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.
- package/CHANGELOG.md +14 -0
- package/bmad-core/tasks/shard-doc.md +1 -1
- package/bmad-core/templates/architecture-tmpl.md +2 -2
- package/bmad-core/templates/brownfield-architecture-tmpl.md +2 -2
- package/bmad-core/templates/front-end-spec-tmpl.md +1 -1
- package/bmad-core/utils/workflow-management.md +5 -5
- package/bmad-core/workflows/brownfield-service.yml +1 -1
- package/dist/agents/architect.txt +4 -4
- package/dist/agents/bmad-master.txt +11 -11
- package/dist/agents/bmad-orchestrator.txt +5 -5
- package/dist/agents/dev.txt +9 -17
- package/dist/agents/pm.txt +1 -1
- package/dist/agents/po.txt +1 -1
- package/dist/agents/ux-expert.txt +1 -1
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-designer.txt +144 -18
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-developer.txt +139 -95
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/agents/game-sm.txt +39 -0
- package/dist/expansion-packs/bmad-2d-phaser-game-dev/teams/phaser-2d-nodejs-game-team.txt +310 -118
- package/dist/expansion-packs/bmad-infrastructure-devops/agents/infra-devops-platform.txt +16 -16
- package/dist/expansion-packs/expansion-creator/agents/bmad-the-creator.txt +25 -27
- package/dist/teams/team-all.txt +20 -28
- package/dist/teams/team-fullstack.txt +11 -11
- package/dist/teams/team-ide-minimal.txt +15 -23
- package/dist/teams/team-no-ui.txt +10 -10
- package/docs/core-architecture.md +5 -3
- package/docs/how-to-contribute-with-pull-requests.md +6 -6
- package/docs/user-guide.md +51 -66
- package/expansion-packs/bmad-2d-phaser-game-dev/data/development-guidelines.md +107 -87
- package/expansion-packs/bmad-2d-phaser-game-dev/templates/game-architecture-tmpl.md +4 -4
- package/expansion-packs/bmad-2d-phaser-game-dev/templates/level-design-doc-tmpl.md +21 -2
- package/expansion-packs/bmad-infrastructure-devops/README.md +5 -5
- package/expansion-packs/bmad-infrastructure-devops/templates/infrastructure-platform-from-arch-tmpl.md +0 -0
- package/expansion-packs/expansion-creator/tasks/create-agent.md +10 -10
- package/expansion-packs/expansion-creator/tasks/generate-expansion-pack.md +2 -4
- package/expansion-packs/expansion-creator/templates/agent-teams-tmpl.md +6 -6
- package/expansion-packs/expansion-creator/templates/agent-tmpl.md +15 -15
- package/expansion-packs/expansion-creator/utils/workflow-management.md +8 -8
- package/package.json +1 -1
- package/tools/installer/README.md +3 -3
- package/tools/installer/package.json +1 -1
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@@ -288,6 +288,7 @@ This task provides a comprehensive toolkit of creative brainstorming techniques
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[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
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1. **Establish Game Context**
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- Understand the game genre or opportunity area
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- Identify target audience and platform constraints
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- Determine session goals (concept exploration vs. mechanic refinement)
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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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[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
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1. **Inspiration Phase** (10-15 min)
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- Reference existing games and mechanics
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- Explore player experiences and emotions
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- Gather visual and thematic inspiration
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2. **Divergent Exploration** (25-35 min)
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- Generate many game concepts or mechanics
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- Use expansion and fusion techniques
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- Encourage wild and impossible ideas
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3. **Player-Centered Filtering** (15-20 min)
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- Consider target audience reactions
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- Evaluate emotional impact and engagement
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- Group ideas by player experience goals
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[[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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**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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## 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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- **Platform Considerations**: When adapting designs for different devices and input methods
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The questions and perspectives offered should always consider:
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- Player psychology and motivation
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- Technical feasibility with Phaser 3 and TypeScript
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- Performance implications for 60 FPS targets
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[[LLM: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.]]
