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# GDD Workflow Validation Checklist
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**Purpose**: Validate GDD workflow outputs are complete, playable, and ready for solutioning.
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**Scope**: All game project levels (0-4)
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**Expected Outputs**: GDD.md, epics.md
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---
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## 1. Output Files Exist
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- [ ] GDD.md created in output folder
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- [ ] epics.md created in output folder (separate file)
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- [ ] bmm-workflow-status.md updated
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- [ ] No unfilled {{template_variables}}
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---
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## 2. Core Gameplay Definition (CRITICAL)
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### Game Pillars
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- [ ] **2-4 game pillars defined** (fundamental gameplay elements)
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- [ ] Each pillar is game-defining (not superficial)
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- [ ] Pillars are distinct (don't overlap)
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### Core Gameplay Loop
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- [ ] **Complete cycle documented** (what player does repeatedly)
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- [ ] Loop shows: player action → outcome → reward → motivation to repeat
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- [ ] Loop sounds compelling and repeatable
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### Win/Loss Conditions
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- [ ] Victory conditions clearly defined
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- [ ] Failure conditions defined (or N/A for sandbox games)
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- [ ] Conditions are testable
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---
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## 3. Game Mechanics and Systems
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### Mechanics
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- [ ] Primary mechanics described in detail
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- [ ] Mechanics support the game pillars
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- [ ] Player interaction with mechanics is clear
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### Progression
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- [ ] Player progression system defined (skill/power/unlock/narrative)
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- [ ] Difficulty curve explained
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- [ ] Progression feels rewarding
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### Platform and Controls
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- [ ] Target platforms specified
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- [ ] Control scheme appropriate for platforms
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- [ ] Input method clear (keyboard/gamepad/touch/etc.)
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---
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## 4. Story Quality (If epics.md exists)
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### Epic Structure
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- [ ] Epics represent deliverable game features
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- [ ] Epic sequence makes sense for game development
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- [ ] Stories show implementation path
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### Story Sequencing (If stories present)
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- [ ] **Vertical slices**: Each story delivers playable functionality
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- [ ] **Sequential ordering**: Stories build progressively
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- [ ] **No forward dependencies**: Each story builds on previous work only
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- [ ] Stories result in testable game features
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---
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## 5. Technical Specifications
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### Performance and Platform
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- [ ] Performance requirements specified (frame rate, resolution, etc.)
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- [ ] Platform-specific considerations noted
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- [ ] Asset requirements estimated
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### Production Scope
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- [ ] Art requirements realistic for project scale
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- [ ] Audio requirements documented
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- [ ] Scope matches project level and resources
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---
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## 6. Narrative Integration (If Applicable)
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**If narrative-design.md was generated:**
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- [ ] Narrative aligns with GDD game design
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- [ ] Story supports gameplay (not fighting it)
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- [ ] Tone consistent across GDD and narrative docs
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---
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## 7. Consistency
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- [ ] Epic titles match between GDD.md and epics.md
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- [ ] Game type identified and appropriate
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- [ ] Terminology consistent throughout
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- [ ] No contradictions between sections
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---
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## 8. Readiness for Solutioning
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- [ ] Sufficient detail for engine/platform selection
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- [ ] Game systems defined enough for technical architecture
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- [ ] Clear what needs to be built
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- [ ] Playable vision (reader can envision playing the game)
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---
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## 9. Critical Failures (Auto-Fail)
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- [ ] ❌ **No core gameplay loop** (can't be a game without this)
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- [ ] ❌ **No game pillars** (game-defining elements missing)
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- [ ] ❌ **No mechanics** (what does player actually DO?)
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- [ ] ❌ **No epics.md file** (implementation roadmap required)
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- [ ] ❌ **Engine/tech in GDD** (should defer to solutioning workflow)
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---
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## Validation Notes
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**Document any findings:**
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- Game concept strength: [Compelling / Interesting / Unclear / Weak]
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- Strengths:
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- Issues to address:
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- Recommended actions:
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**Ready for solutioning?** [Yes / No - explain]
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---
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_Adapt based on game type and narrative complexity. Core gameplay must always be solid._
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id,name,description,genre_tags,fragment_file
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action-platformer,Action Platformer,"Side-scrolling or 3D platforming with combat mechanics","action,platformer,combat,movement",action-platformer.md
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puzzle,Puzzle,"Logic-based challenges and problem-solving","puzzle,logic,cerebral",puzzle.md
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rpg,RPG,"Character progression, stats, inventory, quests","rpg,stats,inventory,quests,narrative",rpg.md
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strategy,Strategy,"Resource management, tactical decisions, long-term planning","strategy,tactics,resources,planning",strategy.md
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shooter,Shooter,"Projectile combat, aiming mechanics, arena/level design","shooter,combat,aiming,fps,tps",shooter.md
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adventure,Adventure,"Story-driven exploration and narrative","adventure,narrative,exploration,story",adventure.md
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simulation,Simulation,"Realistic systems, management, building","simulation,management,sandbox,systems",simulation.md
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roguelike,Roguelike,"Procedural generation, permadeath, run-based progression","roguelike,procedural,permadeath,runs",roguelike.md
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moba,MOBA,"Multiplayer team battles, hero/champion selection, lanes","moba,multiplayer,pvp,heroes,lanes",moba.md
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fighting,Fighting,"1v1 combat, combos, frame data, competitive","fighting,combat,competitive,combos,pvp",fighting.md
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racing,Racing,"Vehicle control, tracks, speed, lap times","racing,vehicles,tracks,speed",racing.md
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sports,Sports,"Team-based or individual sports simulation","sports,teams,realistic,physics",sports.md
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survival,Survival,"Resource gathering, crafting, persistent threats","survival,crafting,resources,danger",survival.md
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horror,Horror,"Atmosphere, tension, limited resources, fear mechanics","horror,atmosphere,tension,fear",horror.md
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idle-incremental,Idle/Incremental,"Passive progression, upgrades, automation","idle,incremental,automation,progression",idle-incremental.md
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card-game,Card Game,"Deck building, card mechanics, turn-based strategy","card,deck-building,strategy,turns",card-game.md
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tower-defense,Tower Defense,"Wave-based defense, tower placement, resource management","tower-defense,waves,placement,strategy",tower-defense.md
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metroidvania,Metroidvania,"Interconnected world, ability gating, exploration","metroidvania,exploration,abilities,interconnected",metroidvania.md
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visual-novel,Visual Novel,"Narrative choices, branching story, dialogue","visual-novel,narrative,choices,story",visual-novel.md
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rhythm,Rhythm,"Music synchronization, timing-based gameplay","rhythm,music,timing,beats",rhythm.md
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turn-based-tactics,Turn-Based Tactics,"Grid-based movement, turn order, positioning","tactics,turn-based,grid,positioning",turn-based-tactics.md
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sandbox,Sandbox,"Creative freedom, building, minimal objectives","sandbox,creative,building,freedom",sandbox.md
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text-based,Text-Based,"Text input/output, parser or choice-based","text,parser,interactive-fiction,mud",text-based.md
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party-game,Party Game,"Local multiplayer, minigames, casual fun","party,multiplayer,minigames,casual",party-game.md
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|
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## Action Platformer Specific Elements
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### Movement System
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{{movement_mechanics}}
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**Core movement abilities:**
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- Jump mechanics (height, air control, coyote time)
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- Running/walking speed
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- Special movement (dash, wall-jump, double-jump, etc.)
