bmad-method 4.42.1 → 4.43.1
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/CONTRIBUTING.md +2 -9
- package/README.md +0 -98
- package/bmad-core/agents/bmad-master.md +6 -6
- package/bmad-core/data/bmad-kb.md +1 -0
- package/bmad-core/tasks/validate-next-story.md +1 -1
- package/bmad-core/templates/brownfield-architecture-tmpl.yaml +5 -5
- package/dist/agents/analyst.txt +1 -0
- package/dist/agents/architect.txt +5 -5
- package/dist/agents/bmad-master.txt +12 -11
- package/dist/agents/bmad-orchestrator.txt +1 -0
- package/dist/agents/dev.txt +1 -1
- package/dist/agents/po.txt +1 -1
- package/dist/expansion-packs/bmad-2d-unity-game-dev/agents/game-developer.txt +1 -1
- package/dist/expansion-packs/bmad-2d-unity-game-dev/teams/unity-2d-game-team.txt +1 -1
- package/dist/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.txt +1513 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-analyst.txt +3190 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-architect.txt +4499 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-designer.txt +3925 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-developer.txt +666 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-pm.txt +2381 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-po.txt +1612 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-qa.txt +1745 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-sm.txt +1208 -0
- package/dist/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.txt +958 -0
- package/dist/expansion-packs/bmad-godot-game-dev/teams/godot-game-team.txt +27721 -0
- package/dist/teams/team-all.txt +7 -6
- package/dist/teams/team-fullstack.txt +7 -6
- package/dist/teams/team-ide-minimal.txt +2 -1
- package/dist/teams/team-no-ui.txt +7 -6
- package/docs/GUIDING-PRINCIPLES.md +3 -3
- package/docs/expansion-packs.md +3 -83
- package/docs/flattener.md +91 -0
- package/docs/versions.md +1 -1
- package/docs/working-in-the-brownfield.md +15 -6
- package/expansion-packs/bmad-godot-game-dev/README.md +244 -0
- package/expansion-packs/bmad-godot-game-dev/agent-teams/godot-game-team.yaml +18 -0
- package/expansion-packs/bmad-godot-game-dev/agents/bmad-orchestrator.md +147 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-analyst.md +84 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-architect.md +146 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-designer.md +78 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-developer.md +124 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-pm.md +82 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-po.md +115 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-qa.md +160 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-sm.md +66 -0
- package/expansion-packs/bmad-godot-game-dev/agents/game-ux-expert.md +75 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-architect-checklist.md +377 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-change-checklist.md +250 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-design-checklist.md +225 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-po-checklist.md +448 -0
- package/expansion-packs/bmad-godot-game-dev/checklists/game-story-dod-checklist.md +202 -0
- package/expansion-packs/bmad-godot-game-dev/config.yaml +30 -0
- package/expansion-packs/bmad-godot-game-dev/data/bmad-kb.md +811 -0
- package/expansion-packs/bmad-godot-game-dev/data/brainstorming-techniques.md +36 -0
- package/expansion-packs/bmad-godot-game-dev/data/development-guidelines.md +893 -0
- package/expansion-packs/bmad-godot-game-dev/data/elicitation-methods.md +156 -0
- package/expansion-packs/bmad-godot-game-dev/data/technical-preferences.md +3 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/advanced-elicitation.md +110 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/apply-qa-fixes.md +224 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-epic.md +162 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/brownfield-create-story.md +149 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/correct-course-game.md +159 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-deep-research-prompt.md +278 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-doc.md +103 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/create-game-story.md +202 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/document-project.md +343 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/execute-checklist.md +88 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/facilitate-brainstorming-session.md +136 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-epic.md +160 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-brownfield-create-story.md +147 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-design-brainstorming.md +290 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-risk-profile.md +368 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/game-test-design.md +219 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/generate-ai-frontend-prompt.md +51 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/kb-mode-interaction.md +77 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/review-game-story.md +364 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/shard-doc.md +187 -0
- package/expansion-packs/bmad-godot-game-dev/tasks/validate-game-story.md +208 -0
- package/expansion-packs/bmad-godot-game-dev/templates/brainstorming-output-tmpl.yaml +156 -0
- package/expansion-packs/bmad-godot-game-dev/templates/brownfield-prd-tmpl.yaml +281 -0
- package/expansion-packs/bmad-godot-game-dev/templates/competitor-analysis-tmpl.yaml +306 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-architecture-tmpl.yaml +1111 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-brief-tmpl.yaml +356 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-design-doc-tmpl.yaml +724 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-prd-tmpl.yaml +209 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-qa-gate-tmpl.yaml +186 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-story-tmpl.yaml +406 -0
- package/expansion-packs/bmad-godot-game-dev/templates/game-ui-spec-tmpl.yaml +601 -0
- package/expansion-packs/bmad-godot-game-dev/templates/level-design-doc-tmpl.yaml +620 -0
- package/expansion-packs/bmad-godot-game-dev/templates/market-research-tmpl.yaml +418 -0
- package/expansion-packs/bmad-godot-game-dev/utils/bmad-doc-template.md +327 -0
- package/expansion-packs/bmad-godot-game-dev/utils/workflow-management.md +71 -0
- package/expansion-packs/bmad-godot-game-dev/workflows/game-dev-greenfield.yaml +245 -0
- package/expansion-packs/bmad-godot-game-dev/workflows/game-prototype.yaml +213 -0
- package/package.json +1 -1
- package/release_notes.md +19 -2
- package/tools/flattener/ignoreRules.js +2 -0
- package/tools/installer/bin/bmad.js +37 -1
- package/tools/installer/config/install.config.yaml +35 -7
- package/tools/installer/lib/ide-setup.js +285 -80
- package/tools/installer/lib/installer.js +6 -1
- package/tools/installer/package.json +1 -1
- package/tools/upgraders/v3-to-v4-upgrader.js +1 -0
- package/test.md +0 -1
- /package/{implement-fork-friendly-ci.sh → tools/implement-fork-friendly-ci.sh} +0 -0
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# Game Design Brainstorming Techniques Task
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This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
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## Process
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### 1. Session Setup
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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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- Clarify scope (full game vs. specific feature)
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2. **Select Technique Approach**
