bmad-method 5.1.2 → 6.0.0-Beta.0

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 (739) hide show
  1. package/.coderabbit.yaml +40 -0
  2. package/.github/CODE_OF_CONDUCT.md +128 -0
  3. package/.github/FUNDING.yaml +2 -2
  4. package/.github/ISSUE_TEMPLATE/config.yaml +8 -0
  5. package/.github/ISSUE_TEMPLATE/feature_request.md +11 -11
  6. package/.github/ISSUE_TEMPLATE/issue.md +32 -0
  7. package/.github/scripts/discord-helpers.sh +34 -0
  8. package/.github/workflows/discord.yaml +82 -17
  9. package/.github/workflows/docs.yaml +63 -0
  10. package/.github/workflows/manual-release.yaml +40 -20
  11. package/.github/workflows/quality.yaml +115 -0
  12. package/.husky/pre-commit +17 -0
  13. package/.markdownlint-cli2.yaml +41 -0
  14. package/.nvmrc +1 -0
  15. package/.prettierignore +9 -0
  16. package/.vscode/settings.json +38 -10
  17. package/CHANGELOG.md +1167 -372
  18. package/CNAME +1 -0
  19. package/CONTRIBUTING.md +100 -142
  20. package/CONTRIBUTORS.md +32 -0
  21. package/LICENSE +10 -1
  22. package/README.md +67 -170
  23. package/SECURITY.md +85 -0
  24. package/TRADEMARK.md +55 -0
  25. package/Wordmark.png +0 -0
  26. package/banner-bmad-method.png +0 -0
  27. package/docs/404.md +9 -0
  28. package/docs/_STYLE_GUIDE.md +367 -0
  29. package/docs/downloads.md +74 -0
  30. package/docs/explanation/advanced-elicitation.md +24 -0
  31. package/docs/explanation/adversarial-review.md +57 -0
  32. package/docs/explanation/brainstorming.md +31 -0
  33. package/docs/explanation/brownfield-faq.md +55 -0
  34. package/docs/explanation/party-mode.md +57 -0
  35. package/docs/explanation/preventing-agent-conflicts.md +110 -0
  36. package/docs/explanation/quick-flow.md +27 -0
  37. package/docs/explanation/why-solutioning-matters.md +75 -0
  38. package/docs/how-to/brownfield/index.md +84 -0
  39. package/docs/how-to/brownfield/quick-fix-in-brownfield.md +76 -0
  40. package/docs/how-to/customize-bmad.md +158 -0
  41. package/docs/how-to/get-answers-about-bmad.md +102 -0
  42. package/docs/how-to/install-bmad.md +82 -0
  43. package/docs/how-to/shard-large-documents.md +101 -0
  44. package/docs/how-to/upgrade-to-v6.md +131 -0
  45. package/docs/index.md +56 -0
  46. package/docs/reference/workflow-map.md +83 -0
  47. package/docs/tea/explanation/engagement-models.md +710 -0
  48. package/docs/tea/explanation/fixture-architecture.md +457 -0
  49. package/docs/tea/explanation/knowledge-base-system.md +554 -0
  50. package/docs/tea/explanation/network-first-patterns.md +853 -0
  51. package/docs/tea/explanation/risk-based-testing.md +586 -0
  52. package/docs/tea/explanation/tea-overview.md +410 -0
  53. package/docs/tea/explanation/test-quality-standards.md +907 -0
  54. package/docs/tea/explanation/testing-as-engineering.md +112 -0
  55. package/docs/tea/glossary/index.md +159 -0
  56. package/docs/tea/how-to/brownfield/use-tea-for-enterprise.md +525 -0
  57. package/docs/tea/how-to/brownfield/use-tea-with-existing-tests.md +577 -0
  58. package/docs/tea/how-to/customization/enable-tea-mcp-enhancements.md +424 -0
  59. package/docs/tea/how-to/customization/integrate-playwright-utils.md +813 -0
  60. package/docs/tea/how-to/workflows/run-atdd.md +436 -0
  61. package/docs/tea/how-to/workflows/run-automate.md +653 -0
  62. package/docs/tea/how-to/workflows/run-nfr-assess.md +679 -0
  63. package/docs/tea/how-to/workflows/run-test-design.md +135 -0
  64. package/docs/tea/how-to/workflows/run-test-review.md +605 -0
  65. package/docs/tea/how-to/workflows/run-trace.md +883 -0
  66. package/docs/tea/how-to/workflows/setup-ci.md +712 -0
  67. package/docs/tea/how-to/workflows/setup-test-framework.md +98 -0
  68. package/docs/tea/reference/commands.md +276 -0
  69. package/docs/tea/reference/configuration.md +678 -0
  70. package/docs/tea/reference/knowledge-base.md +340 -0
  71. package/docs/tea/tutorials/tea-lite-quickstart.md +444 -0
  72. package/docs/tutorials/getting-started.md +205 -0
  73. package/eslint.config.mjs +42 -9
  74. package/package.json +50 -38
  75. package/prettier.config.mjs +1 -1
  76. package/src/bmm/_module-installer/installer.js +48 -0
  77. package/src/bmm/agents/analyst.agent.yaml +36 -0
  78. package/src/bmm/agents/architect.agent.yaml +28 -0
  79. package/src/bmm/agents/dev.agent.yaml +38 -0
  80. package/src/bmm/agents/pm.agent.yaml +46 -0
  81. package/src/bmm/agents/quick-flow-solo-dev.agent.yaml +32 -0
  82. package/src/bmm/agents/sm.agent.yaml +36 -0
  83. package/src/bmm/agents/tea.agent.yaml +63 -0
  84. package/src/bmm/agents/tech-writer/tech-writer-sidecar/documentation-standards.md +224 -0
  85. package/src/bmm/agents/tech-writer/tech-writer.agent.yaml +45 -0
  86. package/src/bmm/agents/ux-designer.agent.yaml +26 -0
  87. package/src/bmm/data/project-context-template.md +26 -0
  88. package/src/bmm/module-help.csv +32 -0
  89. package/src/bmm/module.yaml +44 -0
  90. package/src/bmm/teams/default-party.csv +21 -0
  91. package/src/bmm/teams/team-fullstack.yaml +12 -0