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### Combat System
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{{combat_system}}
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**Combat mechanics:**
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- Attack types (melee, ranged, special)
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- Combo system
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- Enemy AI behavior patterns
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- Hit feedback and impact
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### Level Design Patterns
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{{level_design_patterns}}
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**Level structure:**
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- Platforming challenges
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- Combat arenas
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- Secret areas and collectibles
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- Checkpoint placement
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- Difficulty spikes and pacing
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### Player Abilities and Unlocks
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{{player_abilities}}
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**Ability progression:**
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- Starting abilities
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- Unlockable abilities
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- Ability synergies
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- Upgrade paths
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## Adventure Specific Elements
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<narrative-workflow-recommended>
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This game type is **narrative-heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
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- Detailed story structure and beats
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- Character profiles and arcs
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- World lore and history
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- Dialogue framework
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- Environmental storytelling
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</narrative-workflow-recommended>
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### Exploration Mechanics
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{{exploration_mechanics}}
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**Exploration design:**
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- World structure (linear, open, hub-based, interconnected)
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- Movement and traversal
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- Observation and inspection mechanics
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- Discovery rewards (story reveals, items, secrets)
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- Pacing of exploration vs. story
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### Story Integration
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{{story_integration}}
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**Narrative gameplay:**
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- Story delivery methods (cutscenes, in-game, environmental)
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- Player agency in story (linear, branching, player-driven)
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- Story pacing (acts, beats, tension/release)
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- Character introduction and development
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- Climax and resolution structure
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**Note:** Detailed story elements (plot, characters, lore) belong in the Narrative Design Document.
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### Puzzle Systems
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{{puzzle_systems}}
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**Puzzle integration:**
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- Puzzle types (inventory, logic, environmental, dialogue)
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- Puzzle difficulty curve
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- Hint systems
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- Puzzle-story connection (narrative purpose)
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- Optional vs. required puzzles
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### Character Interaction
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{{character_interaction}}
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**NPC systems:**
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- Dialogue system (branching, linear, choice-based)
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- Character relationships
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- NPC schedules/behaviors
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- Companion mechanics (if applicable)
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- Memorable character moments
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### Inventory and Items
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{{inventory_items}}
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**Item systems:**
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- Inventory scope (key items, collectibles, consumables)
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- Item examination/description
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- Combination/crafting (if applicable)
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- Story-critical items vs. optional items
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- Item-based progression gates
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### Environmental Storytelling
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{{environmental_storytelling}}
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**World narrative:**
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- Visual storytelling techniques
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- Audio atmosphere
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- Readable documents (journals, notes, signs)
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- Environmental clues
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- Show vs. tell balance
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## Card Game Specific Elements
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### Card Types and Effects
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{{card_types}}
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**Card design:**
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- Card categories (creatures, spells, enchantments, etc.)
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- Card rarity tiers (common, rare, epic, legendary)
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- Card attributes (cost, power, health, etc.)
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- Effect types (damage, healing, draw, control, etc.)
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- Keywords and abilities
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- Card synergies
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### Deck Building
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{{deck_building}}
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**Deck construction:**
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- Deck size limits (minimum, maximum)
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- Card quantity limits (e.g., max 2 copies)
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- Class/faction restrictions
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- Deck archetypes (aggro, control, combo, midrange)
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- Sideboard mechanics (if applicable)
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- Pre-built vs. custom decks
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### Mana/Resource System
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{{mana_resources}}
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**Resource mechanics:**
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- Mana generation (per turn, from cards, etc.)
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- Mana curve design
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- Resource types (colored mana, energy, etc.)
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- Ramp mechanics
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- Resource denial strategies
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|
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### Turn Structure
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{{turn_structure}}
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**Game flow:**
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- Turn phases (draw, main, combat, end)
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- Priority and response windows
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- Simultaneous vs. alternating turns
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- Time limits per turn
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- Match length targets
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### Card Collection and Progression
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{{collection_progression}}
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|
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**Player progression:**
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- Card acquisition (packs, rewards, crafting)
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- Deck unlocks
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- Currency systems (gold, dust, wildcards)
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- Free-to-play balance
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- Collection completion incentives
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|
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### Game Modes
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{{game_modes}}
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**Mode variety:**
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|
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- Ranked ladder
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- Draft/Arena modes
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- Campaign/story mode
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- Casual/unranked
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- Special event modes
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- Tournament formats
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@@ -0,0 +1,89 @@
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## Fighting Game Specific Elements
|
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|
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### Character Roster
|
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|
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{{character_roster}}
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|
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**Fighter design:**
|
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|
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- Roster size (launch + planned DLC)
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- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
|
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- Move list diversity
|
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- Complexity tiers (beginner vs. expert characters)
|
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- Balance philosophy (everyone viable vs. tier system)
|
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|
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### Move Lists and Frame Data
|
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|
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{{moves_frame_data}}
|
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|
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**Combat mechanics:**
|
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|
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- Normal moves (light, medium, heavy)
|
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- Special moves (quarter-circle, charge, etc.)
|
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- Super/ultimate moves
|
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- Frame data (startup, active, recovery, advantage)
|
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- Hit/hurt boxes
|
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- Command inputs vs. simplified inputs
|
||||
|
||||
### Combo System
|
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|
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{{combo_system}}
|
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|
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**Combo design:**
|
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|
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- Combo structure (links, cancels, chains)
|
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- Juggle system
|
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- Wall/ground bounces
|
||||
- Combo scaling
|
||||
- Reset opportunities
|
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- Optimal vs. practical combos
|
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|
||||
### Defensive Mechanics
|
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|
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{{defensive_mechanics}}
|
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|
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**Defense options:**
|
||||
|
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- Blocking (high, low, crossup protection)
|
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- Dodging/rolling/backdashing
|
||||
- Parries/counters
|
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- Pushblock/advancing guard
|
||||
- Invincibility frames
|
||||
- Escape options (burst, breaker, etc.)