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**Primary Loop ({{duration}} seconds):**
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1. {{action_1}} ({{time_1}}s)
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2. {{action_2}} ({{time_2}}s)
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3. {{action_3}} ({{time_3}}s)
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[[LLM: Clearly define success and failure states]]
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**Victory Conditions:**
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- {{win_condition_1}}
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- {{win_condition_2}}
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**Failure States:**
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- {{loss_condition_1}}
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- {{loss_condition_2}}
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**System Response:** {{game_response}}
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**Implementation Notes:**
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- {{tech_requirement_1}}
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- {{tech_requirement_2}}
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- {{performance_consideration}}
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[[LLM: Define all input methods for different platforms]]
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| Action
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| Action | Desktop | Mobile | Gamepad |
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| ------------ | ------- | ----------- | ---------- |
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| {{action_1}} | {{key}} | {{gesture}} | {{button}} |
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| {{action_2}} | {{key}} | {{gesture}} | {{button}} |
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**Progression Type:** {{linear|branching|metroidvania}}
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**Key Milestones:**
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1. **{{milestone_1}}** - {{unlock_description}}
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2. **{{milestone_2}}** - {{unlock_description}}
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3. **{{milestone_3}}** - {{unlock_description}}
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[[LLM: Define any in-game currencies, resources, or collectibles]]
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| Resource
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| Resource | Earn Rate | Spend Rate | Purpose | Cap |
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| -------------- | --------- | ---------- | ------- | ------- |
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| {{resource_1}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
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^^/CONDITION: has_economy^^
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**Difficulty:** {{relative_difficulty}}
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**Structure Template:**
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- Introduction: {{intro_description}}
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- Challenge: {{main_challenge}}
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- Resolution: {{completion_requirement}}
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### Platform Specific
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**Desktop:**
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- Resolution: {{min_resolution}} - {{max_resolution}}
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- Input: Keyboard, Mouse, Gamepad
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- Browser: Chrome 80+, Firefox 75+, Safari 13+
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**Mobile:**
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- Resolution: {{mobile_min}} - {{mobile_max}}
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- Input: Touch, Tilt (optional)
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- OS: iOS 13+, Android 8+
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[[LLM: Define asset specifications for the art and audio teams]]
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**Visual Assets:**
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- Color Palette: {{color_specification}}
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- Animation: {{animation_requirements}}
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- UI Resolution: {{ui_specs}}
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- Sound Effects: {{sfx_requirements}}
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- Voice Acting: {{voice_needs}}
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### Engine Configuration
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- Physics: {{physics_system}} (Arcade/Matter)
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- Renderer: WebGL with Canvas fallback
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### Data Management
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**Save Data:**
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### Phase 1: Core Systems ({{duration}})
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**Epic: Foundation**
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**Epic: Game Systems**
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**Epic: Content Creation**
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- First playable levels
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### Phase 3: Polish & Optimization ({{duration}})
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**Epic: Performance**
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@@ -1270,12 +1308,14 @@ If available, review any provided documents or ask if any are optionally availab
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[[LLM: Define measurable goals for the game]]
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**Technical Metrics:**
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- Frame rate: {{fps_target}}
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- Load time: {{load_target}}
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- Crash rate: <{{crash_threshold}}%
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- Memory usage: <{{memory_target}}MB
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**Gameplay Metrics:**
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- Tutorial completion: {{completion_rate}}%
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- Average session: {{session_length}} minutes
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- Level completion: {{level_completion}}%
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**Difficulty Range:** {{difficulty_scale}}