  92. package/src/bmm/testarch/knowledge/adr-quality-readiness-checklist.md +350 -0
  93. package/src/bmm/testarch/knowledge/api-request.md +442 -0
  94. package/src/bmm/testarch/knowledge/api-testing-patterns.md +843 -0
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  98. package/src/bmm/testarch/knowledge/component-tdd.md +486 -0
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  102. package/src/bmm/testarch/knowledge/error-handling.md +725 -0
  103. package/src/bmm/testarch/knowledge/feature-flags.md +750 -0
  104. package/src/bmm/testarch/knowledge/file-utils.md +463 -0
  105. package/src/bmm/testarch/knowledge/fixture-architecture.md +401 -0
  106. package/src/bmm/testarch/knowledge/fixtures-composition.md +382 -0
  107. package/src/bmm/testarch/knowledge/intercept-network-call.md +430 -0
  108. package/src/bmm/testarch/knowledge/log.md +429 -0
  109. package/src/bmm/testarch/knowledge/network-error-monitor.md +405 -0
  110. package/src/bmm/testarch/knowledge/network-first.md +486 -0
  111. package/src/bmm/testarch/knowledge/network-recorder.md +527 -0
  112. package/src/bmm/testarch/knowledge/nfr-criteria.md +670 -0
  113. package/src/bmm/testarch/knowledge/overview.md +286 -0
  114. package/src/bmm/testarch/knowledge/playwright-config.md +730 -0
  115. package/src/bmm/testarch/knowledge/probability-impact.md +601 -0
  116. package/src/bmm/testarch/knowledge/recurse.md +421 -0
  117. package/src/bmm/testarch/knowledge/risk-governance.md +615 -0
  118. package/src/bmm/testarch/knowledge/selective-testing.md +732 -0
  119. package/src/bmm/testarch/knowledge/selector-resilience.md +527 -0
  120. package/src/bmm/testarch/knowledge/test-healing-patterns.md +644 -0
  121. package/src/bmm/testarch/knowledge/test-levels-framework.md +473 -0
  122. package/src/bmm/testarch/knowledge/test-priorities-matrix.md +373 -0
  123. package/src/bmm/testarch/knowledge/test-quality.md +664 -0
  124. package/src/bmm/testarch/knowledge/timing-debugging.md +372 -0
  125. package/src/bmm/testarch/knowledge/visual-debugging.md +524 -0
  126. package/src/bmm/testarch/tea-index.csv +35 -0
  127. package/src/bmm/workflows/1-analysis/create-product-brief/product-brief.template.md +10 -0
  128. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-01-init.md +177 -0
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  130. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-02-vision.md +199 -0
  131. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-03-users.md +202 -0
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  136. package/src/bmm/workflows/1-analysis/research/domain-steps/step-01-init.md +137 -0
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  142. package/src/bmm/workflows/1-analysis/research/market-steps/step-01-init.md +182 -0
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  157. package/src/bmm/workflows/2-plan-workflows/create-prd/data/domain-complexity.csv +13 -0
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- template:
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- id: level-design-doc-template-v2
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- name: Level Design Document
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- version: 2.0
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- output:
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- format: markdown
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- filename: "docs/{{game_name}}-level-design-document.md"
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- title: "{{game_title}} Level Design Document"
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-
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- workflow:
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- mode: interactive
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-
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- sections:
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- - id: initial-setup
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- instruction: |
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- This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
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-
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- If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
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-
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- - id: introduction
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- title: Introduction
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- instruction: Establish the purpose and scope of level design for this game
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- content: |
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- This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
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-
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- This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