|
||||
|
||||
### Stage Design
|
||||
|
||||
{{stage_design}}
|
||||
|
||||
**Arena design:**
|
||||
|
||||
- Stage size and boundaries
|
||||
- Wall mechanics (wall combos, wall break)
|
||||
- Interactive elements
|
||||
- Ring-out mechanics (if applicable)
|
||||
- Visual clarity vs. aesthetics
|
||||
|
||||
### Single Player Modes
|
||||
|
||||
{{single_player}}
|
||||
|
||||
**Offline content:**
|
||||
|
||||
- Arcade/story mode
|
||||
- Training mode features
|
||||
- Mission/challenge mode
|
||||
- Boss fights
|
||||
- Unlockables
|
||||
|
||||
### Competitive Features
|
||||
|
||||
{{competitive_features}}
|
||||
|
||||
**Tournament-ready:**
|
||||
|
||||
- Ranked matchmaking
|
||||
- Lobby systems
|
||||
- Replay features
|
||||
- Frame delay/rollback netcode
|
||||
- Spectator mode
|
||||
- Tournament mode
|
||||
@@ -0,0 +1,86 @@
|
||||
## Horror Game Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-important**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- Detailed story structure and scares
|
||||
- Character backstories and motivations
|
||||
- World lore and mythology
|
||||
- Environmental storytelling
|
||||
- Tension pacing and narrative beats
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Atmosphere and Tension Building
|
||||
|
||||
{{atmosphere}}
|
||||
|
||||
**Horror atmosphere:**
|
||||
|
||||
- Visual design (lighting, shadows, color palette)
|
||||
- Audio design (soundscape, silence, music cues)
|
||||
- Environmental storytelling
|
||||
- Pacing of tension and release
|
||||
- Jump scares vs. psychological horror
|
||||
- Safe zones vs. danger zones
|
||||
|
||||
### Fear Mechanics
|
||||
|
||||
{{fear_mechanics}}
|
||||
|
||||
**Core horror systems:**
|
||||
|
||||
- Visibility/darkness mechanics
|
||||
- Limited resources (ammo, health, light)
|
||||
- Vulnerability (combat avoidance, hiding)
|
||||
- Sanity/fear meter (if applicable)
|
||||
- Pursuer/stalker mechanics
|
||||
- Detection systems (line of sight, sound)
|
||||
|
||||
### Enemy/Threat Design
|
||||
|
||||
{{enemy_threat}}
|
||||
|
||||
**Threat systems:**
|
||||
|
||||
- Enemy types (stalker, environmental, psychological)
|
||||
- Enemy behavior (patrol, hunt, ambush)
|
||||
- Telegraphing and tells
|
||||
- Invincible vs. killable enemies
|
||||
- Boss encounters
|
||||
- Encounter frequency and pacing
|
||||
|
||||
### Resource Scarcity
|
||||
|
||||
{{resource_scarcity}}
|
||||
|
||||
**Limited resources:**
|
||||
|
||||
- Ammo/weapon durability
|
||||
- Health items
|
||||
- Light sources (batteries, fuel)
|
||||
- Save points (if limited)
|
||||
- Inventory constraints
|
||||
- Risk vs. reward of exploration
|
||||
|
||||
### Safe Zones and Respite
|
||||
|
||||
{{safe_zones}}
|
||||
|
||||
**Tension management:**
|
||||
|
||||
- Safe room design
|
||||
- Save point placement
|
||||
- Temporary refuge mechanics
|
||||
- Calm before storm pacing
|
||||
- Item management areas
|
||||
|
||||
### Puzzle Integration
|
||||
|
||||
{{puzzles}}
|
||||
|
||||
**Environmental puzzles:**
|
||||
|
||||
- Puzzle types (locks, codes, environmental)
|
||||
- Difficulty balance (accessibility vs. challenge)
|
||||
- Hint systems
|
||||
- Puzzle-tension balance
|
||||
- Narrative purpose of puzzles
|
||||
@@ -0,0 +1,78 @@
|
||||
## Idle/Incremental Game Specific Elements
|
||||
|
||||
### Core Click/Interaction
|
||||
|
||||
{{core_interaction}}
|
||||
|
||||
**Primary mechanic:**
|
||||
|
||||
- Click action (what happens on click)
|
||||
- Click value progression
|
||||
- Auto-click mechanics
|
||||
- Combo/streak systems (if applicable)
|
||||
- Satisfaction and feedback (visual, audio)
|
||||
|
||||
### Upgrade Trees
|
||||
|
||||
{{upgrade_trees}}
|
||||
|
||||
**Upgrade systems:**
|
||||
|
||||
- Upgrade categories (click power, auto-generation, multipliers)
|
||||
- Upgrade costs and scaling
|
||||
- Unlock conditions
|
||||
- Synergies between upgrades
|
||||
- Upgrade branches and choices
|
||||
- Meta-upgrades (affect future runs)
|
||||
|
||||
### Automation Systems
|
||||
|
||||
{{automation}}
|
||||
|
||||
**Passive mechanics:**
|
||||
|
||||
- Auto-clicker unlocks
|
||||
- Manager/worker systems
|
||||
- Multiplier stacking
|
||||
- Offline progression
|
||||
- Automation tiers
|
||||
- Balance between active and idle play
|
||||
|
||||
### Prestige and Reset Mechanics
|
||||
|
||||
{{prestige_reset}}
|
||||
|
||||
**Long-term progression:**
|
||||
|
||||
- Prestige conditions (when to reset)
|
||||
- Persistent bonuses after reset
|
||||
- Prestige currency
|
||||
- Multiple prestige layers (if applicable)
|
||||
- Scaling between runs
|
||||
- Endgame infinite scaling
|
||||
|
||||
### Number Balancing
|
||||
|
||||
{{number_balancing}}
|
||||
|
||||
**Economy design:**
|
||||
|
||||
- Exponential growth curves
|
||||
- Notation systems (K, M, B, T or scientific)
|
||||
- Soft caps and plateaus
|
||||
- Time gates
|
||||
- Pacing of progression
|
||||
- Wall breaking mechanics
|
||||
|
||||
### Meta-Progression
|
||||
|
||||
{{meta_progression}}
|
||||
|
||||
**Long-term engagement:**
|
||||
|
||||
- Achievement system
|
||||
- Collectibles
|
||||
- Alternate game modes
|
||||
- Seasonal content
|
||||
- Challenge runs
|
||||
- Endgame goals
|
||||
@@ -0,0 +1,87 @@
|
||||
## Metroidvania Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-moderate**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- World lore and environmental storytelling
|
||||
- Character encounters and NPC arcs
|
||||
- Backstory reveals through exploration
|
||||
- Optional narrative depth
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Interconnected World Map
|
||||
|
||||
{{world_map}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- World structure (regions, zones, biomes)
|
||||
- Interconnection points (shortcuts, elevators, warps)
|
||||
- Verticality and layering
|
||||
- Secret areas
|
||||
- Map reveal mechanics
|
||||
- Fast travel system (if applicable)
|
||||
|
||||
### Ability-Gating System
|
||||
|
||||
{{ability_gating}}
|
||||
|
||||
**Progression gates:**
|
||||
|
||||
- Core abilities (double jump, dash, wall climb, swim, etc.)
