9086
|
-
|
|
9087
9061
|
- What if losing was the goal?
|
|
9088
9062
|
- What if cooperation was forced in competitive games?
|
|
9089
9063
|
- What if players had to help their enemies?
|
|
@@ -9100,7 +9074,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9100
9074
|
|
|
9101
9075
|
1. **SCAMPER for Game Mechanics**
|
|
9102
9076
|
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
|
|
9103
|
-
|
|
9104
9077
|
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
|
|
9105
9078
|
- **C** = Combine: What systems can be merged? (inventory + character growth)
|
|
9106
9079
|
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
|
|
@@ -9111,7 +9084,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9111
9084
|
|
|
9112
9085
|
2. **Player Agency Spectrum**
|
|
9113
9086
|
[[LLM: Explore different levels of player control and agency across game systems.]]
|
|
9114
|
-
|
|
9115
9087
|
- Full Control: Direct character movement, combat, building
|
|
9116
9088
|
- Indirect Control: Setting rules, giving commands, environmental changes
|
|
9117
9089
|
- Influence Only: Suggestions, preferences, emotional reactions
|
|
@@ -9119,7 +9091,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9119
9091
|
|
|
9120
9092
|
3. **Temporal Game Design**
|
|
9121
9093
|
[[LLM: Explore how time affects gameplay and player experience.]]
|
|
9122
|
-
|
|
9123
9094
|
- Real-time vs. turn-based mechanics
|
|
9124
9095
|
- Time travel and manipulation
|
|
9125
9096
|
- Persistent vs. session-based progress
|
|
@@ -9130,7 +9101,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9130
9101
|
|
|
9131
9102
|
1. **Emotion-First Design**
|
|
9132
9103
|
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
|
|
9133
|
-
|
|
9134
9104
|
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
|
|
9135
9105
|
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
|
|
9136
9106
|
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
|
|
@@ -9138,7 +9108,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9138
9108
|
|
|
9139
9109
|
2. **Player Archetype Brainstorming**
|
|
9140
9110
|
[[LLM: Design for different player types and motivations.]]
|
|
9141
|
-
|
|
9142
9111
|
- Achievers: Progression, completion, mastery
|
|
9143
9112
|
- Explorers: Discovery, secrets, world-building
|
|
9144
9113
|
- Socializers: Interaction, cooperation, community
|
|
@@ -9147,7 +9116,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9147
9116
|
|
|
9148
9117
|
3. **Accessibility-First Innovation**
|
|
9149
9118
|
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
|
|
9150
|
-
|
|
9151
9119
|
- Visual impairment considerations leading to audio-focused mechanics
|
|
9152
9120
|
- Motor accessibility inspiring one-handed or simplified controls
|
|
9153
9121
|
- Cognitive accessibility driving clear feedback and pacing
|
|
@@ -9157,7 +9125,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9157
9125
|
|
|
9158
9126
|
1. **Environmental Storytelling**
|
|
9159
9127
|
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
|
|
9160
|
-
|
|
9161
9128
|
- How does the environment show history?
|
|
9162
9129
|
- What do interactive objects reveal about characters?
|
|
9163
9130
|
- How can level design communicate mood?
|
|
@@ -9165,7 +9132,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9165
9132
|
|
|
9166
9133
|
2. **Player-Generated Narrative**
|
|
9167
9134
|
[[LLM: Explore ways players create their own stories through gameplay.]]
|
|
9168
|
-
|
|
9169
9135
|
- Emergent storytelling through player choices
|
|
9170
9136
|
- Procedural narrative generation
|
|
9171
9137
|
- Player-to-player story sharing
|
|
@@ -9173,7 +9139,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9173
9139
|
|
|
9174
9140
|
3. **Genre Expectation Subversion**
|
|
9175
9141
|
[[LLM: Identify and deliberately subvert player expectations within genres.]]
|
|
9176
|
-
|
|
9177
9142
|
- Fantasy RPG where magic is mundane
|
|
9178
9143
|
- Horror game where monsters are friendly
|
|
9179
9144
|
- Racing game where going slow is optimal
|
|
@@ -9183,7 +9148,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9183
9148
|
|
|
9184
9149
|
1. **Platform-Specific Design**
|
|
9185
9150
|
[[LLM: Generate ideas that leverage unique platform capabilities.]]
|
|
9186
|
-
|
|
9187
9151
|
- Mobile: GPS, accelerometer, camera, always-connected
|
|
9188
9152
|
- Web: URLs, tabs, social sharing, real-time collaboration
|
|
9189
9153
|
- Console: Controllers, TV viewing, couch co-op
|
|
@@ -9191,7 +9155,6 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9191
9155
|
|
|
9192
9156
|
2. **Constraint-Based Creativity**
|
|
9193
9157
|
[[LLM: Use technical or design constraints as creative catalysts.]]