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- sections:
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- - id: change-log
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- title: Change Log
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- instruction: Track document versions and changes
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- type: table
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- template: |
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- | Date | Version | Description | Author |
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- | :--- | :------ | :---------- | :----- |
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-
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- - id: level-design-philosophy
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- title: Level Design Philosophy
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- instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
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- sections:
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- - id: design-principles
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- title: Design Principles
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- instruction: Define 3-5 core principles that guide all level design decisions
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- type: numbered-list
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- template: |
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- **{{principle_name}}** - {{description}}
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- - id: player-experience-goals
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- title: Player Experience Goals
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- instruction: Define what players should feel and learn in each level category
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- template: |
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- **Tutorial Levels:** {{experience_description}}
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- **Standard Levels:** {{experience_description}}
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- **Challenge Levels:** {{experience_description}}
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- **Boss Levels:** {{experience_description}}
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- - id: level-flow-framework
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- title: Level Flow Framework
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- instruction: Define the standard structure for level progression
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- template: |
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- **Introduction Phase:** {{duration}} - {{purpose}}
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- **Development Phase:** {{duration}} - {{purpose}}
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- **Climax Phase:** {{duration}} - {{purpose}}
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- **Resolution Phase:** {{duration}} - {{purpose}}
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-
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- - id: level-categories
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- title: Level Categories
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- instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
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- repeatable: true
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- sections:
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- - id: level-category
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- title: "{{category_name}} Levels"
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- template: |
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- **Purpose:** {{gameplay_purpose}}
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-
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- **Target Duration:** {{min_time}} - {{max_time}} minutes
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-
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- **Difficulty Range:** {{difficulty_scale}}
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-
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- **Key Mechanics Featured:**
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-
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- - {{mechanic_1}} - {{usage_description}}
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- - {{mechanic_2}} - {{usage_description}}
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-
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- **Player Objectives:**
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-
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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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-