|
||||
- Ability locations and pacing
|
||||
- Soft gates vs. hard gates
|
||||
- Optional abilities
|
||||
- Sequence breaking considerations
|
||||
- Ability synergies
|
||||
|
||||
### Backtracking Design
|
||||
|
||||
{{backtracking}}
|
||||
|
||||
**Return mechanics:**
|
||||
|
||||
- Obvious backtrack opportunities
|
||||
- Hidden backtrack rewards
|
||||
- Fast travel to reduce tedium
|
||||
- Enemy respawn considerations
|
||||
- Changed world state (if applicable)
|
||||
- Completionist incentives
|
||||
|
||||
### Exploration Rewards
|
||||
|
||||
{{exploration_rewards}}
|
||||
|
||||
**Discovery incentives:**
|
||||
|
||||
- Health/energy upgrades
|
||||
- Ability upgrades
|
||||
- Collectibles (lore, cosmetics)
|
||||
- Secret bosses
|
||||
- Optional areas
|
||||
- Completion percentage tracking
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Attack types (melee, ranged, magic)
|
||||
- Boss fight design
|
||||
- Enemy variety and placement
|
||||
- Combat progression
|
||||
- Defensive options
|
||||
- Difficulty balance
|
||||
|
||||
### Sequence Breaking
|
||||
|
||||
{{sequence_breaking}}
|
||||
|
||||
**Advanced play:**
|
||||
|
||||
- Intended vs. unintended skips
|
||||
- Speedrun considerations
|
||||
- Difficulty of sequence breaks
|
||||
- Reward for sequence breaking
|
||||
- Developer stance on breaks
|
||||
- Game completion without all abilities
|
||||
@@ -0,0 +1,74 @@
|
||||
## MOBA Specific Elements
|
||||
|
||||
### Hero/Champion Roster
|
||||
|
||||
{{hero_roster}}
|
||||
|
||||
**Character design:**
|
||||
|
||||
- Hero count (initial roster, planned additions)
|
||||
- Hero roles (tank, support, carry, assassin, mage, etc.)
|
||||
- Unique abilities per hero (Q, W, E, R + passive)
|
||||
- Hero complexity tiers (beginner-friendly vs. advanced)
|
||||
- Visual and thematic diversity
|
||||
- Counter-pick dynamics
|
||||
|
||||
### Lane Structure and Map
|
||||
|
||||
{{lane_map}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- Lane configuration (3-lane, 2-lane, custom)
|
||||
- Jungle/neutral areas
|
||||
- Objective locations (towers, inhibitors, nexus/ancient)
|
||||
- Spawn points and fountains
|
||||
- Vision mechanics (wards, fog of war)
|
||||
|
||||
### Item and Build System
|
||||
|
||||
{{item_build}}
|
||||
|
||||
**Itemization:**
|
||||
|
||||
- Item categories (offensive, defensive, utility, consumables)
|
||||
- Gold economy
|
||||
- Build paths and item trees
|
||||
- Situational itemization
|
||||
- Starting items vs. late-game items
|
||||
|
||||
### Team Composition and Roles
|
||||
|
||||
{{team_composition}}
|
||||
|
||||
**Team strategy:**
|
||||
|
||||
- Role requirements (1-3-1, 2-1-2, etc.)
|
||||
- Team synergies
|
||||
- Draft/ban phase (if applicable)
|
||||
- Meta considerations
|
||||
- Flexible vs. rigid compositions
|
||||
|
||||
### Match Phases
|
||||
|
||||
{{match_phases}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Early game (laning phase)
|
||||
- Mid game (roaming, objectives)
|
||||
- Late game (team fights, sieging)
|
||||
- Phase transition mechanics
|
||||
- Comeback mechanics
|
||||
|
||||
### Objectives and Win Conditions
|
||||
|
||||
{{objectives_victory}}
|
||||
|
||||
**Strategic objectives:**
|
||||
|
||||
- Primary objective (destroy base/nexus/ancient)
|
||||
- Secondary objectives (towers, dragons, baron, roshan, etc.)
|
||||
- Neutral camps
|
||||
- Vision control objectives
|
||||
- Time limits and sudden death (if applicable)
|
||||
@@ -0,0 +1,79 @@
|
||||
## Party Game Specific Elements
|
||||
|
||||
### Minigame Variety
|
||||
|
||||
{{minigame_variety}}
|
||||
|
||||
**Minigame design:**
|
||||
|
||||
- Minigame count (launch + DLC)
|
||||
- Genre variety (racing, puzzle, reflex, trivia, etc.)
|
||||
- Minigame length (15-60 seconds typical)
|
||||
- Skill vs. luck balance
|
||||
- Team vs. FFA minigames
|
||||
- Accessibility across skill levels
|
||||
|
||||
### Turn Structure
|
||||
|
||||
{{turn_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Board game structure (if applicable)
|
||||
- Turn order (fixed, random, earned)
|
||||
- Turn actions (roll dice, move, minigame, etc.)