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**Key Mechanics Featured:**
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- {{mechanic_1}} - {{usage_description}}
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- {{mechanic_2}} - {{usage_description}}
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**Player Objectives:**
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- Primary: {{primary_objective}}
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- Secondary: {{secondary_objective}}
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- Hidden: {{secret_objective}}
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**Success Criteria:**
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- {{completion_requirement_1}}
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- {{completion_requirement_2}}
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**Technical Requirements:**
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- Maximum entities: {{entity_limit}}
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- Performance target: {{fps_target}} FPS
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- Memory budget: {{memory_limit}}MB
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**Total Level Count:** {{number}}
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**World Breakdown:**
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+
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- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
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@@ -1408,7 +1453,8 @@ This framework ensures consistency across all levels while providing flexibility
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[[LLM: Define how challenge increases across the game]]
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**Progression Curve:**
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-
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+
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+
````text
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Difficulty
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^ ___/```
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| /
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|/ /
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+-----------> Level Number
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Tutorial Early Mid Late
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-
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+
````
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**Scaling Parameters:**
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+
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- Enemy count: {{start_count}} → {{end_count}}
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- Enemy difficulty: {{start_diff}} → {{end_diff}}
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- Level complexity: {{start_complex}} → {{end_complex}}
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@@ -1431,6 +1478,7 @@ Difficulty
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[[LLM: Define how players access new levels]]
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|
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**Progression Gates:**
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+
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- Linear progression: Complete previous level
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- Star requirements: {{star_count}} stars to unlock
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- Skill gates: Demonstrate {{skill_requirement}}
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@@ -1445,14 +1493,17 @@ Difficulty
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[[LLM: Define all environmental components that can be used in levels]]
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|
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**Terrain Types:**
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+
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- {{terrain_1}}: {{properties_and_usage}}
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- {{terrain_2}}: {{properties_and_usage}}
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**Interactive Objects:**
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+
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- {{object_1}}: {{behavior_and_purpose}}
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- {{object_2}}: {{behavior_and_purpose}}
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**Hazards and Obstacles:**
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+
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- {{hazard_1}}: {{damage_and_behavior}}
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- {{hazard_2}}: {{damage_and_behavior}}
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|
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@@ -1461,15 +1512,18 @@ Difficulty
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[[LLM: Define all collectible items and their placement rules]]
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|
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**Collectible Types:**
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+
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- {{collectible_1}}: {{value_and_purpose}}
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- {{collectible_2}}: {{value_and_purpose}}
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|
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**Placement Guidelines:**
|
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- Mandatory collectibles: {{placement_rules}}
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- Optional collectibles: {{placement_rules}}
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- Secret collectibles: {{placement_rules}}
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|
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**Reward Distribution:**
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+
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- Easy to find: {{percentage}}%
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- Moderate challenge: {{percentage}}%
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- High skill required: {{percentage}}%
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|
@@ -1479,15 +1533,18 @@ Difficulty
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[[LLM: Define how enemies should be placed and balanced in levels]]
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**Enemy Categories:**
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+
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- {{enemy_type_1}}: {{behavior_and_usage}}
|
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- {{enemy_type_2}}: {{behavior_and_usage}}
