bmad-method 4.9.0 → 4.9.2

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 (40) hide show
  1. package/CHANGELOG.md +14 -0
  2. package/bmad-core/tasks/shard-doc.md +1 -1
  3. package/bmad-core/templates/architecture-tmpl.md +2 -2
  4. package/bmad-core/templates/brownfield-architecture-tmpl.md +2 -2
  5. package/bmad-core/templates/front-end-spec-tmpl.md +1 -1
  6. package/bmad-core/utils/workflow-management.md +5 -5
  7. package/bmad-core/workflows/brownfield-service.yml +1 -1
  8. package/dist/agents/architect.txt +4 -4
  9. package/dist/agents/bmad-master.txt +11 -11
  10. package/dist/agents/bmad-orchestrator.txt +5 -5
  11. package/dist/agents/dev.txt +9 -17
  12. package/dist/agents/pm.txt +1 -1
  13. package/dist/agents/po.txt +1 -1
  14. package/dist/agents/ux-expert.txt +1 -1
  15. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.txt +144 -18
  16. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.txt +139 -95
  17. package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.txt +39 -0
  18. package/dist/expansion-packs/bmad-2d-phaser-game-dev/teams/phaser-2d-nodejs-game-team.txt +310 -118
  19. package/dist/expansion-packs/bmad-infrastructure-devops/agents/infra-devops-platform.txt +16 -16
  20. package/dist/expansion-packs/expansion-creator/agents/bmad-the-creator.txt +25 -27
  21. package/dist/teams/team-all.txt +20 -28
  22. package/dist/teams/team-fullstack.txt +11 -11
  23. package/dist/teams/team-ide-minimal.txt +15 -23
  24. package/dist/teams/team-no-ui.txt +10 -10
  25. package/docs/core-architecture.md +5 -3
  26. package/docs/how-to-contribute-with-pull-requests.md +6 -6
  27. package/docs/user-guide.md +51 -66
  28. package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +107 -87
  29. package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.md +4 -4
  30. package/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md +21 -2
  31. package/expansion-packs/bmad-infrastructure-devops/README.md +5 -5
  32. package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-platform-from-arch-tmpl.md +0 -0
  33. package/expansion-packs/expansion-creator/tasks/create-agent.md +10 -10
  34. package/expansion-packs/expansion-creator/tasks/generate-expansion-pack.md +2 -4
  35. package/expansion-packs/expansion-creator/templates/agent-teams-tmpl.md +6 -6
  36. package/expansion-packs/expansion-creator/templates/agent-tmpl.md +15 -15
  37. package/expansion-packs/expansion-creator/utils/workflow-management.md +8 -8
  38. package/package.json +1 -1
  39. package/tools/installer/README.md +3 -3
  40. package/tools/installer/package.json +1 -1
@@ -288,6 +288,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
288
288
  [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
289
289
 
290
290
  1. **Establish Game Context**
291
+
291
292
  - Understand the game genre or opportunity area
292
293
  - Identify target audience and platform constraints
293
294
  - Determine session goals (concept exploration vs. mechanic refinement)
@@ -443,26 +444,31 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
443
444
  [[LLM: Help user select appropriate techniques based on their specific game design needs.]]
444
445
 
445
446
  **For Initial Game Concepts:**
447
+
446
448
  - What If Game Scenarios
447
449
  - Cross-Genre Fusion
448
450
  - Emotion-First Design
449
451
 
450
452
  **For Stuck/Blocked Creativity:**
453
+
451
454
  - Player Motivation Reversal
452
455
  - Constraint-Based Creativity
453
456
  - Genre Expectation Subversion
454
457
 
455
458
  **For Mechanic Development:**
459
+
456
460
  - SCAMPER for Game Mechanics
457
461
  - Core Loop Deconstruction
458
462
  - Player Agency Spectrum
459
463
 
460
464
  **For Player Experience:**
465
+
461
466
  - Player Archetype Brainstorming
462
467
  - Emotion-First Design
463
468
  - Accessibility-First Innovation
464
469
 
465
470
  **For World Building:**
471
+
466
472
  - Environmental Storytelling
467
473
  - Player-Generated Narrative
468
474
  - Platform-Specific Design
@@ -472,16 +478,19 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
472
478
  [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
473
479
 
474
480
  1. **Inspiration Phase** (10-15 min)
481
+
475
482
  - Reference existing games and mechanics
476
483
  - Explore player experiences and emotions
477
484
  - Gather visual and thematic inspiration
478
485
 
479
486
  2. **Divergent Exploration** (25-35 min)
487
+
480
488
  - Generate many game concepts or mechanics
481
489
  - Use expansion and fusion techniques
482
490
  - Encourage wild and impossible ideas
483
491
 
484
492
  3. **Player-Centered Filtering** (15-20 min)
493
+
485
494
  - Consider target audience reactions
486
495
  - Evaluate emotional impact and engagement
487
496
  - Group ideas by player experience goals
@@ -496,6 +505,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
496
505
  [[LLM: Present brainstorming results in a format useful for game development.]]
497
506
 
498
507
  **Session Summary:**
508
+
499
509
  - Techniques used and focus areas
500
510
  - Total concepts/mechanics generated
501
511
  - Key themes and patterns identified
@@ -511,21 +521,25 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
511
521
  **Development Readiness:**
512
522
 
513
523
  **Prototype-Ready Ideas:**
524
+
514
525
  - Ideas that can be tested immediately
515
526
  - Minimum viable implementations
516
527
  - Quick validation approaches
517
528
 
518
529
  **Research-Required Ideas:**
530
+
519
531
  - Concepts needing technical investigation
520
532
  - Player testing and market research needs
521
533
  - Competitive analysis requirements
522
534
 
523
535
  **Future Innovation Pipeline:**
536
+
524
537
  - Ideas requiring significant development
525
538
  - Technology-dependent concepts
526
539
  - Market timing considerations
527
540
 
528
541
  **Next Steps:**
542
+
529
543
  - Which concepts to prototype first
530
544
  - Recommended research areas
531
545
  - Suggested playtesting approaches
@@ -534,24 +548,28 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
534
548
  ## Game Design Specific Considerations
535
549
 