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- **Success Criteria:**
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-
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- - {{completion_requirement_1}}
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- - {{completion_requirement_2}}
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-
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- **Technical Requirements:**
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-
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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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- - Asset requirements: {{asset_needs}}
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-
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- - id: level-progression-system
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- title: Level Progression System
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- instruction: Define how players move through levels and how difficulty scales
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- sections:
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- - id: world-structure
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- title: World Structure
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- instruction: Based on GDD requirements, define the overall level organization
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- template: |
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- **Organization Type:** {{linear|hub_world|open_world}}
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-
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- **Total Level Count:** {{number}}
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-
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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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- - id: difficulty-progression
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- title: Difficulty Progression
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- instruction: Define how challenge increases across the game
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- sections:
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- - id: progression-curve
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- title: Progression Curve
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- type: code
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- language: text
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- template: |
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- Difficulty
127
- ^ ___/```
128
- | /
129
- | / ___/```
130
- | / /
131
- | / /
132
- |/ /
133
- +-----------> Level Number
134
- Tutorial Early Mid Late
135
- - id: scaling-parameters
136
- title: Scaling Parameters
137
- type: bullet-list
138
- template: |
139
- - Enemy count: {{start_count}} → {{end_count}}
140
- - Enemy difficulty: {{start_diff}} → {{end_diff}}
141
- - Level complexity: {{start_complex}} → {{end_complex}}
142
- - Time pressure: {{start_time}} → {{end_time}}
143
- - id: unlock-requirements
144
- title: Unlock Requirements
145
- instruction: Define how players access new levels
146
- template: |
147
- **Progression Gates:**
148
-
149
- - Linear progression: Complete previous level
150
- - Star requirements: {{star_count}} stars to unlock
151
- - Skill gates: Demonstrate {{skill_requirement}}
152
- - Optional content: {{unlock_condition}}
153
-
154
- - id: level-design-components
155
- title: Level Design Components
156
- instruction: Define the building blocks used to create levels
157
- sections:
158
- - id: environmental-elements
159
- title: Environmental Elements
160
- instruction: Define all environmental components that can be used in levels
161
- template: |
162
- **Terrain Types:**
163
-
164
- - {{terrain_1}}: {{properties_and_usage}}
165
- - {{terrain_2}}: {{properties_and_usage}}
166
-
167
- **Interactive Objects:**
168
-
169
- - {{object_1}}: {{behavior_and_purpose}}
170
- - {{object_2}}: {{behavior_and_purpose}}
171
-
172
- **Hazards and Obstacles:**
173
-
174
- - {{hazard_1}}: {{damage_and_behavior}}
175
- - {{hazard_2}}: {{damage_and_behavior}}
176
- - id: collectibles-rewards
177
- title: Collectibles and Rewards
178
- instruction: Define all collectible items and their placement rules
179
- template: |
180
- **Collectible Types:**
181
-
182
- - {{collectible_1}}: {{value_and_purpose}}
183
- - {{collectible_2}}: {{value_and_purpose}}
184
-
185
- **Placement Guidelines:**
186
-
187
- - Mandatory collectibles: {{placement_rules}}
188
- - Optional collectibles: {{placement_rules}}
189
- - Secret collectibles: {{placement_rules}}
190
-
191
- **Reward Distribution:**
192
-
193
- - Easy to find: {{percentage}}%
194
- - Moderate challenge: {{percentage}}%
195
- - High skill required: {{percentage}}%
196
- - id: enemy-placement-framework
197
- title: Enemy Placement Framework
198