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|
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**Placement Principles:**
|
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+
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- Introduction encounters: {{guideline}}
|
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- Standard encounters: {{guideline}}
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- Challenge encounters: {{guideline}}
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|
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**Difficulty Scaling:**
|
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+
|
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- Enemy count progression: {{scaling_rule}}
|
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- Enemy type introduction: {{pacing_rule}}
|
|
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- Encounter complexity: {{complexity_rule}}
|
|
@@ -1499,12 +1556,14 @@ Difficulty
|
|
|
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### Level Layout Principles
|
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|
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**Spatial Design:**
|
|
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+
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- Grid size: {{grid_dimensions}}
|
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- Minimum path width: {{width_units}}
|
|
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- Maximum vertical distance: {{height_units}}
|
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- Safe zones placement: {{safety_guidelines}}
|
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|
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**Navigation Design:**
|
|
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+
|
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- Clear path indication: {{visual_cues}}
|
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- Landmark placement: {{landmark_rules}}
|
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- Dead end avoidance: {{dead_end_policy}}
|
|
@@ -1515,11 +1574,13 @@ Difficulty
|
|
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[[LLM: Define how to control the rhythm and pace of gameplay within levels]]
|
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|
|
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**Action Sequences:**
|
|
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+
|
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- High intensity duration: {{max_duration}}
|
|
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- Rest period requirement: {{min_rest_time}}
|
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- Intensity variation: {{pacing_pattern}}
|
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|
|
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**Learning Sequences:**
|
|
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+
|
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- New mechanic introduction: {{teaching_method}}
|
|
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|
- Practice opportunity: {{practice_duration}}
|
|
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- Skill application: {{application_context}}
|
|
@@ -1529,12 +1590,14 @@ Difficulty
|
|
|
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|
[[LLM: Define how to create appropriate challenges for each level type]]
|
|
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|
|
|
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|
**Challenge Types:**
|
|
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|
+
|
|
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- Execution challenges: {{skill_requirements}}
|
|
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|
- Puzzle challenges: {{complexity_guidelines}}
|
|
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- Time challenges: {{time_pressure_rules}}
|
|
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|
- Resource challenges: {{resource_management}}
|
|
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|
|
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**Difficulty Calibration:**
|
|
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|
+
|
|
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|
- Skill check frequency: {{frequency_guidelines}}
|
|
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|
- Failure recovery: {{retry_mechanics}}
|
|
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|
- Hint system integration: {{help_system}}
|
|
@@ -1548,11 +1611,13 @@ Difficulty
|
|
|
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|
[[LLM: Define how level data should be structured for implementation]]
|
|
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|
|
|
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|
**Level File Format:**
|
|
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|
+
|
|
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|
- Data format: {{json|yaml|custom}}
|
|
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|
- File naming: `level_{{world}}_{{number}}.{{extension}}`
|
|
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|
- Data organization: {{structure_description}}
|
|
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|
|
|
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|
**Required Data Fields:**
|
|
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|
+
|
|
1556
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|
```json
|
|
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|
{
|
|
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|
"levelId": "{{unique_identifier}}",
|
|
@@ -1584,12 +1649,14 @@ Difficulty
|
|
|
1584
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|
[[LLM: Define how level assets are organized and loaded]]
|
|
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|
|
|
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**Tilemap Requirements:**
|
|
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|
+
|
|
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- Tile size: {{tile_dimensions}}px
|
|
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- Tileset organization: {{tileset_structure}}
|
|
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|
- Layer organization: {{layer_system}}
|
|
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|
- Collision data: {{collision_format}}
|
|
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|
|
|
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|
**Audio Integration:**
|
|
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|
+
|
|
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|
- Background music: {{music_requirements}}
|
|
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|
- Ambient sounds: {{ambient_system}}
|
|
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|