|
||||
- Event spaces
|
||||
- Special mechanics (warp, steal, bonus)
|
||||
- Match length (rounds, turns, time)
|
||||
|
||||
### Player Elimination vs. Points
|
||||
|
||||
{{scoring_elimination}}
|
||||
|
||||
**Competition design:**
|
||||
|
||||
- Points-based (everyone plays to the end)
|
||||
- Elimination (last player standing)
|
||||
- Hybrid systems
|
||||
- Comeback mechanics
|
||||
- Handicap systems
|
||||
- Victory conditions
|
||||
|
||||
### Local Multiplayer UX
|
||||
|
||||
{{local_multiplayer}}
|
||||
|
||||
**Couch co-op design:**
|
||||
|
||||
- Controller sharing vs. individual controllers
|
||||
- Screen layout (split-screen, shared screen)
|
||||
- Turn clarity (whose turn indicators)
|
||||
- Spectator experience (watching others play)
|
||||
- Player join/drop mechanics
|
||||
- Tutorial integration for new players
|
||||
|
||||
### Accessibility and Skill Range
|
||||
|
||||
{{accessibility}}
|
||||
|
||||
**Inclusive design:**
|
||||
|
||||
- Skill floor (easy to understand)
|
||||
- Skill ceiling (depth for experienced players)
|
||||
- Luck elements to balance skill gaps
|
||||
- Assist modes or handicaps
|
||||
- Child-friendly content
|
||||
- Colorblind modes and accessibility
|
||||
|
||||
### Session Length
|
||||
|
||||
{{session_length}}
|
||||
|
||||
**Time management:**
|
||||
|
||||
- Quick play (5-10 minutes)
|
||||
- Standard match (15-30 minutes)
|
||||
- Extended match (30+ minutes)
|
||||
- Drop-in/drop-out support
|
||||
- Pause and resume
|
||||
- Party management (hosting, invites)
|
||||
@@ -0,0 +1,58 @@
|
||||
## Puzzle Game Specific Elements
|
||||
|
||||
### Core Puzzle Mechanics
|
||||
|
||||
{{puzzle_mechanics}}
|
||||
|
||||
**Puzzle elements:**
|
||||
|
||||
- Primary puzzle mechanic(s)
|
||||
- Supporting mechanics
|
||||
- Mechanic interactions
|
||||
- Constraint systems
|
||||
|
||||
### Puzzle Progression
|
||||
|
||||
{{puzzle_progression}}
|
||||
|
||||
**Difficulty progression:**
|
||||
|
||||
- Tutorial/introduction puzzles
|
||||
- Core concept puzzles
|
||||
- Combined mechanic puzzles
|
||||
- Expert/bonus puzzles
|
||||
- Pacing and difficulty curve
|
||||
|
||||
### Level Structure
|
||||
|
||||
{{level_structure}}
|
||||
|
||||
**Level organization:**
|
||||
|
||||
- Number of levels/puzzles
|
||||
- World/chapter grouping
|
||||
- Unlock progression
|
||||
- Optional/bonus content
|
||||
|
||||
### Player Assistance
|
||||
|
||||
{{player_assistance}}
|
||||
|
||||
**Help systems:**
|
||||
|
||||
- Hint system
|
||||
- Undo/reset mechanics
|
||||
- Skip puzzle options
|
||||
- Tutorial integration
|
||||
|
||||
### Replayability
|
||||
|
||||
{{replayability}}
|
||||
|
||||
**Replay elements:**
|
||||
|
||||
- Par time/move goals
|
||||
- Perfect solution challenges
|
||||
- Procedural generation (if applicable)
|
||||
- Daily/weekly puzzles
|
||||
- Challenge modes
|
||||
@@ -0,0 +1,88 @@
|
||||
## Racing Game Specific Elements
|
||||
|
||||
### Vehicle Handling and Physics
|
||||
|
||||
{{vehicle_physics}}
|
||||
|
||||
**Handling systems:**
|
||||
|
||||
- Physics model (arcade vs. simulation vs. hybrid)
|
||||
- Vehicle stats (speed, acceleration, handling, braking, weight)
|
||||
- Drift mechanics
|
||||
- Collision physics
|
||||
- Vehicle damage system (if applicable)
|
||||
|
||||
### Vehicle Roster
|
||||
|
||||
{{vehicle_roster}}
|
||||
|
||||
**Vehicle design:**
|
||||
|
||||
- Vehicle types (cars, bikes, boats, etc.)
|
||||
- Vehicle classes (lightweight, balanced, heavyweight)
|
||||
- Unlock progression
|
||||
- Customization options (visual, performance)
|
||||
- Balance considerations
|
||||
|
||||
### Track Design
|
||||
|
||||
{{track_design}}
|
||||
|
||||
**Course design:**
|
||||
|
||||
- Track variety (circuits, point-to-point, open world)
|
||||
- Track length and lap counts
|
||||
- Hazards and obstacles
|
||||
- Shortcuts and alternate paths
|
||||
- Track-specific mechanics
|
||||
- Environmental themes
|
||||
|
||||
### Race Mechanics
|
||||
|
||||
{{race_mechanics}}
|
||||
|
||||
**Core racing:**
|
||||
|
||||
- Starting mechanics (countdown, reaction time)
|
||||
- Checkpoint system
|
||||
- Lap tracking and position
|
||||
- Slipstreaming/drafting
|
||||
- Pit stops (if applicable)
|
||||
- Weather and time-of-day effects
|
||||
|
||||
### Powerups and Boost
|
||||
|
||||
{{powerups_boost}}
|
||||
|
||||
**Enhancement systems (if arcade-style):**
|
||||
|
||||
- Powerup types (offensive, defensive, utility)
|
||||
- Boost mechanics (drift boost, nitro, slipstream)
|
||||
- Item balance
|
||||
- Counterplay mechanics
|
||||
- Powerup placement on track
|
||||
|
||||
### Game Modes
|
||||
|
||||
{{game_modes}}
|
||||
|
||||
**Mode variety:**
|
||||
|
||||
- Standard race
|
||||
- Time trial
|
||||
- Elimination/knockout
|
||||
- Battle/arena modes
|
||||
- Career/campaign mode
|
||||
- Online multiplayer modes
|
||||
|
||||
### Progression and Unlocks
|
||||
|
||||
{{progression}}
|
||||
|
||||
**Player advancement:**
|
||||
|
||||
- Career structure
|
||||
- Unlockable vehicles and tracks
|
||||
- Currency/rewards system
|
||||
- Achievements and challenges
|
||||
- Skill-based unlocks vs. time-based
|
||||
@@ -0,0 +1,79 @@
|
||||
## Rhythm Game Specific Elements
|
||||
|
||||
### Music Synchronization
|
||||
|
||||
{{music_sync}}
|
||||
|
||||
**Core mechanics:**
|
||||
|
||||
- Beat/rhythm detection
|
||||
- Note types (tap, hold, slide, etc.)
|
||||
- Synchronization accuracy
|
||||
- Audio-visual feedback
|
||||
- Lane systems (4-key, 6-key, circular, etc.)
|
||||
- Offset calibration
|
||||
|
||||
### Note Charts and Patterns
|
||||
|
||||
{{note_charts}}
|
||||
|
||||
**Chart design:**
|
||||
|
||||
- Charting philosophy (fun, challenge, accuracy to song)
|
||||
- Pattern vocabulary (streams, jumps, chords, etc.)
|
||||
- Difficulty representation
|
||||
- Special patterns (gimmicks, memes)
|
||||
- Chart preview
|
||||
- Custom chart support (if applicable)
|
||||
|
||||
### Timing Windows
|
||||
|
||||
{{timing_windows}}
|
||||
|
||||
**Judgment system:**
|
||||
|
||||
- Judgment tiers (perfect, great, good, bad, miss)
|
||||
- Timing windows (frame-perfect vs. lenient)
|
||||
- Visual feedback for timing
|
||||
- Audio feedback
|
||||
- Combo system
|
||||
- Health/life system (if applicable)
|
||||
|
||||
### Scoring System
|
||||
|
||||
{{scoring}}
|
||||
|
||||
**Score design:**
|
||||
|
||||
- Base score calculation
|
||||
- Combo multipliers
|
||||
- Accuracy weighting
|
||||
- Max score calculation
|
||||
- Grade/rank system (S, A, B, C)
|
||||
- Leaderboards and competition
|
||||
|
||||
### Difficulty Tiers
|
||||
|
||||
{{difficulty_tiers}}
|
||||
|
||||
**Progression:**
|
||||
|
||||
- Difficulty levels (easy, normal, hard, expert, etc.)