536
550
  ### Platform and Audience Awareness
551
+
537
552
  - Always consider target platform limitations and advantages
538
553
  - Keep target audience preferences and expectations in mind
539
554
  - Balance innovation with familiar game design patterns
540
555
  - Consider monetization and business model implications
541
556
 
542
557
  ### Rapid Prototyping Mindset
558
+
543
559
  - Focus on ideas that can be quickly tested
544
560
  - Emphasize core mechanics over complex features
545
561
  - Design for iteration and player feedback
546
562
  - Consider digital and paper prototyping approaches
547
563
 
548
564
  ### Player Psychology Integration
565
+
549
566
  - Understand motivation and engagement drivers
550
567
  - Consider learning curves and skill development
551
568
  - Design for different play session lengths
552
569
  - Balance challenge and reward appropriately
553
570
 
554
571
  ### Technical Feasibility
572
+
555
573
  - Keep development resources and timeline in mind
556
574
  - Consider art and audio asset requirements
557
575
  - Think about performance and optimization needs
@@ -979,6 +997,7 @@ This elicitation task is specifically designed for game development and should b
979
997
  - **Platform Considerations**: When adapting designs for different devices and input methods
980
998
 
981
999
  The questions and perspectives offered should always consider:
1000
+
982
1001
  - Player psychology and motivation
983
1002
  - Technical feasibility with Phaser 3 and TypeScript
984
1003
  - Performance implications for 60 FPS targets
@@ -1042,6 +1061,7 @@ If available, review any provided documents or ask if any are optionally availab
1042
1061
  [[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
1043
1062
 
1044
1063
  **Primary Loop ({{duration}} seconds):**
1064
+
1045
1065
  1. {{action_1}} ({{time_1}}s)
1046
1066
  2. {{action_2}} ({{time_2}}s)
1047
1067
  3. {{action_3}} ({{time_3}}s)
@@ -1052,10 +1072,12 @@ If available, review any provided documents or ask if any are optionally availab
1052
1072
  [[LLM: Clearly define success and failure states]]
1053
1073
 
1054
1074
  **Victory Conditions:**
1075
+
1055
1076
  - {{win_condition_1}}
1056
1077
  - {{win_condition_2}}
1057
1078
 
1058
1079
  **Failure States:**
1080
+
1059
1081
  - {{loss_condition_1}}
1060
1082
  - {{loss_condition_2}}
1061
1083
 
@@ -1076,6 +1098,7 @@ If available, review any provided documents or ask if any are optionally availab
1076
1098
  **System Response:** {{game_response}}
1077
1099
 
1078
1100
  **Implementation Notes:**
1101
+
1079
1102
  - {{tech_requirement_1}}
1080
1103
  - {{tech_requirement_2}}
1081
1104
  - {{performance_consideration}}
@@ -1088,8 +1111,8 @@ If available, review any provided documents or ask if any are optionally availab
1088
1111
 
1089
1112
  [[LLM: Define all input methods for different platforms]]
1090
1113
 
1091
- | Action | Desktop | Mobile | Gamepad |
1092
- |--------|---------|--------|---------|
1114
+ | Action | Desktop | Mobile | Gamepad |
1115
+ | ------------ | ------- | ----------- | ---------- |
1093
1116
  | {{action_1}} | {{key}} | {{gesture}} | {{button}} |
1094
1117
  | {{action_2}} | {{key}} | {{gesture}} | {{button}} |
1095
1118
 
@@ -1102,6 +1125,7 @@ If available, review any provided documents or ask if any are optionally availab
1102
1125
  **Progression Type:** {{linear|branching|metroidvania}}
1103
1126
 
1104
1127
  **Key Milestones:**
1128
+
1105
1129
  1. **{{milestone_1}}** - {{unlock_description}}
1106
1130
  2. **{{milestone_2}}** - {{unlock_description}}
1107
1131
  3. **{{milestone_3}}** - {{unlock_description}}
@@ -1121,9 +1145,9 @@ If available, review any provided documents or ask if any are optionally availab
1121
1145
 
1122
1146
  [[LLM: Define any in-game currencies, resources, or collectibles]]
1123
1147
 
1124
- | Resource | Earn Rate | Spend Rate | Purpose | Cap |
1125
- |----------|-----------|------------|---------|-----|
1126
- | {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
1148
+ | Resource | Earn Rate | Spend Rate | Purpose | Cap |
1149
+ | -------------- | --------- | ---------- | ------- | ------- |
1150
+ | {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
1127
1151
 
1128
1152
  ^^/CONDITION: has_economy^^
1129
1153
 
@@ -1143,6 +1167,7 @@ If available, review any provided documents or ask if any are optionally availab
1143
1167
  **Difficulty:** {{relative_difficulty}}
1144
1168
 
1145
1169
  **Structure Template:**
1170
+
1146
1171
  - Introduction: {{intro_description}}
1147
1172
  - Challenge: {{main_challenge}}
1148
1173
  - Resolution: {{completion_requirement}}
@@ -1169,11 +1194,13 @@ If available, review any provided documents or ask if any are optionally availab
1169
1194
  ### Platform Specific
1170
1195
 
1171
1196
  **Desktop:**
1197
+
1172
1198
  - Resolution: {{min_resolution}} - {{max_resolution}}
1173
1199
  - Input: Keyboard, Mouse, Gamepad
1174
1200
  - Browser: Chrome 80+, Firefox 75+, Safari 13+
1175
1201
 
1176
1202
  **Mobile:**
1203
+
1177
1204
  - Resolution: {{mobile_min}} - {{mobile_max}}
1178
1205
  - Input: Touch, Tilt (optional)
1179
1206
  - OS: iOS 13+, Android 8+
@@ -1183,12 +1210,14 @@ If available, review any provided documents or ask if any are optionally availab
1183
1210
  [[LLM: Define asset specifications for the art and audio teams]]
1184
1211
 