- instruction: Define how enemies should be placed and balanced in levels
199
- template: |
200
- **Enemy Categories:**
201
-
202
- - {{enemy_type_1}}: {{behavior_and_usage}}
203
- - {{enemy_type_2}}: {{behavior_and_usage}}
204
-
205
- **Placement Principles:**
206
-
207
- - Introduction encounters: {{guideline}}
208
- - Standard encounters: {{guideline}}
209
- - Challenge encounters: {{guideline}}
210
-
211
- **Difficulty Scaling:**
212
-
213
- - Enemy count progression: {{scaling_rule}}
214
- - Enemy type introduction: {{pacing_rule}}
215
- - Encounter complexity: {{complexity_rule}}
216
-
217
- - id: level-creation-guidelines
218
- title: Level Creation Guidelines
219
- instruction: Provide specific guidelines for creating individual levels
220
- sections:
221
- - id: level-layout-principles
222
- title: Level Layout Principles
223
- template: |
224
- **Spatial Design:**
225
-
226
- - Grid size: {{grid_dimensions}}
227
- - Minimum path width: {{width_units}}
228
- - Maximum vertical distance: {{height_units}}
229
- - Safe zones placement: {{safety_guidelines}}
230
-
231
- **Navigation Design:**
232
-
233
- - Clear path indication: {{visual_cues}}
234
- - Landmark placement: {{landmark_rules}}
235
- - Dead end avoidance: {{dead_end_policy}}
236
- - Multiple path options: {{branching_rules}}
237
- - id: pacing-and-flow
238
- title: Pacing and Flow
239
- instruction: Define how to control the rhythm and pace of gameplay within levels
240
- template: |
241
- **Action Sequences:**
242
-
243
- - High intensity duration: {{max_duration}}
244
- - Rest period requirement: {{min_rest_time}}
245
- - Intensity variation: {{pacing_pattern}}
246
-
247
- **Learning Sequences:**
248
-
249
- - New mechanic introduction: {{teaching_method}}
250
- - Practice opportunity: {{practice_duration}}
251
- - Skill application: {{application_context}}
252
- - id: challenge-design
253
- title: Challenge Design
254
- instruction: Define how to create appropriate challenges for each level type
255
- template: |
256
- **Challenge Types:**
257
-
258
- - Execution challenges: {{skill_requirements}}
259
- - Puzzle challenges: {{complexity_guidelines}}
260
- - Time challenges: {{time_pressure_rules}}
261
- - Resource challenges: {{resource_management}}
262
-
263
- **Difficulty Calibration:**
264
-
265
- - Skill check frequency: {{frequency_guidelines}}
266
- - Failure recovery: {{retry_mechanics}}
267
- - Hint system integration: {{help_system}}
268
-
269
- - id: technical-implementation
270
- title: Technical Implementation
271
- instruction: Define technical requirements for level implementation
272
- sections:
273
- - id: level-data-structure
274
- title: Level Data Structure
275
- instruction: Define how level data should be structured for implementation
276
- template: |
277
- **Level File Format:**
278
-
279
- - Data format: {{json|yaml|custom}}
280
- - File naming: `level_{{world}}_{{number}}.{{extension}}`
281
- - Data organization: {{structure_description}}
282
- sections:
283
- - id: required-data-fields
284
- title: Required Data Fields
285
- type: code
286
- language: json
287
- template: |
288
- {
289
- "levelId": "{{unique_identifier}}",
290
- "worldId": "{{world_identifier}}",
291
- "difficulty": {{difficulty_value}},
292
- "targetTime": {{completion_time_seconds}},
293
- "objectives": {
294
- "primary": "{{primary_objective}}",
295
- "secondary": ["{{secondary_objectives}}"],
296
- "hidden": ["{{secret_objectives}}"]
297
- },
298
- "layout": {
299
- "width": {{grid_width}},
300
- "height": {{grid_height}},
301
- "tilemap": "{{tilemap_reference}}"
302
- },
303
- "entities": [
304
- {
305
- "type": "{{entity_type}}",
306
- "position": {"x": {{x}}, "y": {{y}}},
307
- "properties": {{entity_properties}}
308
- }
309
- ]
310
- }
311
- - id: asset-integration
312
- title: Asset Integration
313
- instruction: Define how level assets are organized and loaded
314
- template: |
315
- **Tilemap Requirements:**
316
-
317
- - Tile size: {{tile_dimensions}}px
318
- - Tileset organization: {{tileset_structure}}
319
- - Layer organization: {{layer_system}}
320
- - Collision data: {{collision_format}}
321
-
322
- **Audio Integration:**
323
-
324
- - Background music: {{music_requirements}}
325
- - Ambient sounds: {{ambient_system}}
326
- - Dynamic audio: {{dynamic_audio_rules}}
327
- - id: performance-optimization
328
- title: Performance Optimization
329
- instruction: Define performance requirements for level systems
330
- template: |
331
- **Entity Limits:**
332
-
333
- - Maximum active entities: {{entity_limit}}
334
- - Maximum particles: {{particle_limit}}
335
- - Maximum audio sources: {{audio_limit}}
336
-
337
- **Memory Management:**
338
-
339
- - Texture memory budget: {{texture_memory}}MB
340
- - Audio memory budget: {{audio_memory}}MB
341
- - Level loading time: <{{load_time}}s
342
-
343
- **Culling and LOD:**
344
-
345
- - Off-screen culling: {{culling_distance}}
346
- - Level-of-detail rules: {{lod_system}}
347
- - Asset streaming: {{streaming_requirements}}