|
||||
- Difficulty representation (stars, numbers)
|
||||
- Unlock conditions
|
||||
- Difficulty curve
|
||||
- Accessibility options
|
||||
- Expert+ content
|
||||
|
||||
### Song Selection
|
||||
|
||||
{{song_selection}}
|
||||
|
||||
**Music library:**
|
||||
|
||||
- Song count (launch + planned DLC)
|
||||
- Genre diversity
|
||||
- Licensing vs. original music
|
||||
- Song length targets
|
||||
- Song unlock progression
|
||||
- Favorites and playlists
|
||||
@@ -0,0 +1,69 @@
|
||||
## Roguelike Specific Elements
|
||||
|
||||
### Run Structure
|
||||
|
||||
{{run_structure}}
|
||||
|
||||
**Run design:**
|
||||
|
||||
- Run length (time, stages)
|
||||
- Starting conditions
|
||||
- Difficulty scaling per run
|
||||
- Victory conditions
|
||||
|
||||
### Procedural Generation
|
||||
|
||||
{{procedural_generation}}
|
||||
|
||||
**Generation systems:**
|
||||
|
||||
- Level generation algorithm
|
||||
- Enemy placement
|
||||
- Item/loot distribution
|
||||
- Biome/theme variation
|
||||
- Seed system (if deterministic)
|
||||
|
||||
### Permadeath and Progression
|
||||
|
||||
{{permadeath_progression}}
|
||||
|
||||
**Death mechanics:**
|
||||
|
||||
- Permadeath rules
|
||||
- What persists between runs
|
||||
- Meta-progression systems
|
||||
- Unlock conditions
|
||||
|
||||
### Item and Upgrade System
|
||||
|
||||
{{item_upgrade_system}}
|
||||
|
||||
**Item mechanics:**
|
||||
|
||||
- Item types (passive, active, consumable)
|
||||
- Rarity system
|
||||
- Item synergies
|
||||
- Build variety
|
||||
- Curse/risk mechanics
|
||||
|
||||
### Character Selection
|
||||
|
||||
{{character_selection}}
|
||||
|
||||
**Playable characters:**
|
||||
|
||||
- Starting characters
|
||||
- Unlockable characters
|
||||
- Character unique abilities
|
||||
- Character playstyle differences
|
||||
|
||||
### Difficulty Modifiers
|
||||
|
||||
{{difficulty_modifiers}}
|
||||
|
||||
**Challenge systems:**
|
||||
|
||||
- Difficulty tiers
|
||||
- Modifiers/curses
|
||||
- Challenge runs
|
||||
- Achievement conditions
|
||||
@@ -0,0 +1,70 @@
|
||||
## RPG Specific Elements
|
||||
|
||||
### Character System
|
||||
|
||||
{{character_system}}
|
||||
|
||||
**Character attributes:**
|
||||
|
||||
- Stats (Strength, Dexterity, Intelligence, etc.)
|
||||
- Classes/roles
|
||||
- Leveling system
|
||||
- Skill trees
|
||||
|
||||
### Inventory and Equipment
|
||||
|
||||
{{inventory_equipment}}
|
||||
|
||||
**Equipment system:**
|
||||
|
||||
- Item types (weapons, armor, accessories)
|
||||
- Rarity tiers
|
||||
- Item stats and modifiers
|
||||
- Inventory management
|
||||
|
||||
### Quest System
|
||||
|
||||
{{quest_system}}
|
||||
|
||||
**Quest structure:**
|
||||
|
||||
- Main story quests
|
||||
- Side quests
|
||||
- Quest tracking
|
||||
- Branching questlines
|
||||
- Quest rewards
|
||||
|
||||
### World and Exploration
|
||||
|
||||
{{world_exploration}}
|
||||
|
||||
**World design:**
|
||||
|
||||
- Map structure (open world, hub-based, linear)
|
||||
- Towns and safe zones
|
||||
- Dungeons and combat zones
|
||||
- Fast travel system
|
||||
- Points of interest
|
||||
|
||||
### NPC and Dialogue
|
||||
|
||||
{{npc_dialogue}}
|
||||
|
||||
**NPC interaction:**
|
||||
|
||||
- Dialogue trees
|
||||
- Relationship/reputation system
|
||||
- Companion system
|
||||
- Merchant NPCs
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Combat style (real-time, turn-based, tactical)
|
||||
- Ability system
|
||||
- Magic/skill system
|
||||
- Status effects
|
||||
- Party composition (if applicable)
|
||||
@@ -0,0 +1,79 @@
|
||||
## Sandbox Game Specific Elements
|
||||
|
||||
### Creation Tools
|
||||
|
||||
{{creation_tools}}
|
||||
|
||||
**Building mechanics:**
|
||||
|
||||
- Tool types (place, delete, modify, paint)
|
||||
- Object library (blocks, props, entities)
|
||||
- Precision controls (snap, free, grid)
|
||||
- Copy/paste and templates
|
||||
- Undo/redo system
|
||||
- Import/export functionality
|
||||
|
||||
### Physics and Building Systems
|
||||
|
||||
{{physics_building}}
|
||||
|
||||
**System simulation:**
|
||||
|
||||
- Physics engine (rigid body, soft body, fluids)
|
||||
- Structural integrity (if applicable)
|
||||
- Destruction mechanics
|
||||
- Material properties
|
||||
- Constraint systems (joints, hinges, motors)
|
||||
- Interactive simulations
|
||||
|
||||
### Sharing and Community
|
||||
|
||||
{{sharing_community}}
|
||||
|
||||
**Social features:**
|
||||
|
||||
- Creation sharing (workshop, gallery)
|
||||
- Discoverability (search, trending, featured)
|
||||
- Rating and feedback systems
|
||||
- Collaboration tools
|
||||
- Modding support
|
||||
- User-generated content moderation
|
||||
|
||||
### Constraints and Rules
|
||||
|
||||
{{constraints_rules}}
|
||||
|
||||
**Game design:**
|
||||
|
||||
- Creative mode (unlimited resources, no objectives)
|
||||
- Challenge mode (limited resources, objectives)
|
||||
- Budget/point systems (if competitive)
|
||||
- Build limits (size, complexity)
|
||||
- Rulesets and game modes
|
||||
- Victory conditions (if applicable)
|
||||
|
||||
### Tools and Editing
|
||||
|
||||
{{tools_editing}}
|
||||
|
||||
**Advanced features:**
|
||||
|
||||
- Logic gates/scripting (if applicable)
|
||||
- Animation tools
|
||||
- Terrain editing
|
||||
- Weather/environment controls
|
||||
- Lighting and effects
|
||||
- Testing/preview modes
|
||||
|
||||
### Emergent Gameplay
|
||||
|
||||
{{emergent_gameplay}}
|
||||
|
||||
**Player creativity:**
|
||||
|
||||
- Unintended creations (embracing exploits)
|
||||
- Community-defined challenges
|
||||
- Speedrunning player creations
|
||||
- Cross-creation interaction
|
||||
- Viral moments and showcases
|
||||
- Evolution of the meta
|
||||
@@ -0,0 +1,62 @@
|
||||
## Shooter Specific Elements
|
||||
|
||||
### Weapon Systems
|
||||
|
||||
{{weapon_systems}}
|
||||
|
||||
**Weapon design:**
|
||||
|
||||
- Weapon types (pistol, rifle, shotgun, sniper, explosive, etc.)