1185
1212
  **Visual Assets:**
1213
+
1186
1214
  - Art Style: {{style_description}}
1187
1215
  - Color Palette: {{color_specification}}
1188
1216
  - Animation: {{animation_requirements}}
1189
1217
  - UI Resolution: {{ui_specs}}
1190
1218
 
1191
1219
  **Audio Assets:**
1220
+
1192
1221
  - Music Style: {{music_genre}}
1193
1222
  - Sound Effects: {{sfx_requirements}}
1194
1223
  - Voice Acting: {{voice_needs}}
@@ -1200,6 +1229,7 @@ If available, review any provided documents or ask if any are optionally availab
1200
1229
  ### Engine Configuration
1201
1230
 
1202
1231
  **Phaser 3 Setup:**
1232
+
1203
1233
  - TypeScript: Strict mode enabled
1204
1234
  - Physics: {{physics_system}} (Arcade/Matter)
1205
1235
  - Renderer: WebGL with Canvas fallback
@@ -1208,6 +1238,7 @@ If available, review any provided documents or ask if any are optionally availab
1208
1238
  ### Code Architecture
1209
1239
 
1210
1240
  **Required Systems:**
1241
+
1211
1242
  - Scene Management
1212
1243
  - State Management
1213
1244
  - Asset Loading
@@ -1219,6 +1250,7 @@ If available, review any provided documents or ask if any are optionally availab
1219
1250
  ### Data Management
1220
1251
 
1221
1252
  **Save Data:**
1253
+
1222
1254
  - Progress tracking
1223
1255
  - Settings persistence
1224
1256
  - Statistics collection
@@ -1231,12 +1263,14 @@ If available, review any provided documents or ask if any are optionally availab
1231
1263
  ### Phase 1: Core Systems ({{duration}})
1232
1264
 
1233
1265
  **Epic: Foundation**
1266
+
1234
1267
  - Engine setup and configuration
1235
1268
  - Basic scene management
1236
1269
  - Core input handling
1237
1270
  - Asset loading pipeline
1238
1271
 
1239
1272
  **Epic: Core Mechanics**
1273
+
1240
1274
  - {{primary_mechanic}} implementation
1241
1275
  - Basic physics and collision
1242
1276
  - Player controller
@@ -1244,11 +1278,13 @@ If available, review any provided documents or ask if any are optionally availab
1244
1278
  ### Phase 2: Gameplay Features ({{duration}})
1245
1279
 
1246
1280
  **Epic: Game Systems**
1281
+
1247
1282
  - {{mechanic_2}} implementation
1248
1283
  - {{mechanic_3}} implementation
1249
1284
  - Game state management
1250
1285
 
1251
1286
  **Epic: Content Creation**
1287
+
1252
1288
  - Level loading system
1253
1289
  - First playable levels
1254
1290
  - Basic UI implementation
@@ -1256,11 +1292,13 @@ If available, review any provided documents or ask if any are optionally availab
1256
1292
  ### Phase 3: Polish & Optimization ({{duration}})
1257
1293
 
1258
1294
  **Epic: Performance**
1295
+
1259
1296
  - Optimization and profiling
1260
1297
  - Mobile platform testing
1261
1298
  - Memory management
1262
1299
 
1263
1300
  **Epic: User Experience**
1301
+
1264
1302
  - Audio implementation
1265
1303
  - Visual effects and polish
1266
1304
  - Final UI/UX refinement
@@ -1270,12 +1308,14 @@ If available, review any provided documents or ask if any are optionally availab
1270
1308
  [[LLM: Define measurable goals for the game]]
1271
1309
 
1272
1310
  **Technical Metrics:**
1311
+
1273
1312
  - Frame rate: {{fps_target}}
1274
1313
  - Load time: {{load_target}}
1275
1314
  - Crash rate: <{{crash_threshold}}%
1276
1315
  - Memory usage: <{{memory_target}}MB
1277
1316
 
1278
1317
  **Gameplay Metrics:**
1318
+
1279
1319
  - Tutorial completion: {{completion_rate}}%
1280
1320
  - Average session: {{session_length}} minutes
1281
1321
  - Level completion: {{level_completion}}%
@@ -1366,19 +1406,23 @@ This framework ensures consistency across all levels while providing flexibility
1366
1406
  **Difficulty Range:** {{difficulty_scale}}
1367
1407
 
1368
1408
  **Key Mechanics Featured:**
1409
+
1369
1410
  - {{mechanic_1}} - {{usage_description}}
1370
1411
  - {{mechanic_2}} - {{usage_description}}
1371
1412
 
1372
1413
  **Player Objectives:**
1414
+
1373
1415
  - Primary: {{primary_objective}}
1374
1416
  - Secondary: {{secondary_objective}}
1375
1417
  - Hidden: {{secret_objective}}
1376
1418
 
1377
1419
  **Success Criteria:**
1420
+
1378
1421
  - {{completion_requirement_1}}
1379
1422
  - {{completion_requirement_2}}
1380
1423
 
1381
1424
  **Technical Requirements:**
1425
+
1382
1426
  - Maximum entities: {{entity_limit}}
1383
1427
  - Performance target: {{fps_target}} FPS
1384
1428
  - Memory budget: {{memory_limit}}MB
@@ -1399,6 +1443,7 @@ This framework ensures consistency across all levels while providing flexibility
1399
1443
  **Total Level Count:** {{number}}
1400
1444
 
1401
1445
  **World Breakdown:**
1446
+
1402
1447
  - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1403
1448
  - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
1404
1449
  - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
@@ -1408,7 +1453,8 @@ This framework ensures consistency across all levels while providing flexibility
1408
1453
  [[LLM: Define how challenge increases across the game]]
1409
1454
 
1410
1455
  **Progression Curve:**
1411
- ```text
1456
+
1457
+ ````text
1412
1458
  Difficulty
1413
1459
  ^ ___/```
1414
1460
  | /
@@ -1418,9 +1464,10 @@ Difficulty
1418
1464
  |/ /
1419
1465
  +-----------> Level Number
1420
1466
  Tutorial Early Mid Late
1421
- ```text
1467
+ ````
1422
1468
 