348
-
349
- - id: level-testing-framework
350
- title: Level Testing Framework
351
- instruction: Define how levels should be tested and validated
352
- sections:
353
- - id: automated-testing
354
- title: Automated Testing
355
- template: |
356
- **Performance Testing:**
357
-
358
- - Frame rate validation: Maintain {{fps_target}} FPS
359
- - Memory usage monitoring: Stay under {{memory_limit}}MB
360
- - Loading time verification: Complete in <{{load_time}}s
361
-
362
- **Gameplay Testing:**
363
-
364
- - Completion path validation: All objectives achievable
365
- - Collectible accessibility: All items reachable
366
- - Softlock prevention: No unwinnable states
367
- - id: manual-testing-protocol
368
- title: Manual Testing Protocol
369
- sections:
370
- - id: playtesting-checklist
371
- title: Playtesting Checklist
372
- type: checklist
373
- items:
374
- - "Level completes within target time range"
375
- - "All mechanics function correctly"
376
- - "Difficulty feels appropriate for level category"
377
- - "Player guidance is clear and effective"
378
- - "No exploits or sequence breaks (unless intended)"
379
- - id: player-experience-testing
380
- title: Player Experience Testing
381
- type: checklist
382
- items:
383
- - "Tutorial levels teach effectively"
384
- - "Challenge feels fair and rewarding"
385
- - "Flow and pacing maintain engagement"
386
- - "Audio and visual feedback support gameplay"
387
- - id: balance-validation
388
- title: Balance Validation
389
- template: |
390
- **Metrics Collection:**
391
-
392
- - Completion rate: Target {{completion_percentage}}%
393
- - Average completion time: {{target_time}} ± {{variance}}
394
- - Death count per level: <{{max_deaths}}
395
- - Collectible discovery rate: {{discovery_percentage}}%
396
-
397
- **Iteration Guidelines:**
398
-
399
- - Adjustment criteria: {{criteria_for_changes}}
400
- - Testing sample size: {{minimum_testers}}
401
- - Validation period: {{testing_duration}}
402
-
403
- - id: content-creation-pipeline
404
- title: Content Creation Pipeline
405
- instruction: Define the workflow for creating new levels
406
- sections:
407
- - id: design-phase
408
- title: Design Phase
409
- template: |
410
- **Concept Development:**
411
-
412
- 1. Define level purpose and goals
413
- 2. Create rough layout sketch
414
- 3. Identify key mechanics and challenges
415
- 4. Estimate difficulty and duration
416
-
417
- **Documentation Requirements:**
418
-
419
- - Level design brief
420
- - Layout diagrams
421
- - Mechanic integration notes
422
- - Asset requirement list
423
- - id: implementation-phase
424
- title: Implementation Phase
425
- template: |
426
- **Technical Implementation:**
427
-
428
- 1. Create level data file
429
- 2. Build tilemap and layout
430
- 3. Place entities and objects
431
- 4. Configure level logic and triggers
432
- 5. Integrate audio and visual effects
433
-
434
- **Quality Assurance:**
435
-
436
- 1. Automated testing execution
437
- 2. Internal playtesting
438
- 3. Performance validation
439
- 4. Bug fixing and polish
440
- - id: integration-phase
441
- title: Integration Phase
442
- template: |
443
- **Game Integration:**
444
-
445
- 1. Level progression integration
446
- 2. Save system compatibility
447
- 3. Analytics integration
448
- 4. Achievement system integration
449
-
450
- **Final Validation:**
451
-
452
- 1. Full game context testing
453
- 2. Performance regression testing
454
- 3. Platform compatibility verification
455
- 4. Final approval and release
456
-
457
- - id: success-metrics
458
- title: Success Metrics
459
- instruction: Define how to measure level design success
460
- sections:
461
- - id: player-engagement
462
- title: Player Engagement
463
- type: bullet-list
464
- template: |
465
- - Level completion rate: {{target_rate}}%
466
- - Replay rate: {{replay_target}}%
467
- - Time spent per level: {{engagement_time}}
468
- - Player satisfaction scores: {{satisfaction_target}}/10
469
- - id: technical-performance
470
- title: Technical Performance
471
- type: bullet-list
472
- template: |
473
- - Frame rate consistency: {{fps_consistency}}%
474
- - Loading time compliance: {{load_compliance}}%
475
- - Memory usage efficiency: {{memory_efficiency}}%
476
- - Crash rate: <{{crash_threshold}}%
477
- - id: design-quality
478
- title: Design Quality
479
- type: bullet-list
480
- template: |
481
- - Difficulty curve adherence: {{curve_accuracy}}
482
- - Mechanic integration effectiveness: {{integration_score}}
483
- - Player guidance clarity: {{guidance_score}}
484
- - Content accessibility: {{accessibility_rate}}%
@@ -1,183 +0,0 @@
1
- workflow:
2
- id: game-dev-greenfield
3
- name: Game Development - Greenfield Project
4
- description: Specialized workflow for creating 2D games from concept to implementation using Phaser 3 and TypeScript. Guides teams through game concept development, design documentation, technical architecture, and story-driven development for professional game development.