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- Option A: User selects specific game design techniques
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- Option B: Game Designer recommends techniques based on context
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- Option C: Random technique selection for creative variety
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- Option D: Progressive technique flow (broad concepts to specific mechanics)
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### 2. Game Design Brainstorming Techniques
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#### Game Concept Expansion Techniques
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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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- What if players controlled the antagonist instead?
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- What if the game played itself when no one was watching?
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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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- Horror elements in racing games
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- Educational content in roguelike structure
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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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- What if progress meant giving up abilities?
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4. **Core Loop Deconstruction**
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[[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
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- What are the essential 3 actions in this game type?
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- How could we make each action more interesting?
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- What if we changed the order of these actions?
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- What if players could skip or automate certain actions?
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#### Mechanic Innovation Frameworks
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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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- **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
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- **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
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- **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
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- **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
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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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- No Control: Observation, interpretation, passive experience
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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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- Asynchronous multiplayer timing
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- Seasonal and event-based content
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#### Player Experience Ideation
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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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- Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
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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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- Killers: Competition, dominance, conflict
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- Creators: Building, customization, expression
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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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- Economic accessibility creating free-to-play innovations
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#### Narrative and World Building
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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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- What stories do systems and mechanics tell?
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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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- Community-driven world events
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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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- Puzzle game where there are multiple correct answers
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#### Technical Innovation Inspiration
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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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- VR/AR: Physical movement, spatial interaction, presence
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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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- Games using only system sounds
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- Games with intentionally bad graphics
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### 3. Game-Specific Technique Selection
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[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
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**For Initial Game Concepts:**
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- What If Game Scenarios
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- Cross-Genre Fusion
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- Emotion-First Design
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**For Stuck/Blocked Creativity:**
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- Player Motivation Reversal
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- Constraint-Based Creativity
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- Genre Expectation Subversion
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**For Mechanic Development:**
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- SCAMPER for Game Mechanics
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- Core Loop Deconstruction
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- Player Agency Spectrum
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**For Player Experience:**
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- Player Archetype Brainstorming
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- Emotion-First Design
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- Accessibility-First Innovation
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**For World Building:**
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- Environmental Storytelling
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- Player-Generated Narrative
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- Platform-Specific Design
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### 4. Game Design Session Flow
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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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4. **Feasibility and Synthesis** (15-20 min)
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- Assess technical and design feasibility
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- Combine complementary ideas
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- Develop most promising concepts
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### 5. Game Design Output Format
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[[LLM: Present brainstorming results in a format useful for game development.]]