1423
1469
  **Scaling Parameters:**
1470
+
1424
1471
  - Enemy count: {{start_count}} → {{end_count}}
1425
1472
  - Enemy difficulty: {{start_diff}} → {{end_diff}}
1426
1473
  - Level complexity: {{start_complex}} → {{end_complex}}
@@ -1431,6 +1478,7 @@ Difficulty
1431
1478
  [[LLM: Define how players access new levels]]
1432
1479
 
1433
1480
  **Progression Gates:**
1481
+
1434
1482
  - Linear progression: Complete previous level
1435
1483
  - Star requirements: {{star_count}} stars to unlock
1436
1484
  - Skill gates: Demonstrate {{skill_requirement}}
@@ -1445,14 +1493,17 @@ Difficulty
1445
1493
  [[LLM: Define all environmental components that can be used in levels]]
1446
1494
 
1447
1495
  **Terrain Types:**
1496
+
1448
1497
  - {{terrain_1}}: {{properties_and_usage}}
1449
1498
  - {{terrain_2}}: {{properties_and_usage}}
1450
1499
 
1451
1500
  **Interactive Objects:**
1501
+
1452
1502
  - {{object_1}}: {{behavior_and_purpose}}
1453
1503
  - {{object_2}}: {{behavior_and_purpose}}
1454
1504
 
1455
1505
  **Hazards and Obstacles:**
1506
+
1456
1507
  - {{hazard_1}}: {{damage_and_behavior}}
1457
1508
  - {{hazard_2}}: {{damage_and_behavior}}
1458
1509
 
@@ -1461,15 +1512,18 @@ Difficulty
1461
1512
  [[LLM: Define all collectible items and their placement rules]]
1462
1513
 
1463
1514
  **Collectible Types:**
1515
+
1464
1516
  - {{collectible_1}}: {{value_and_purpose}}
1465
1517
  - {{collectible_2}}: {{value_and_purpose}}
1466
1518
 
1467
1519
  **Placement Guidelines:**
1520
+
1468
1521
  - Mandatory collectibles: {{placement_rules}}
1469
1522
  - Optional collectibles: {{placement_rules}}
1470
1523
  - Secret collectibles: {{placement_rules}}
1471
1524
 
1472
1525
  **Reward Distribution:**
1526
+
1473
1527
  - Easy to find: {{percentage}}%
1474
1528
  - Moderate challenge: {{percentage}}%
1475
1529
  - High skill required: {{percentage}}%
@@ -1479,15 +1533,18 @@ Difficulty
1479
1533
  [[LLM: Define how enemies should be placed and balanced in levels]]
1480
1534
 
1481
1535
  **Enemy Categories:**
1536
+
1482
1537
  - {{enemy_type_1}}: {{behavior_and_usage}}
1483
1538
  - {{enemy_type_2}}: {{behavior_and_usage}}
1484
1539
 
1485
1540
  **Placement Principles:**
1541
+
1486
1542
  - Introduction encounters: {{guideline}}
1487
1543
  - Standard encounters: {{guideline}}
1488
1544
  - Challenge encounters: {{guideline}}
1489
1545
 
1490
1546
  **Difficulty Scaling:**
1547
+
1491
1548
  - Enemy count progression: {{scaling_rule}}
1492
1549
  - Enemy type introduction: {{pacing_rule}}
1493
1550
  - Encounter complexity: {{complexity_rule}}
@@ -1499,12 +1556,14 @@ Difficulty
1499
1556
  ### Level Layout Principles
1500
1557
 
1501
1558
  **Spatial Design:**
1559
+
1502
1560
  - Grid size: {{grid_dimensions}}
1503
1561
  - Minimum path width: {{width_units}}
1504
1562
  - Maximum vertical distance: {{height_units}}
1505
1563
  - Safe zones placement: {{safety_guidelines}}
1506
1564
 
1507
1565
  **Navigation Design:**
1566
+
1508
1567
  - Clear path indication: {{visual_cues}}
1509
1568
  - Landmark placement: {{landmark_rules}}
1510
1569
  - Dead end avoidance: {{dead_end_policy}}
@@ -1515,11 +1574,13 @@ Difficulty
1515
1574
  [[LLM: Define how to control the rhythm and pace of gameplay within levels]]
1516
1575
 
1517
1576
  **Action Sequences:**
1577
+
1518
1578
  - High intensity duration: {{max_duration}}
1519
1579
  - Rest period requirement: {{min_rest_time}}
1520
1580
  - Intensity variation: {{pacing_pattern}}
1521
1581
 
1522
1582
  **Learning Sequences:**
1583
+
1523
1584
  - New mechanic introduction: {{teaching_method}}
1524
1585
  - Practice opportunity: {{practice_duration}}
1525
1586
  - Skill application: {{application_context}}
@@ -1529,12 +1590,14 @@ Difficulty
1529
1590
  [[LLM: Define how to create appropriate challenges for each level type]]
1530
1591
 
1531
1592
  **Challenge Types:**
1593
+
1532
1594
  - Execution challenges: {{skill_requirements}}
1533
1595
  - Puzzle challenges: {{complexity_guidelines}}
1534
1596
  - Time challenges: {{time_pressure_rules}}
1535
1597
  - Resource challenges: {{resource_management}}
1536
1598
 
1537
1599
  **Difficulty Calibration:**
1600
+
1538
1601
  - Skill check frequency: {{frequency_guidelines}}
1539
1602
  - Failure recovery: {{retry_mechanics}}
1540
1603
  - Hint system integration: {{help_system}}
@@ -1548,11 +1611,13 @@ Difficulty
1548
1611
  [[LLM: Define how level data should be structured for implementation]]
1549
1612
 
1550
1613
  **Level File Format:**
1614
+
1551
1615
  - Data format: {{json|yaml|custom}}
1552
1616
  - File naming: `level_{{world}}_{{number}}.{{extension}}`
1553
1617
  - Data organization: {{structure_description}}
1554
1618
 