|
||||
- Weapon stats (damage, fire rate, accuracy, reload time, ammo capacity)
|
||||
- Weapon progression (starting weapons, unlocks, upgrades)
|
||||
- Weapon feel (recoil patterns, sound design, impact feedback)
|
||||
- Balance considerations (risk/reward, situational use)
|
||||
|
||||
### Aiming and Combat Mechanics
|
||||
|
||||
{{aiming_combat}}
|
||||
|
||||
**Combat systems:**
|
||||
|
||||
- Aiming system (first-person, third-person, twin-stick, lock-on)
|
||||
- Hit detection (hitscan vs. projectile)
|
||||
- Accuracy mechanics (spread, recoil, movement penalties)
|
||||
- Critical hits / weak points
|
||||
- Melee integration (if applicable)
|
||||
|
||||
### Enemy Design and AI
|
||||
|
||||
{{enemy_ai}}
|
||||
|
||||
**Enemy systems:**
|
||||
|
||||
- Enemy types (fodder, elite, tank, ranged, melee, boss)
|
||||
- AI behavior patterns (aggressive, defensive, flanking, cover use)
|
||||
- Spawn systems (waves, triggers, procedural)
|
||||
- Difficulty scaling (health, damage, AI sophistication)
|
||||
- Enemy tells and telegraphing
|
||||
|
||||
### Arena and Level Design
|
||||
|
||||
{{arena_level_design}}
|
||||
|
||||
**Level structure:**
|
||||
|
||||
- Arena flow (choke points, open spaces, verticality)
|
||||
- Cover system design (destructible, dynamic, static)
|
||||
- Spawn points and safe zones
|
||||
- Power-up placement
|
||||
- Environmental hazards
|
||||
- Sightlines and engagement distances
|
||||
|
||||
### Multiplayer Considerations
|
||||
|
||||
{{multiplayer}}
|
||||
|
||||
**Multiplayer systems (if applicable):**
|
||||
|
||||
- Game modes (deathmatch, team deathmatch, objective-based, etc.)
|
||||
- Map design for PvP
|
||||
- Loadout systems
|
||||
- Matchmaking and ranking
|
||||
- Balance considerations (skill ceiling, counter-play)
|
||||
@@ -0,0 +1,73 @@
|
||||
## Simulation Specific Elements
|
||||
|
||||
### Core Simulation Systems
|
||||
|
||||
{{simulation_systems}}
|
||||
|
||||
**What's being simulated:**
|
||||
|
||||
- Primary simulation focus (city, farm, business, ecosystem, etc.)
|
||||
- Simulation depth (abstract vs. realistic)
|
||||
- System interconnections
|
||||
- Emergent behaviors
|
||||
- Simulation tickrate and performance
|
||||
|
||||
### Management Mechanics
|
||||
|
||||
{{management_mechanics}}
|
||||
|
||||
**Management systems:**
|
||||
|
||||
- Resource management (budget, materials, time)
|
||||
- Decision-making mechanics
|
||||
- Automation vs. manual control
|
||||
- Delegation systems (if applicable)
|
||||
- Efficiency optimization
|
||||
|
||||
### Building and Construction
|
||||
|
||||
{{building_construction}}
|
||||
|
||||
**Construction systems:**
|
||||
|
||||
- Placeable objects/structures
|
||||
- Grid system (free placement, snap-to-grid, tiles)
|
||||
- Building prerequisites and unlocks
|
||||
- Upgrade/demolition mechanics
|
||||
- Space constraints and planning
|
||||
|
||||
### Economic and Resource Loops
|
||||
|
||||
{{economic_loops}}
|
||||
|
||||
**Economic design:**
|
||||
|
||||
- Income sources
|
||||
- Expenses and maintenance
|
||||
- Supply chains (if applicable)
|
||||
- Market dynamics
|
||||
- Economic balance and pacing
|
||||
|
||||
### Progression and Unlocks
|
||||
|
||||
{{progression_unlocks}}
|
||||
|
||||
**Progression systems:**
|
||||
|
||||
- Unlock conditions (achievements, milestones, levels)
|
||||
- Tech/research tree
|
||||
- New mechanics/features over time
|
||||
- Difficulty scaling
|
||||
- Endgame content
|
||||
|
||||
### Sandbox vs. Scenario
|
||||
|
||||
{{sandbox_scenario}}
|
||||
|
||||
**Game modes:**
|
||||
|
||||
- Sandbox mode (unlimited resources, creative freedom)
|
||||
- Scenario/campaign mode (specific goals, constraints)
|
||||
- Challenge modes
|
||||
- Random/procedural scenarios
|
||||
- Custom scenario creation
|
||||
@@ -0,0 +1,75 @@
|
||||
## Sports Game Specific Elements
|
||||
|
||||
### Sport-Specific Rules
|
||||
|
||||
{{sport_rules}}
|
||||
|
||||
**Rule implementation:**
|
||||
|
||||
- Core sport rules (scoring, fouls, violations)
|
||||
- Match/game structure (quarters, periods, innings, etc.)
|
||||
- Referee/umpire system
|
||||
- Rule variations (if applicable)
|
||||
- Simulation vs. arcade rule adherence
|
||||
|
||||
### Team and Player Systems
|
||||
|
||||
{{team_player}}
|
||||
|
||||
**Roster design:**
|
||||
|
||||
- Player attributes (speed, strength, skill, etc.)