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**Session Summary:**
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- Techniques used and focus areas
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- Total concepts/mechanics generated
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- Key themes and patterns identified
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**Game Concept Categories:**
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1. **Core Game Ideas** - Complete game concepts ready for prototyping
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2. **Mechanic Innovations** - Specific gameplay mechanics to explore
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3. **Player Experience Goals** - Emotional and engagement targets
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4. **Technical Experiments** - Platform or technology-focused concepts
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5. **Long-term Vision** - Ambitious ideas for future development
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**Development Readiness:**
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**Prototype-Ready Ideas:**
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- Ideas that can be tested immediately
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- Minimum viable implementations
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- Quick validation approaches
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**Research-Required Ideas:**
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- Concepts needing technical investigation
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- Player testing and market research needs
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- Competitive analysis requirements
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**Future Innovation Pipeline:**
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- Ideas requiring significant development
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- Technology-dependent concepts
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- Market timing considerations
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**Next Steps:**
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- Which concepts to prototype first
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- Recommended research areas
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- Suggested playtesting approaches
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- Documentation and GDD planning
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## Game Design Specific Considerations
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### Platform and Audience Awareness
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- Always consider target platform limitations and advantages
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- Keep target audience preferences and expectations in mind
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- Balance innovation with familiar game design patterns
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- Consider monetization and business model implications
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### Rapid Prototyping Mindset
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- Focus on ideas that can be quickly tested
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- Emphasize core mechanics over complex features
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- Design for iteration and player feedback
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- Consider digital and paper prototyping approaches
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### Player Psychology Integration
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- Understand motivation and engagement drivers
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- Consider learning curves and skill development
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- Design for different play session lengths
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- Balance challenge and reward appropriately
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### Technical Feasibility
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- Keep development resources and timeline in mind
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- Consider art and audio asset requirements
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- Think about performance and optimization needs
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- Plan for testing and debugging complexity
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## Important Notes for Game Design Sessions
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- Encourage "impossible" ideas - constraints can be added later
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- Build on game mechanics that have proven engagement
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- Consider how ideas scale from prototype to full game
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- Document player experience goals alongside mechanics
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- Think about community and social aspects of gameplay
|
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- Consider accessibility and inclusivity from the start
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- Balance innovation with market viability
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- Plan for iteration based on player feedback
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@@ -0,0 +1,368 @@
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<!-- Powered by BMAD™ Core -->
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# game-risk-profile
|
|
4
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+
|
|
5
|
+
Generate a comprehensive risk assessment matrix for a Godot game story implementation using probability × impact analysis focused on game development challenges.
|
|
6
|
+
|
|
7
|
+
## Inputs
|
|
8
|
+
|
|
9
|
+
```yaml
|
|
10
|
+
required:
|
|
11
|
+
- story_id: '{epic}.{story}' # e.g., "1.3"
|
|
12
|
+
- story_path: 'docs/stories/{epic}.{story}.*.md'
|
|
13
|
+
- story_title: '{title}' # If missing, derive from story file H1
|
|
14
|
+
- story_slug: '{slug}' # If missing, derive from title (lowercase, hyphenated)
|
|
15
|
+
```
|
|
16
|
+
|
|
17
|
+
## Purpose
|
|
18
|
+
|
|
19
|
+
Identify, assess, and prioritize risks in Godot game feature implementation. Provide risk mitigation strategies and playtesting focus areas based on game development risk levels.