1555
1619
  **Required Data Fields:**
1620
+
1556
1621
  ```json
1557
1622
  {
1558
1623
  "levelId": "{{unique_identifier}}",
@@ -1584,12 +1649,14 @@ Difficulty
1584
1649
  [[LLM: Define how level assets are organized and loaded]]
1585
1650
 
1586
1651
  **Tilemap Requirements:**
1652
+
1587
1653
  - Tile size: {{tile_dimensions}}px
1588
1654
  - Tileset organization: {{tileset_structure}}
1589
1655
  - Layer organization: {{layer_system}}
1590
1656
  - Collision data: {{collision_format}}
1591
1657
 
1592
1658
  **Audio Integration:**
1659
+
1593
1660
  - Background music: {{music_requirements}}
1594
1661
  - Ambient sounds: {{ambient_system}}
1595
1662
  - Dynamic audio: {{dynamic_audio_rules}}
@@ -1599,16 +1666,19 @@ Difficulty
1599
1666
  [[LLM: Define performance requirements for level systems]]
1600
1667
 
1601
1668
  **Entity Limits:**
1669
+
1602
1670
  - Maximum active entities: {{entity_limit}}
1603
1671
  - Maximum particles: {{particle_limit}}
1604
1672
  - Maximum audio sources: {{audio_limit}}
1605
1673
 
1606
1674
  **Memory Management:**
1675
+
1607
1676
  - Texture memory budget: {{texture_memory}}MB
1608
1677
  - Audio memory budget: {{audio_memory}}MB
1609
1678
  - Level loading time: <{{load_time}}s
1610
1679
 
1611
1680
  **Culling and LOD:**
1681
+
1612
1682
  - Off-screen culling: {{culling_distance}}
1613
1683
  - Level-of-detail rules: {{lod_system}}
1614
1684
  - Asset streaming: {{streaming_requirements}}
@@ -1620,11 +1690,13 @@ Difficulty
1620
1690
  ### Automated Testing
1621
1691
 
1622
1692
  **Performance Testing:**
1693
+
1623
1694
  - Frame rate validation: Maintain {{fps_target}} FPS
1624
1695
  - Memory usage monitoring: Stay under {{memory_limit}}MB
1625
1696
  - Loading time verification: Complete in <{{load_time}}s
1626
1697
 
1627
1698
  **Gameplay Testing:**
1699
+
1628
1700
  - Completion path validation: All objectives achievable
1629
1701
  - Collectible accessibility: All items reachable
1630
1702
  - Softlock prevention: No unwinnable states
@@ -1632,6 +1704,7 @@ Difficulty
1632
1704
  ### Manual Testing Protocol
1633
1705
 
1634
1706
  **Playtesting Checklist:**
1707
+
1635
1708
  - [ ] Level completes within target time range
1636
1709
  - [ ] All mechanics function correctly
1637
1710
  - [ ] Difficulty feels appropriate for level category
@@ -1639,6 +1712,7 @@ Difficulty
1639
1712
  - [ ] No exploits or sequence breaks (unless intended)
1640
1713
 
1641
1714
  **Player Experience Testing:**
1715
+
1642
1716
  - [ ] Tutorial levels teach effectively
1643
1717
  - [ ] Challenge feels fair and rewarding
1644
1718
  - [ ] Flow and pacing maintain engagement
@@ -1647,12 +1721,14 @@ Difficulty
1647
1721
  ### Balance Validation
1648
1722
 
1649
1723
  **Metrics Collection:**
1724
+
1650
1725
  - Completion rate: Target {{completion_percentage}}%
1651
1726
  - Average completion time: {{target_time}} ± {{variance}}
1652
1727
  - Death count per level: <{{max_deaths}}
1653
1728
  - Collectible discovery rate: {{discovery_percentage}}%
1654
1729
 
1655
1730
  **Iteration Guidelines:**
1731
+
1656
1732
  - Adjustment criteria: {{criteria_for_changes}}
1657
1733
  - Testing sample size: {{minimum_testers}}
1658
1734
  - Validation period: {{testing_duration}}
@@ -1664,12 +1740,14 @@ Difficulty
1664
1740
  ### Design Phase
1665
1741
 
1666
1742
  **Concept Development:**
1743
+
1667
1744
  1. Define level purpose and goals
1668
1745
  2. Create rough layout sketch
1669
1746
  3. Identify key mechanics and challenges
1670
1747
  4. Estimate difficulty and duration
1671
1748
 
1672
1749
  **Documentation Requirements:**
1750
+
1673
1751
  - Level design brief
1674
1752
  - Layout diagrams
1675
1753
  - Mechanic integration notes
@@ -1678,6 +1756,7 @@ Difficulty
1678
1756
  ### Implementation Phase
1679
1757
 
1680
1758
  **Technical Implementation:**
1759
+
1681
1760
  1. Create level data file
1682
1761
  2. Build tilemap and layout
1683
1762
  3. Place entities and objects
@@ -1685,6 +1764,7 @@ Difficulty
1685
1764
  5. Integrate audio and visual effects
1686
1765
 
1687
1766
  **Quality Assurance:**
1767
+
1688
1768
  1. Automated testing execution
1689
1769
  2. Internal playtesting
1690
1770
  3. Performance validation
@@ -1693,12 +1773,14 @@ Difficulty
1693
1773
  ### Integration Phase
1694
1774
 
1695
1775
  **Game Integration:**
1776
+
1696
1777
  1. Level progression integration
1697
1778
  2. Save system compatibility
1698
1779
  3. Analytics integration
1699
1780
  4. Achievement system integration
1700
1781
 
1701
1782
  **Final Validation:**
1783
+
1702
1784
  1. Full game context testing
1703
1785
  2. Performance regression testing
1704
1786
  3. Platform compatibility verification
@@ -1709,18 +1791,21 @@ Difficulty
1709
1791
  [[LLM: Define how to measure level design success]]
1710
1792
 
1711
1793
  **Player Engagement:**
1794
+
1712
1795
  - Level completion rate: {{target_rate}}%
1713
1796
  - Replay rate: {{replay_target}}%
1714
1797
  - Time spent per level: {{engagement_time}}
1715
1798
  - Player satisfaction scores: {{satisfaction_target}}/10
1716
1799
 
1717
1800
  **Technical Performance:**
1801
+
1718
1802
  - Frame rate consistency: {{fps_consistency}}%
1719
1803
  - Loading time compliance: {{load_compliance}}%
1720
1804
  - Memory usage efficiency: {{memory_efficiency}}%
1721
1805
  - Crash rate: <{{crash_threshold}}%
1722
1806
 
1723
1807
  **Design Quality:**
1808
+
1724
1809
  - Difficulty curve adherence: {{curve_accuracy}}
1725
1810
  - Mechanic integration effectiveness: {{integration_score}}
1726
1811
  - Player guidance clarity: {{guidance_score}}
@@ -1790,11 +1875,13 @@ This brief is typically created early in the ideation process, often after brain
1790
1875