5
- type: greenfield
6
- project_types:
7
- - indie-game
8
- - mobile-game
9
- - web-game
10
- - educational-game
11
- - prototype-game
12
- - game-jam
13
- full_game_sequence:
14
- - agent: game-designer
15
- creates: game-brief.md
16
- optional_steps:
17
- - brainstorming_session
18
- - game_research_prompt
19
- - player_research
20
- notes: "Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project's docs/design/ folder."
21
- - agent: game-designer
22
- creates: game-design-doc.md
23
- requires: game-brief.md
24
- optional_steps:
25
- - competitive_analysis
26
- - technical_research
27
- notes: "Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project's docs/design/ folder."
28
- - agent: game-designer
29
- creates: level-design-doc.md
30
- requires: game-design-doc.md
31
- optional_steps:
32
- - level_prototyping
33
- - difficulty_analysis
34
- notes: "Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project's docs/design/ folder."
35
- - agent: solution-architect
36
- creates: game-architecture.md
37
- requires:
38
- - game-design-doc.md
39
- - level-design-doc.md
40
- optional_steps:
41
- - technical_research_prompt
42
- - performance_analysis
43
- - platform_research
44
- notes: "Create comprehensive technical architecture using game-architecture-tmpl. Defines Phaser 3 systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project's docs/architecture/ folder."
45
- - agent: game-designer
46
- validates: design_consistency
47
- requires: all_design_documents
48
- uses: game-design-checklist
49
- notes: Validate all design documents for consistency, completeness, and implementability. May require updates to any design document.
50
- - agent: various
51
- updates: flagged_design_documents
52
- condition: design_validation_issues
53
- notes: If design validation finds issues, return to relevant agent to fix and re-export updated documents to docs/ folder.
54
- project_setup_guidance:
55
- action: guide_game_project_structure
56
- notes: Set up game project structure following game architecture document. Create src/, assets/, docs/, and tests/ directories. Initialize TypeScript and Phaser 3 configuration.
57
- workflow_end:
58
- action: move_to_story_development
59
- notes: All design artifacts complete. Begin story-driven development phase. Use Game Scrum Master to create implementation stories from design documents.
60
- prototype_sequence:
61
- - step: prototype_scope
62
- action: assess_prototype_complexity
63
- notes: First, assess if this needs full game design (use full_game_sequence) or can be a rapid prototype.
64
- - agent: game-designer
65
- creates: game-brief.md
66
- optional_steps:
67
- - quick_brainstorming
68
- - concept_validation
69
- notes: "Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project's docs/ folder."
70
- - agent: game-designer
71
- creates: prototype-design.md
72
- uses: create-doc prototype-design OR create-game-story
73
- requires: game-brief.md
74
- notes: Create minimal design document or jump directly to implementation stories for rapid prototyping. Choose based on prototype complexity.
75
- prototype_workflow_end:
76
- action: move_to_rapid_implementation
77
- notes: Prototype defined. Begin immediate implementation with Game Developer. Focus on core mechanics first, then iterate based on playtesting.