|
|
20
|
+
|
|
21
|
+
## Risk Assessment Framework
|
|
22
|
+
|
|
23
|
+
### Risk Categories
|
|
24
|
+
|
|
25
|
+
**Category Prefixes:**
|
|
26
|
+
|
|
27
|
+
- `TECH`: Technical/Engine Risks
|
|
28
|
+
- `PERF`: Performance/Optimization Risks
|
|
29
|
+
- `GAME`: Gameplay/Mechanics Risks
|
|
30
|
+
- `ART`: Art/Asset Pipeline Risks
|
|
31
|
+
- `PLAT`: Platform/Deployment Risks
|
|
32
|
+
- `PLAY`: Player Experience Risks
|
|
33
|
+
|
|
34
|
+
1. **Technical/Engine Risks (TECH)**
|
|
35
|
+
- Godot version compatibility issues
|
|
36
|
+
- GDScript/C# integration problems
|
|
37
|
+
- Node tree architecture complexity
|
|
38
|
+
- Signal connection failures
|
|
39
|
+
- Plugin/addon conflicts
|
|
40
|
+
- Memory leak in scene transitions
|
|
41
|
+
|
|
42
|
+
2. **Performance/Optimization Risks (PERF)**
|
|
43
|
+
- Frame rate drops below 60 FPS
|
|
44
|
+
- Draw call bottlenecks
|
|
45
|
+
- Physics engine slowdowns
|
|
46
|
+
- Particle system overload
|
|
47
|
+
- Texture memory exhaustion
|
|
48
|
+
- Shader compilation spikes
|
|
49
|
+
|
|
50
|
+
3. **Gameplay/Mechanics Risks (GAME)**
|
|
51
|
+
- Game balance issues
|
|
52
|
+
- Control responsiveness problems
|
|
53
|
+
- Collision detection failures
|
|
54
|
+
- AI behavior bugs
|
|
55
|
+
- Progression breaking bugs
|
|
56
|
+
- Save/load system corruption
|
|
57
|
+
|
|
58
|
+
4. **Art/Asset Pipeline Risks (ART)**
|
|
59
|
+
- Asset import failures
|
|
60
|
+
- Texture atlas overflow
|
|
61
|
+
- Animation sync issues
|
|
62
|
+
- Audio streaming problems
|
|
63
|
+
- Font rendering issues
|
|
64
|
+
- Sprite batching failures
|
|
65
|
+
|
|
66
|
+
5. **Platform/Deployment Risks (PLAT)**
|
|
67
|
+
- Export template issues
|
|
68
|
+
- Platform-specific bugs
|
|
69
|
+
- Mobile performance degradation
|
|
70
|
+
- Web build compatibility
|
|
71
|
+
- Console certification failures
|
|
72
|
+
- Steam/itch.io integration problems
|
|
73
|
+
|
|
74
|
+
6. **Player Experience Risks (PLAY)**
|
|
75
|
+
- Tutorial unclear or broken
|
|
76
|
+
- Difficulty curve too steep/shallow
|
|
77
|
+
- Multiplayer desync issues
|
|
78
|
+
- Achievements not triggering
|
|
79
|
+
- Localization text overflow
|
|
80
|
+
- Accessibility features missing
|
|
81
|
+
|
|
82
|
+
## Risk Analysis Process
|
|
83
|
+
|
|
84
|
+
### 1. Risk Identification
|
|
85
|
+
|
|
86
|
+
For each category, identify specific risks:
|
|
87
|
+
|
|
88
|
+
```yaml
|
|
89
|
+
risk:
|
|
90
|
+
id: 'PERF-001' # Use prefixes: TECH, PERF, GAME, ART, PLAT, PLAY
|
|
91
|
+
category: performance
|
|
92
|
+
title: 'Particle system causing frame drops in boss battle'
|
|
93
|
+
description: 'Multiple particle emitters active during boss fight drops FPS below 30'
|
|
94
|
+
affected_components:
|
|
95
|
+
- 'BossArena.tscn'
|
|
96
|
+
- 'ParticleManager.gd'
|
|
97
|
+
- 'BossAttackEffects'
|
|
98
|
+
detection_method: 'Profiler showed 80% GPU usage on particles'
|
|
99
|
+
```
|
|
100
|
+
|
|
101
|
+
### 2. Risk Assessment
|
|
102
|
+
|
|
103
|
+
Evaluate each risk using probability × impact:
|
|
104
|
+
|
|
105
|
+
**Probability Levels:**
|