  [[LLM: List the 3-5 most important gameplay mechanics that define the player experience]]
1791
1876
 
1792
1877
  **Core Mechanic 1: {{mechanic_name}}**
1878
+
1793
1879
  - **Description:** {{how_it_works}}
1794
1880
  - **Player Value:** {{why_its_fun}}
1795
1881
  - **Implementation Scope:** {{complexity_estimate}}
1796
1882
 
1797
1883
  **Core Mechanic 2: {{mechanic_name}}**
1884
+
1798
1885
  - **Description:** {{how_it_works}}
1799
1886
  - **Player Value:** {{why_its_fun}}
1800
1887
  - **Implementation Scope:** {{complexity_estimate}}
@@ -1821,10 +1908,12 @@ This brief is typically created early in the ideation process, often after brain
1821
1908
  ### Technical Constraints
1822
1909
 
1823
1910
  **Platform Requirements:**
1911
+
1824
1912
  - Primary: {{platform_1}} - {{requirements}}
1825
1913
  - Secondary: {{platform_2}} - {{requirements}}
1826
1914
 
1827
1915
  **Technical Specifications:**
1916
+
1828
1917
  - Engine: Phaser 3 + TypeScript
1829
1918
  - Performance Target: {{fps_target}} FPS on {{target_device}}
1830
1919
  - Memory Budget: <{{memory_limit}}MB
@@ -1855,6 +1944,7 @@ This brief is typically created early in the ideation process, often after brain
1855
1944
  ### Inspiration Games
1856
1945
 
1857
1946
  **Primary References:**
1947
+
1858
1948
  1. **{{reference_game_1}}** - {{what_we_learn_from_it}}
1859
1949
  2. **{{reference_game_2}}** - {{what_we_learn_from_it}}
1860
1950
  3. **{{reference_game_3}}** - {{what_we_learn_from_it}}
@@ -1862,6 +1952,7 @@ This brief is typically created early in the ideation process, often after brain
1862
1952
  ### Competitive Analysis
1863
1953
 
1864
1954
  **Direct Competitors:**
1955
+
1865
1956
  - {{competitor_1}}: {{strengths_and_weaknesses}}
1866
1957
  - {{competitor_2}}: {{strengths_and_weaknesses}}
1867
1958
 
@@ -1887,13 +1978,16 @@ This brief is typically created early in the ideation process, often after brain
1887
1978
  ### Content Categories
1888
1979
 
1889
1980
  **Core Content:**
1981
+
1890
1982
  - {{content_type_1}}: {{quantity_and_description}}
1891
1983
  - {{content_type_2}}: {{quantity_and_description}}
1892
1984
 
1893
1985
  **Optional Content:**
1986
+
1894
1987
  - {{optional_content_type}}: {{quantity_and_description}}
1895
1988
 
1896
1989
  **Replay Elements:**
1990
+
1897
1991
  - {{replayability_features}}
1898
1992
 
1899
1993
  ### Difficulty and Accessibility
@@ -1931,23 +2025,23 @@ This brief is typically created early in the ideation process, often after brain
1931
2025
 
1932
2026
  ### Technical Risks
1933
2027
 
1934
- | Risk | Probability | Impact | Mitigation Strategy |
1935
- |------|-------------|--------|-------------------|
1936
- | {{technical_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
1937
- | {{technical_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2028
+ | Risk | Probability | Impact | Mitigation Strategy |
2029
+ | -------------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2030
+ | {{technical_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2031
+ | {{technical_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
1938
2032
 
1939
2033
  ### Design Risks
1940
2034
 
1941
- | Risk | Probability | Impact | Mitigation Strategy |
1942
- |------|-------------|--------|-------------------|
1943
- | {{design_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
1944
- | {{design_risk_2}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2035
+ | Risk | Probability | Impact | Mitigation Strategy |
2036
+ | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2037
+ | {{design_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
2038
+ | {{design_risk_2}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
1945
2039
 
1946
2040
  ### Market Risks
1947
2041
 
1948
- | Risk | Probability | Impact | Mitigation Strategy |
1949
- |------|-------------|--------|-------------------|
1950
- | {{market_risk_1}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
2042
+ | Risk | Probability | Impact | Mitigation Strategy |
2043
+ | ----------------- | ----------- | ------ | ------------------- | ------ | --- | ----- | ----------------------- |
2044
+ | {{market_risk_1}} | {{high | med | low}} | {{high | med | low}} | {{mitigation_approach}} |
1951
2045
 
1952
2046
  ## Success Criteria
1953
2047
 
@@ -1956,11 +2050,13 @@ This brief is typically created early in the ideation process, often after brain
1956
2050
  ### Player Experience Metrics
1957
2051
 
1958
2052
  **Engagement Goals:**
2053
+
1959
2054
  - Tutorial completion rate: >{{percentage}}%
1960
2055
  - Average session length: {{duration}} minutes
1961
2056
  - Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
1962
2057
 
1963
2058
  **Quality Benchmarks:**
2059
+
1964
2060
  - Player satisfaction: >{{rating}}/10
1965
2061
  - Completion rate: >{{percentage}}%
1966
2062
  - Technical performance: {{fps_target}} FPS consistent
@@ -1968,11 +2064,13 @@ This brief is typically created early in the ideation process, often after brain
1968
2064
  ### Development Metrics
1969
2065
 
1970
2066
  **Technical Targets:**
2067
+
1971
2068
  - Zero critical bugs at launch
1972
2069
  - Performance targets met on all platforms
1973
2070
  - Load times under {{seconds}}s
1974
2071
 
1975
2072
  **Process Goals:**
2073
+
1976
2074
  - Development timeline adherence
1977
2075
  - Feature scope completion
1978
2076
  - Quality assurance standards
@@ -1982,6 +2080,7 @@ This brief is typically created early in the ideation process, often after brain
1982
2080
  ### Business Metrics
1983
2081
 
1984
2082
  **Commercial Goals:**
2083
+
1985
2084
  - {{revenue_target}} in first {{time_period}}
1986
2085
  - {{user_acquisition_target}} players in first {{time_period}}
1987
2086