- Dynamic audio: {{dynamic_audio_rules}}
|
|
@@ -1599,16 +1666,19 @@ Difficulty
|
|
|
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|
[[LLM: Define performance requirements for level systems]]
|
|
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|
|
|
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|
**Entity Limits:**
|
|
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|
+
|
|
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|
- Maximum active entities: {{entity_limit}}
|
|
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|
- Maximum particles: {{particle_limit}}
|
|
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|
- Maximum audio sources: {{audio_limit}}
|
|
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|
|
|
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|
**Memory Management:**
|
|
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|
+
|
|
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|
- Texture memory budget: {{texture_memory}}MB
|
|
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|
- Audio memory budget: {{audio_memory}}MB
|
|
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|
- Level loading time: <{{load_time}}s
|
|
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|
|
|
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|
**Culling and LOD:**
|
|
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|
+
|
|
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|
- Off-screen culling: {{culling_distance}}
|
|
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|
- Level-of-detail rules: {{lod_system}}
|
|
1614
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|
- Asset streaming: {{streaming_requirements}}
|
|
@@ -1620,11 +1690,13 @@ Difficulty
|
|
|
1620
1690
|
### Automated Testing
|
|
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|
|
|
1622
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|
**Performance Testing:**
|
|
1693
|
+
|
|
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|
- Frame rate validation: Maintain {{fps_target}} FPS
|
|
1624
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|
- Memory usage monitoring: Stay under {{memory_limit}}MB
|
|
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|
- Loading time verification: Complete in <{{load_time}}s
|
|
1626
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|
|
|
1627
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|
**Gameplay Testing:**
|
|
1699
|
+
|
|
1628
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|
- Completion path validation: All objectives achievable
|
|
1629
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|
- Collectible accessibility: All items reachable
|
|
1630
1702
|
- Softlock prevention: No unwinnable states
|
|
@@ -1632,6 +1704,7 @@ Difficulty
|
|
|
1632
1704
|
### Manual Testing Protocol
|
|
1633
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|
|
|
1634
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|
**Playtesting Checklist:**
|
|
1707
|
+
|
|
1635
1708
|
- [ ] Level completes within target time range
|
|
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|
- [ ] All mechanics function correctly
|
|
1637
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|
- [ ] Difficulty feels appropriate for level category
|
|
@@ -1639,6 +1712,7 @@ Difficulty
|
|
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1639
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|
- [ ] No exploits or sequence breaks (unless intended)
|
|
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|
|
|
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|
**Player Experience Testing:**
|
|
1715
|
+
|
|
1642
1716
|
- [ ] Tutorial levels teach effectively
|
|
1643
1717
|
- [ ] Challenge feels fair and rewarding
|
|
1644
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|
- [ ] Flow and pacing maintain engagement
|
|
@@ -1647,12 +1721,14 @@ Difficulty
|
|
|
1647
1721
|
### Balance Validation
|
|
1648
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|
|
|
1649
1723
|
**Metrics Collection:**
|
|
1724
|
+
|
|
1650
1725
|
- Completion rate: Target {{completion_percentage}}%
|
|
1651
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|
- Average completion time: {{target_time}} ± {{variance}}
|
|
1652
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|
- Death count per level: <{{max_deaths}}
|
|
1653
1728
|
- Collectible discovery rate: {{discovery_percentage}}%
|
|
1654
1729
|
|
|
1655
1730
|
**Iteration Guidelines:**
|
|
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|
+
|
|
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1732
|
- Adjustment criteria: {{criteria_for_changes}}
|
|
1657
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|
- Testing sample size: {{minimum_testers}}
|
|
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|
- Validation period: {{testing_duration}}
|
|
@@ -1664,12 +1740,14 @@ Difficulty
|
|
|
1664
1740
|
### Design Phase
|
|
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|
|
|
1666
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|
**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
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|
|
|
1680
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|
**Technical Implementation:**
|
|
1759
|
+
|
|
1681
1760
|
1. Create level data file
|
|
1682
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|
2. Build tilemap and layout
|
|
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|
3. Place entities and objects
|
|
@@ -1685,6 +1764,7 @@ Difficulty
|
|
|
1685
1764
|
5. Integrate audio and visual effects
|
|
1686
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|
|
|
1687
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|
**Quality Assurance:**
|
|
1767
|
+
|
|
1688
1768
|
1. Automated testing execution
|
|
1689
1769
|
2. Internal playtesting
|
|
1690
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|
3. Performance validation
|
|
@@ -1693,12 +1773,14 @@ Difficulty
|
|
|
1693
1773
|
### Integration Phase
|
|
1694
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|
|
|
1695
1775
|
**Game Integration:**
|
|
1776
|
+
|
|
1696
1777
|
1. Level progression integration
|
|
1697
1778
|
2. Save system compatibility
|
|
1698
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|
3. Analytics integration
|
|
1699
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|
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
|
|
1935
|
-
|
|
1936
|
-
| {{technical_risk_1}} | {{high|med|low}}
|
|
1937
|
-
| {{technical_risk_2}} | {{high|med|low}}
|
|
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
|
|
1942
|
-
|
|
1943
|
-
| {{design_risk_1}} | {{high|med|low}}
|
|
1944
|
-
| {{design_risk_2}} | {{high|med|low}}
|
|
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
|
|
1949
|
-
|
|
1950
|
-
| {{market_risk_1}} | {{high|med|low}}
|
|
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
|