|
106
|
+
|
|
107
|
+
- `High (3)`: Likely to occur (>70% chance)
|
|
108
|
+
- `Medium (2)`: Possible occurrence (30-70% chance)
|
|
109
|
+
- `Low (1)`: Unlikely to occur (<30% chance)
|
|
110
|
+
|
|
111
|
+
**Impact Levels:**
|
|
112
|
+
|
|
113
|
+
- `High (3)`: Severe consequences (game unplayable, save corruption, platform rejection)
|
|
114
|
+
- `Medium (2)`: Moderate consequences (noticeable lag, minor bugs, progression issues)
|
|
115
|
+
- `Low (1)`: Minor consequences (visual glitches, UI issues, quality of life problems)
|
|
116
|
+
|
|
117
|
+
### Risk Score = Probability × Impact
|
|
118
|
+
|
|
119
|
+
- 9: Critical Risk (Red)
|
|
120
|
+
- 6: High Risk (Orange)
|
|
121
|
+
- 4: Medium Risk (Yellow)
|
|
122
|
+
- 2-3: Low Risk (Green)
|
|
123
|
+
- 1: Minimal Risk (Blue)
|
|
124
|
+
|
|
125
|
+
### 3. Risk Prioritization
|
|
126
|
+
|
|
127
|
+
Create risk matrix:
|
|
128
|
+
|
|
129
|
+
```markdown
|
|
130
|
+
## Risk Matrix
|
|
131
|
+
|
|
132
|
+
| Risk ID | Description | Probability | Impact | Score | Priority |
|
|
133
|
+
| -------- | ---------------------------- | ----------- | ---------- | ----- | -------- |
|
|
134
|
+
| GAME-001 | Boss fight progression block | High (3) | High (3) | 9 | Critical |
|
|
135
|
+
| PERF-001 | Particle FPS drops | Medium (2) | Medium (2) | 4 | Medium |
|
|
136
|
+
| PLAT-001 | Mobile export crashes | Low (1) | High (3) | 3 | Low |
|
|
137
|
+
```
|
|
138
|
+
|
|
139
|
+
### 4. Risk Mitigation Strategies
|
|
140
|
+
|
|
141
|
+
For each identified risk, provide mitigation:
|
|
142
|
+
|
|
143
|
+
```yaml
|
|
144
|
+
mitigation:
|
|
145
|
+
risk_id: 'PERF-001'
|
|
146
|
+
strategy: 'preventive' # preventive|detective|corrective
|
|
147
|
+
actions:
|
|
148
|
+
- 'Implement particle pooling system'
|
|
149
|
+
- 'Add LOD (Level of Detail) for particle effects'
|
|
150
|
+
- 'Use GPU particles instead of CPU particles'
|
|
151
|
+
- 'Limit max particle count per emitter'
|
|
152
|
+
testing_requirements:
|
|
153
|
+
- 'Performance profiling on min spec hardware'
|
|
154
|
+
- 'Stress test with all effects active'
|
|
155
|
+
- 'FPS monitoring during boss encounters'
|
|
156
|
+
residual_risk: 'Low - May still drop to 45 FPS on very low-end devices'
|
|
157
|
+
owner: 'game-dev'
|
|
158
|
+
timeline: 'Before beta release'
|
|
159
|
+
```
|
|
160
|
+
|
|
161
|
+
## Outputs
|
|
162
|
+
|
|
163
|
+
### Output 1: Gate YAML Block
|
|
164
|
+
|
|
165
|
+
Generate for pasting into gate file under `risk_summary`:
|
|
166
|
+
|
|
167
|
+
**Output rules:**
|
|
168
|
+
|
|
169
|
+
- Only include assessed risks; do not emit placeholders
|
|
170
|
+
- Sort risks by score (desc) when emitting highest and any tabular lists
|
|
171
|
+
- If no risks: totals all zeros, omit highest, keep recommendations arrays empty
|
|
172
|
+
|
|
173
|
+
```yaml
|
|
174
|
+
# risk_summary (paste into gate file):
|
|
175
|
+
risk_summary:
|
|
176
|
+
totals:
|
|
177
|
+
critical: X # score 9
|
|
178
|
+
high: Y # score 6
|
|
179
|
+
medium: Z # score 4
|
|
180
|
+
low: W # score 2-3
|
|
181
|
+
highest:
|
|
182
|
+
id: GAME-001