  - {{retention_target}} monthly active users
@@ -2001,16 +2100,19 @@ This brief is typically created early in the ideation process, often after brain
2001
2100
  ### Development Roadmap
2002
2101
 
2003
2102
  **Phase 1: Pre-Production** ({{duration}})
2103
+
2004
2104
  - Detailed Game Design Document creation
2005
2105
  - Technical architecture planning
2006
2106
  - Art style exploration and pipeline setup
2007
2107
 
2008
2108
  **Phase 2: Prototype** ({{duration}})
2109
+
2009
2110
  - Core mechanic implementation
2010
2111
  - Technical proof of concept
2011
2112
  - Initial playtesting and iteration
2012
2113
 
2013
2114
  **Phase 3: Production** ({{duration}})
2115
+
2014
2116
  - Full feature development
2015
2117
  - Content creation and integration
2016
2118
  - Comprehensive testing and optimization
@@ -2018,6 +2120,7 @@ This brief is typically created early in the ideation process, often after brain
2018
2120
  ### Documentation Pipeline
2019
2121
 
2020
2122
  **Required Documents:**
2123
+
2021
2124
  1. Game Design Document (GDD) - {{target_completion}}
2022
2125
  2. Technical Architecture Document - {{target_completion}}
2023
2126
  3. Art Style Guide - {{target_completion}}
@@ -2026,10 +2129,12 @@ This brief is typically created early in the ideation process, often after brain
2026
2129
  ### Validation Plan
2027
2130
 
2028
2131
  **Concept Testing:**
2132
+
2029
2133
  - {{validation_method_1}} - {{timeline}}
2030
2134
  - {{validation_method_2}} - {{timeline}}
2031
2135
 
2032
2136
  **Prototype Testing:**
2137
+
2033
2138
  - {{testing_approach}} - {{timeline}}
2034
2139
  - {{feedback_collection_method}} - {{timeline}}
2035
2140
 
@@ -2061,6 +2166,7 @@ This brief is typically created early in the ideation process, often after brain
2061
2166
  ## Document Completeness
2062
2167
 
2063
2168
  ### Executive Summary
2169
+
2064
2170
  - [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
2065
2171
  - [ ] **Target Audience** - Primary and secondary audiences defined with demographics
2066
2172
  - [ ] **Platform Requirements** - Technical platforms and requirements specified
@@ -2068,6 +2174,7 @@ This brief is typically created early in the ideation process, often after brain
2068
2174
  - [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed
2069
2175
 
2070
2176
  ### Game Design Foundation
2177
+
2071
2178
  - [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
2072
2179
  - [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
2073
2180
  - [ ] **Win/Loss Conditions** - Clear victory and failure states defined
@@ -2077,6 +2184,7 @@ This brief is typically created early in the ideation process, often after brain
2077
2184
  ## Gameplay Mechanics
2078
2185
 
2079
2186
  ### Core Mechanics Documentation
2187
+
2080
2188
  - [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
2081
2189
  - [ ] **Mechanic Integration** - How mechanics work together is clear
2082
2190
  - [ ] **Player Input** - All input methods specified for each platform
@@ -2084,6 +2192,7 @@ This brief is typically created early in the ideation process, often after brain
2084
2192
  - [ ] **Performance Impact** - Performance considerations for each mechanic noted
2085
2193
 
2086
2194
  ### Controls and Interaction
2195
+
2087
2196
  - [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
2088
2197
  - [ ] **Input Responsiveness** - Requirements for responsive game feel specified
2089
2198
  - [ ] **Accessibility Options** - Control customization and accessibility considered
@@ -2093,6 +2202,7 @@ This brief is typically created early in the ideation process, often after brain
2093
2202
  ## Progression and Balance
2094
2203
 
2095
2204
  ### Player Progression
2205
+
2096
2206
  - [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
2097
2207
  - [ ] **Key Milestones** - Major progression points documented
2098
2208
  - [ ] **Unlock System** - What players unlock and when is specified
@@ -2100,6 +2210,7 @@ This brief is typically created early in the ideation process, often after brain
2100
2210
  - [ ] **Player Agency** - Meaningful player choices and consequences defined
2101
2211
 
2102
2212
  ### Game Balance
2213
+
2103
2214
  - [ ] **Balance Parameters** - Numeric values for key game systems provided
2104
2215
  - [ ] **Difficulty Curve** - Appropriate challenge progression designed
2105
2216
  - [ ] **Economy Design** - Resource systems balanced for engagement
@@ -2109,6 +2220,7 @@ This brief is typically created early in the ideation process, often after brain
2109
2220
  ## Level Design Framework
2110
2221
 
2111
2222
  ### Level Structure
2223
+
2112
2224
  - [ ] **Level Types** - Different level categories defined with purposes
2113
2225
  - [ ] **Level Progression** - How players move through levels specified
2114
2226
  - [ ] **Duration Targets** - Expected play time for each level type
@@ -2116,6 +2228,7 @@ This brief is typically created early in the ideation process, often after brain
2116
2228
  - [ ] **Replay Value** - Elements that encourage repeated play designed
2117
2229
 
2118
2230
  ### Content Guidelines
2231
+
2119
2232
  - [ ] **Level Creation Rules** - Clear guidelines for level designers
2120
2233
  - [ ] **Mechanic Introduction** - How new mechanics are taught in levels
2121
2234
  - [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
@@ -2125,6 +2238,7 @@ This brief is typically created early in the ideation process, often after brain
2125
2238
  ## Technical Implementation Readiness
2126
2239
 
2127
2240
  ### Performance Requirements
2241
+
2128
2242
  - [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates
2129
2243
  - [ ] **Memory Budgets** - Maximum memory usage limits defined
2130
2244
  - [ ] **Load Time Goals** - Acceptable loading times for different content