78
- flow_diagram: |
79
- ```mermaid
80
- graph TD
81
- A[Start: Game Development Project] --> B{Project Scope?}
82
- B -->|Full Game/Production| C[game-designer: game-brief.md]
83
- B -->|Prototype/Game Jam| D[game-designer: focused game-brief.md]
84
-
85
- C --> E[game-designer: game-design-doc.md]
86
- E --> F[game-designer: level-design-doc.md]
87
- F --> G[solution-architect: game-architecture.md]
88
- G --> H[game-designer: validate design consistency]
89
- H --> I{Design validation issues?}
90
- I -->|Yes| J[Return to relevant agent for fixes]
91
- I -->|No| K[Set up game project structure]
92
- J --> H
93
- K --> L[Move to Story Development Phase]
94
-
95
- D --> M[game-designer: prototype-design.md]
96
- M --> N[Move to Rapid Implementation]
97
-
98
- C -.-> C1[Optional: brainstorming]
99
- C -.-> C2[Optional: game research]
100
- E -.-> E1[Optional: competitive analysis]
101
- F -.-> F1[Optional: level prototyping]
102
- G -.-> G1[Optional: technical research]
103
- D -.-> D1[Optional: quick brainstorming]
104
-
105
- style L fill:#90EE90
106
- style N fill:#90EE90
107
- style C fill:#FFE4B5
108
- style E fill:#FFE4B5
109
- style F fill:#FFE4B5
110
- style G fill:#FFE4B5
111
- style D fill:#FFB6C1
112
- style M fill:#FFB6C1
113
- ```
114
- decision_guidance:
115
- use_full_sequence_when:
116
- - Building commercial or production games
117
- - Multiple team members involved
118
- - Complex gameplay systems (3+ core mechanics)
119
- - Long-term development timeline (2+ months)
120
- - Need comprehensive documentation for team coordination
121
- - Targeting multiple platforms
122
- - Educational or enterprise game projects
123
- use_prototype_sequence_when:
124
- - Game jams or time-constrained development
125
- - Solo developer or very small team
126
- - Experimental or proof-of-concept games
127
- - Simple mechanics (1-2 core systems)
128
- - Quick validation of game concepts
129
- - Learning projects or technical demos
130
- handoff_prompts:
131
- designer_to_gdd: Game brief is complete. Save it as docs/design/game-brief.md in your project, then create the comprehensive Game Design Document.
132
- gdd_to_level: Game Design Document ready. Save it as docs/design/game-design-doc.md, then create the level design framework.
133
- level_to_architect: Level design complete. Save it as docs/design/level-design-doc.md, then create the technical architecture.
134
- architect_review: Architecture complete. Save it as docs/architecture/game-architecture.md. Please validate all design documents for consistency.
135
- validation_issues: Design validation found issues with [document]. Please return to [agent] to fix and re-save the updated document.
136
- full_complete: All design artifacts validated and saved. Set up game project structure and move to story development phase.
137
- prototype_designer_to_dev: Prototype brief complete. Save it as docs/game-brief.md, then create minimal design or jump directly to implementation stories.
138
- prototype_complete: Prototype defined. Begin rapid implementation focusing on core mechanics and immediate playability.
139
- story_development_guidance:
140
- epic_breakdown:
141
- - Core Game Systems" - Fundamental gameplay mechanics and player controls
142
- - Level Content" - Individual levels, progression, and content implementation
143
- - User Interface" - Menus, HUD, settings, and player feedback systems
144
- - Audio Integration" - Music, sound effects, and audio systems
145
- - Performance Optimization" - Platform optimization and technical polish
146
- - Game Polish" - Visual effects, animations, and final user experience
147
- story_creation_process:
148
- - Use Game Scrum Master to create detailed implementation stories
149
- - Each story should reference specific GDD sections
150
- - Include performance requirements (60 FPS target)
151
- - Specify Phaser 3 implementation details
152
- - Apply game-story-dod-checklist for quality validation
153
- - Ensure stories are immediately actionable by Game Developer
154
- game_development_best_practices:
155
- performance_targets:
156
- - Maintain 60 FPS on target devices throughout development
157
- - Memory usage under specified limits per game system
158
- - Loading times under 3 seconds for levels
159
- - Smooth animation and responsive player controls
160
- technical_standards:
161
- - TypeScript strict mode compliance
162
- - Component-based game architecture
163
- - Object pooling for performance-critical objects
164
- - Cross-platform input handling
165
- - Comprehensive error handling and graceful degradation
166
- playtesting_integration:
167
- - Test core mechanics early and frequently
168
- - Validate game balance through metrics and player feedback
169
- - Iterate on design based on implementation discoveries
170
- - Document design changes and rationale
171
- success_criteria:
172
- design_phase_complete:
173
- - All design documents created and validated
174
- - Technical architecture aligns with game design requirements
175
- - Performance targets defined and achievable
176
- - Story breakdown ready for implementation
177
- - Project structure established
178
- implementation_readiness:
179
- - Development environment configured for Phaser 3 + TypeScript
180
- - Asset pipeline and build system established
181
- - Testing framework in place
182
- - Team roles and responsibilities defined
183
- - First implementation stories created and ready