|
|
183
|
+
score: 9
|
|
184
|
+
title: 'Boss fight progression blocker'
|
|
185
|
+
recommendations:
|
|
186
|
+
must_fix:
|
|
187
|
+
- 'Fix collision detection in boss arena'
|
|
188
|
+
monitor:
|
|
189
|
+
- 'Track FPS metrics during gameplay'
|
|
190
|
+
```
|
|
191
|
+
|
|
192
|
+
### Output 2: Markdown Report
|
|
193
|
+
|
|
194
|
+
**Save to:** `qa.qaLocation/assessments/{epic}.{story}-risk-{YYYYMMDD}.md`
|
|
195
|
+
|
|
196
|
+
```markdown
|
|
197
|
+
# Risk Profile: Story {epic}.{story}
|
|
198
|
+
|
|
199
|
+
Date: {date}
|
|
200
|
+
Reviewer: Linus (Test Architect)
|
|
201
|
+
|
|
202
|
+
## Executive Summary
|
|
203
|
+
|
|
204
|
+
- Total Risks Identified: X
|
|
205
|
+
- Critical Risks: Y
|
|
206
|
+
- High Risks: Z
|
|
207
|
+
- Risk Score: XX/100 (calculated)
|
|
208
|
+
|
|
209
|
+
## Critical Risks Requiring Immediate Attention
|
|
210
|
+
|
|
211
|
+
### 1. [ID]: Risk Title
|
|
212
|
+
|
|
213
|
+
**Score: 9 (Critical)**
|
|
214
|
+
**Probability**: High - Detailed reasoning
|
|
215
|
+
**Impact**: High - Potential consequences
|
|
216
|
+
**Mitigation**:
|
|
217
|
+
|
|
218
|
+
- Immediate action required
|
|
219
|
+
- Specific steps to take
|
|
220
|
+
**Testing Focus**: Specific test scenarios needed
|
|
221
|
+
|
|
222
|
+
## Risk Distribution
|
|
223
|
+
|
|
224
|
+
### By Category
|
|
225
|
+
|
|
226
|
+
- Technical/Engine: X risks (Y critical)
|
|
227
|
+
- Performance: X risks (Y critical)
|
|
228
|
+
- Gameplay: X risks (Y critical)
|
|
229
|
+
- Art/Assets: X risks (Y critical)
|
|
230
|
+
- Platform: X risks (Y critical)
|
|
231
|
+
- Player Experience: X risks (Y critical)
|
|
232
|
+
|
|
233
|
+
### By Component
|
|
234
|
+
|
|
235
|
+
- Game Scenes: X risks
|
|
236
|
+
- Player Controller: X risks
|
|
237
|
+
- Enemy AI: X risks
|
|
238
|
+
- UI/Menus: X risks
|
|
239
|
+
- Audio System: X risks
|
|
240
|
+
- Save System: X risks
|
|
241
|
+
|
|
242
|
+
## Detailed Risk Register
|
|
243
|
+
|
|
244
|
+
[Full table of all risks with scores and mitigations]
|
|
245
|
+
|
|
246
|
+
## Risk-Based Testing Strategy
|
|
247
|
+
|
|
248
|
+
### Priority 1: Critical Risk Tests
|
|
249
|
+
|
|
250
|
+
- Playtesting scenarios for game-breaking bugs
|
|
251
|
+
- Performance testing on target platforms
|
|
252
|
+
- Save/load integrity testing
|
|
253
|
+
- Multiplayer stress testing (if applicable)
|
|
254
|
+
|
|
255
|
+
### Priority 2: High Risk Tests
|
|
256
|
+
|
|
257
|
+
- Integration test scenarios
|
|
258
|
+
- Edge case coverage
|
|
259
|
+
|
|
260
|
+
### Priority 3: Medium/Low Risk Tests
|
|
261
|
+
|
|
262
|
+
- Standard functional tests
|
|
263
|
+
- Regression test suite
|
|
264
|
+
|
|
265
|
+
## Risk Acceptance Criteria
|
|
266
|
+
|
|
267
|
+
### Must Fix Before Production
|
|
268
|
+
|
|
269
|
+
- All critical risks (score 9)
|
|
270
|
+
- High risks affecting security/data
|
|
271
|
+
|
|
272
|
+
### Can Deploy with Mitigation
|
|
273
|
+
|
|
274
|
+
- Medium risks with compensating controls
|
|
275
|
+
- Low risks with monitoring in place
|
|
276
|
+
|
|
277
|
+
### Accepted Risks
|
|
278
|
+
|
|
279