@@ -2132,6 +2246,7 @@ This brief is typically created early in the ideation process, often after brain
2132
2246
  - [ ] **Scalability Plan** - How performance scales across different devices
2133
2247
 
2134
2248
  ### Platform Specifications
2249
+
2135
2250
  - [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
2136
2251
  - [ ] **Mobile Optimization** - iOS and Android specific requirements
2137
2252
  - [ ] **Browser Compatibility** - Supported browsers and versions listed
@@ -2139,6 +2254,7 @@ This brief is typically created early in the ideation process, often after brain
2139
2254
  - [ ] **Update Strategy** - Plan for post-launch updates and patches
2140
2255
 
2141
2256
  ### Asset Requirements
2257
+
2142
2258
  - [ ] **Art Style Definition** - Clear visual style with reference materials
2143
2259
  - [ ] **Asset Specifications** - Technical requirements for all asset types
2144
2260
  - [ ] **Audio Requirements** - Music and sound effect specifications
@@ -2148,6 +2264,7 @@ This brief is typically created early in the ideation process, often after brain
2148
2264
  ## Development Planning
2149
2265
 
2150
2266
  ### Implementation Phases
2267
+
2151
2268
  - [ ] **Phase Breakdown** - Development divided into logical phases
2152
2269
  - [ ] **Epic Definitions** - Major development epics identified
2153
2270
  - [ ] **Dependency Mapping** - Prerequisites between features documented
@@ -2155,6 +2272,7 @@ This brief is typically created early in the ideation process, often after brain
2155
2272
  - [ ] **Milestone Planning** - Key deliverables and deadlines established
2156
2273
 
2157
2274
  ### Team Requirements
2275
+
2158
2276
  - [ ] **Role Definitions** - Required team roles and responsibilities
2159
2277
  - [ ] **Skill Requirements** - Technical skills needed for implementation
2160
2278
  - [ ] **Resource Allocation** - Time and effort estimates for major features
@@ -2164,6 +2282,7 @@ This brief is typically created early in the ideation process, often after brain
2164
2282
  ## Quality Assurance
2165
2283
 
2166
2284
  ### Success Metrics
2285
+
2167
2286
  - [ ] **Technical Metrics** - Measurable technical performance goals
2168
2287
  - [ ] **Gameplay Metrics** - Player engagement and retention targets
2169
2288
  - [ ] **Quality Benchmarks** - Standards for bug rates and polish level
@@ -2171,6 +2290,7 @@ This brief is typically created early in the ideation process, often after brain
2171
2290
  - [ ] **Business Objectives** - Commercial or project success criteria
2172
2291
 
2173
2292
  ### Testing Strategy
2293
+
2174
2294
  - [ ] **Playtesting Plan** - How and when player feedback will be gathered
2175
2295
  - [ ] **Technical Testing** - Performance and compatibility testing approach
2176
2296
  - [ ] **Balance Validation** - Methods for confirming game balance
@@ -2180,6 +2300,7 @@ This brief is typically created early in the ideation process, often after brain
2180
2300
  ## Documentation Quality
2181
2301
 
2182
2302
  ### Clarity and Completeness
2303
+
2183
2304
  - [ ] **Clear Writing** - All sections are well-written and understandable
2184
2305
  - [ ] **Complete Coverage** - No major game systems left undefined
2185
2306
  - [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
@@ -2187,6 +2308,7 @@ This brief is typically created early in the ideation process, often after brain
2187
2308
  - [ ] **Reference Materials** - Links to inspiration, research, and additional resources
2188
2309
 
2189
2310
  ### Maintainability
2311
+
2190
2312
  - [ ] **Version Control** - Change log established for tracking revisions
2191
2313
  - [ ] **Update Process** - Plan for maintaining document during development
2192
2314
  - [ ] **Team Access** - All team members can access and reference the document
@@ -2196,6 +2318,7 @@ This brief is typically created early in the ideation process, often after brain
2196
2318
  ## Stakeholder Alignment
2197
2319
 
2198
2320
  ### Team Understanding
2321
+
2199
2322
  - [ ] **Shared Vision** - All team members understand and agree with the game vision
2200
2323
  - [ ] **Role Clarity** - Each team member understands their contribution
2201
2324
  - [ ] **Decision Framework** - Process for making design decisions during development
@@ -2203,6 +2326,7 @@ This brief is typically created early in the ideation process, often after brain
2203
2326
  - [ ] **Communication Channels** - Regular meetings and feedback sessions planned
2204
2327
 
2205
2328
  ### External Validation
2329
+
2206
2330
  - [ ] **Market Validation** - Competitive analysis and market fit assessment
2207
2331
  - [ ] **Technical Validation** - Feasibility confirmed with technical team
2208
2332
  - [ ] **Resource Validation** - Required resources available and committed
@@ -2212,6 +2336,7 @@ This brief is typically created early in the ideation process, often after brain
2212
2336
  ## Final Readiness Assessment
2213
2337
 
2214
2338
  ### Implementation Preparedness
2339
+
2215
2340
  - [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
2216
2341
  - [ ] **Architecture Alignment** - Game design aligns with technical capabilities
2217
2342
  - [ ] **Asset Production** - Asset requirements enable art and audio production
@@ -2219,6 +2344,7 @@ This brief is typically created early in the ideation process, often after brain
2219
2344
  - [ ] **Quality Assurance** - Testing and validation processes established
2220
2345
 
2221
2346
  ### Document Approval
2347
+
2222
2348
  - [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
2223
2349
  - [ ] **Technical Review Complete** - Technical feasibility confirmed
2224
2350
  - [ ] **Business Review Complete** - Project scope and goals approved