|
|
9194
|
-
|
|
9195
9158
|
- One-button games
|
|
9196
9159
|
- Games without graphics
|
|
9197
9160
|
- Games that play in notification bars
|
|
@@ -9237,19 +9200,16 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
|
|
|
9237
9200
|
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
|
|
9238
9201
|
|
|
9239
9202
|
1. **Inspiration Phase** (10-15 min)
|
|
9240
|
-
|
|
9241
9203
|
- Reference existing games and mechanics
|
|
9242
9204
|
- Explore player experiences and emotions
|
|
9243
9205
|
- Gather visual and thematic inspiration
|
|
9244
9206
|
|
|
9245
9207
|
2. **Divergent Exploration** (25-35 min)
|
|
9246
|
-
|
|
9247
9208
|
- Generate many game concepts or mechanics
|
|
9248
9209
|
- Use expansion and fusion techniques
|
|
9249
9210
|
- Encourage wild and impossible ideas
|
|
9250
9211
|
|
|
9251
9212
|
3. **Player-Centered Filtering** (15-20 min)
|
|
9252
|
-
|
|
9253
9213
|
- Consider target audience reactions
|
|
9254
9214
|
- Evaluate emotional impact and engagement
|
|
9255
9215
|
- Group ideas by player experience goals
|
|
@@ -10119,13 +10079,11 @@ You are developing games as a "Player Experience CEO" - thinking like a game dir
|
|
|
10119
10079
|
### Phase 1: Game Concept and Design
|
|
10120
10080
|
|
|
10121
10081
|
1. **Game Designer**: Start with brainstorming and concept development
|
|
10122
|
-
|
|
10123
10082
|
- Use \*brainstorm to explore game concepts and mechanics
|
|
10124
10083
|
- Create Game Brief using game-brief-tmpl
|
|
10125
10084
|
- Develop core game pillars and player experience goals
|
|
10126
10085
|
|
|
10127
10086
|
2. **Game Designer**: Create comprehensive Game Design Document
|
|
10128
|
-
|
|
10129
10087
|
- Use game-design-doc-tmpl to create detailed GDD
|
|
10130
10088
|
- Define all game mechanics, progression, and balance
|
|
10131
10089
|
- Specify technical requirements and platform targets
|
|
@@ -10145,13 +10103,11 @@ You are developing games as a "Player Experience CEO" - thinking like a game dir
|
|
|
10145
10103
|
### Phase 3: Story-Driven Development
|
|
10146
10104
|
|
|
10147
10105
|
5. **Game Scrum Master**: Break down design into development stories
|
|
10148
|
-
|
|
10149
10106
|
- Use create-game-story task to create detailed implementation stories
|
|
10150
10107
|
- Each story should be immediately actionable by game developers
|
|
10151
10108
|
- Apply game-story-dod-checklist to ensure story quality
|
|
10152
10109
|
|
|
10153
10110
|
6. **Game Developer**: Implement game features story by story
|
|
10154
|
-
|
|
10155
10111
|
- Follow TypeScript strict mode and Phaser 3 best practices
|
|
10156
10112
|
- Maintain 60 FPS performance target throughout development
|
|
10157
10113
|
- Use test-driven development for game logic components
|
|
@@ -10717,7 +10673,9 @@ class InputManager {
|
|
|
10717
10673
|
}
|
|
10718
10674
|
|
|
10719
10675
|
private setupKeyboard(): void {
|
|
10720
|
-
this.keys = this.scene.input.keyboard.addKeys(
|
|
10676
|
+
this.keys = this.scene.input.keyboard.addKeys(
|
|
10677
|
+
"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
|
|
10678
|
+
);
|
|
10721
10679
|
}
|
|
10722
10680
|
|
|
10723
10681
|
private setupTouch(): void {
|
|
@@ -10922,25 +10880,21 @@ src/
|
|
|
10922
10880
|
### Story Implementation Process
|
|
10923
10881
|
|
|
10924
10882
|
1. **Read Story Requirements:**
|
|
10925
|
-
|
|
10926
10883
|
- Understand acceptance criteria
|
|
10927
10884
|
- Identify technical requirements
|
|
10928
10885
|
- Review performance constraints
|
|
10929
10886
|
|
|
10930
10887
|
2. **Plan Implementation:**
|
|
10931
|
-
|
|
10932
10888
|
- Identify files to create/modify
|
|
10933
10889
|
- Consider component architecture
|
|
10934
10890
|
- Plan testing approach
|
|
10935
10891
|
|
|
10936
10892
|
3. **Implement Feature:**
|
|
10937
|
-
|
|
10938
10893
|
- Follow TypeScript strict mode
|
|
10939
10894
|
- Use established patterns
|
|
10940
10895
|
- Maintain 60 FPS performance
|
|
10941
10896
|
|
|
10942
10897
|
4. **Test Implementation:**
|
|
10943
|
-
|
|
10944
10898
|
- Write unit tests for game logic
|
|
10945
10899
|
- Test cross-platform functionality
|
|
10946
10900
|
- Validate performance targets
|