|
+
- Document any risks team accepts
|
|
280
|
+
- Include sign-off from appropriate authority
|
|
281
|
+
|
|
282
|
+
## Monitoring Requirements
|
|
283
|
+
|
|
284
|
+
Post-release monitoring for:
|
|
285
|
+
|
|
286
|
+
- Frame rate metrics and performance stats
|
|
287
|
+
- Crash reports and error logs
|
|
288
|
+
- Player progression analytics
|
|
289
|
+
- Achievement completion rates
|
|
290
|
+
- Player retention metrics
|
|
291
|
+
|
|
292
|
+
## Risk Review Triggers
|
|
293
|
+
|
|
294
|
+
Review and update risk profile when:
|
|
295
|
+
|
|
296
|
+
- Major gameplay mechanics added
|
|
297
|
+
- New platforms targeted
|
|
298
|
+
- Godot engine version upgraded
|
|
299
|
+
- Performance issues reported by playtesters
|
|
300
|
+
- Art style or asset pipeline changes
|
|
301
|
+
- Multiplayer features added
|
|
302
|
+
```
|
|
303
|
+
|
|
304
|
+
## Risk Scoring Algorithm
|
|
305
|
+
|
|
306
|
+
Calculate overall story risk score:
|
|
307
|
+
|
|
308
|
+
```text
|
|
309
|
+
Base Score = 100
|
|
310
|
+
For each risk:
|
|
311
|
+
- Critical (9): Deduct 20 points
|
|
312
|
+
- High (6): Deduct 10 points
|
|
313
|
+
- Medium (4): Deduct 5 points
|
|
314
|
+
- Low (2-3): Deduct 2 points
|
|
315
|
+
|
|
316
|
+
Minimum score = 0 (extremely risky)
|
|
317
|
+
Maximum score = 100 (minimal risk)
|
|
318
|
+
```
|
|
319
|
+
|
|
320
|
+
## Risk-Based Recommendations
|
|
321
|
+
|
|
322
|
+
Based on risk profile, recommend:
|
|
323
|
+
|
|
324
|
+
1. **Testing Priority**
|
|
325
|
+
- Which tests to run first
|
|
326
|
+
- Additional test types needed
|
|
327
|
+
- Test environment requirements
|
|
328
|
+
|
|
329
|
+
2. **Development Focus**
|
|
330
|
+
- Code review emphasis areas
|
|
331
|
+
- Additional validation needed
|
|
332
|
+
- Security controls to implement
|
|
333
|
+
|
|
334
|
+
3. **Deployment Strategy**
|
|
335
|
+
- Phased rollout for high-risk changes
|
|
336
|
+
- Feature flags for risky features
|
|
337
|
+
- Rollback procedures
|
|
338
|
+
|
|
339
|
+
4. **Monitoring Setup**
|
|
340
|
+
- Metrics to track
|
|
341
|
+
- Alerts to configure
|
|
342
|
+
- Dashboard requirements
|
|
343
|
+
|
|
344
|
+
## Integration with Quality Gates
|
|
345
|
+
|
|
346
|
+
**Deterministic gate mapping:**
|
|
347
|
+
|
|
348
|
+
- Any risk with score ≥ 9 → Gate = FAIL (unless waived)
|
|
349
|
+
- Else if any score ≥ 6 → Gate = CONCERNS
|
|
350
|
+
- Else → Gate = PASS
|
|
351
|
+
- Unmitigated risks → Document in gate
|
|
352
|
+
|
|
353
|
+
### Output 3: Story Hook Line
|
|
354
|
+
|
|
355
|
+
**Print this line for review task to quote:**
|
|
356
|
+
|
|
357
|
+
```text
|
|
358
|
+
Risk profile: qa.qaLocation/assessments/{epic}.{story}-risk-{YYYYMMDD}.md
|
|
359
|
+
```
|
|
360
|
+
|
|
361
|
+
## Key Principles
|
|
362
|
+
|
|
363
|
+
- Identify risks early and systematically
|
|
364
|
+
- Use consistent probability × impact scoring
|
|
365
|
+
- Provide actionable mitigation strategies
|
|
366
|
+
- Link risks to specific test requirements
|
|
367
|
+
- Track residual risk after mitigation
|
|
368
|
+
- Update risk profile as story evolves
|