|
||||
- Position-specific stats
|
||||
- Team composition
|
||||
- Substitution mechanics
|
||||
- Stamina/fatigue system
|
||||
- Injury system (if applicable)
|
||||
|
||||
### Match Structure
|
||||
|
||||
{{match_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Pre-match setup (lineups, strategies)
|
||||
- In-match actions (plays, tactics, timeouts)
|
||||
- Half-time/intermission
|
||||
- Overtime/extra time rules
|
||||
- Post-match results and stats
|
||||
|
||||
### Physics and Realism
|
||||
|
||||
{{physics_realism}}
|
||||
|
||||
**Simulation balance:**
|
||||
|
||||
- Physics accuracy (ball/puck physics, player movement)
|
||||
- Realism vs. fun tradeoffs
|
||||
- Animation systems
|
||||
- Collision detection
|
||||
- Weather/field condition effects
|
||||
|
||||
### Career and Season Modes
|
||||
|
||||
{{career_season}}
|
||||
|
||||
**Long-term modes:**
|
||||
|
||||
- Career mode structure
|
||||
- Season/tournament progression
|
||||
- Transfer/draft systems
|
||||
- Team management
|
||||
- Contract negotiations
|
||||
- Sponsor/financial systems
|
||||
|
||||
### Multiplayer Modes
|
||||
|
||||
{{multiplayer}}
|
||||
|
||||
**Competitive play:**
|
||||
|
||||
- Local multiplayer (couch co-op)
|
||||
- Online multiplayer
|
||||
- Ranked/casual modes
|
||||
- Ultimate team/card collection (if applicable)
|
||||
- Co-op vs. AI
|
||||
@@ -0,0 +1,71 @@
|
||||
## Strategy Specific Elements
|
||||
|
||||
### Resource Systems
|
||||
|
||||
{{resource_systems}}
|
||||
|
||||
**Resource management:**
|
||||
|
||||
- Resource types (gold, food, energy, population, etc.)
|
||||
- Gathering mechanics (auto-generate, harvesting, capturing)
|
||||
- Resource spending (units, buildings, research, upgrades)
|
||||
- Economic balance (income vs. expenses)
|
||||
- Scarcity and strategic choices
|
||||
|
||||
### Unit Types and Stats
|
||||
|
||||
{{unit_types}}
|
||||
|
||||
**Unit design:**
|
||||
|
||||
- Unit roster (basic, advanced, specialized, hero units)
|
||||
- Unit stats (health, attack, defense, speed, range)
|
||||
- Unit abilities (active, passive, unique)
|
||||
- Counter systems (rock-paper-scissors dynamics)
|
||||
- Unit production (cost, build time, prerequisites)
|
||||
|
||||
### Technology and Progression
|
||||
|
||||
{{tech_progression}}
|
||||
|
||||
**Progression systems:**
|
||||
|
||||
- Tech tree structure (linear, branching, era-based)
|
||||
- Research mechanics (time, cost, prerequisites)
|
||||
- Upgrade paths (unit upgrades, building improvements)
|
||||
- Unlock conditions (progression gates, achievements)
|
||||
|
||||
### Map and Terrain
|
||||
|
||||
{{map_terrain}}
|
||||
|
||||
**Strategic space:**
|
||||
|
||||
- Map size and structure (small/medium/large, symmetric/asymmetric)
|
||||
- Terrain types (passable, impassable, elevated, water)
|
||||
- Terrain effects (movement, combat bonuses, vision)
|
||||
- Strategic points (resources, objectives, choke points)
|
||||
- Fog of war / vision system
|
||||
|
||||
### AI Opponent
|
||||
|
||||
{{ai_opponent}}
|
||||
|
||||
**AI design:**
|
||||
|
||||
- AI difficulty levels (easy, medium, hard, expert)
|
||||
- AI behavior patterns (aggressive, defensive, economic, adaptive)
|
||||
- AI cheating considerations (fair vs. challenge-focused)
|
||||
- AI personality types (if multiple opponents)
|
||||
|
||||
### Victory Conditions
|
||||
|
||||
{{victory_conditions}}
|
||||
|
||||
**Win/loss design:**
|
||||
|
||||
- Victory types (domination, economic, technological, diplomatic, etc.)
|
||||
- Time limits (if applicable)
|
||||
- Score systems (if applicable)
|
||||
- Defeat conditions
|
||||
- Early surrender / concession mechanics
|
||||
@@ -0,0 +1,79 @@
|
||||
## Survival Game Specific Elements
|
||||
|
||||
### Resource Gathering and Crafting
|
||||
|
||||
{{resource_crafting}}
|
||||
|
||||
**Resource systems:**
|
||||
|
||||
- Resource types (wood, stone, food, water, etc.)
|
||||
- Gathering methods (mining, foraging, hunting, looting)
|
||||
- Crafting recipes and trees
|
||||
- Tool/weapon crafting
|
||||
- Durability and repair
|
||||
- Storage and inventory management
|
||||
|
||||
### Survival Needs
|
||||
|
||||
{{survival_needs}}
|
||||
|
||||
**Player vitals:**
|
||||
|
||||
- Hunger/thirst systems
|
||||
- Health and healing
|
||||
- Temperature/exposure
|
||||
- Sleep/rest (if applicable)
|
||||
- Sanity/morale (if applicable)
|
||||
- Status effects (poison, disease, etc.)
|
||||
|
||||
### Environmental Threats
|
||||
|
||||
{{environmental_threats}}
|
||||
|
||||
**Danger systems:**
|
||||
|
||||
- Wildlife (predators, hostile creatures)
|
||||
- Environmental hazards (weather, terrain)
|
||||
- Day/night cycle threats
|
||||
- Seasonal changes (if applicable)
|
||||
- Natural disasters
|
||||
- Dynamic threat scaling
|
||||
|
||||
### Base Building
|
||||
|
||||
{{base_building}}
|
||||
|
||||
**Construction systems:**
|
||||
|
||||
- Building materials and recipes
|
||||
- Structure types (shelter, storage, defenses)
|
||||
- Base location and planning
|
||||
- Upgrade paths
|
||||
- Defensive structures
|
||||
- Automation (if applicable)
|
||||
|
||||
### Progression and Technology
|
||||
|
||||
{{progression_tech}}
|
||||
|
||||
**Advancement:**
|
||||
|
||||
- Tech tree or skill progression
|
||||
- Tool/weapon tiers
|
||||
- Unlock conditions
|
||||
- New biomes/areas access
|
||||
- Endgame objectives (if applicable)
|
||||
- Prestige/restart mechanics (if applicable)
|
||||
|
||||
### World Structure
|
||||
|
||||
{{world_structure}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- World size and boundaries
|
||||
- Biome diversity
|
||||
- Procedural vs. handcrafted
|
||||
- Points of interest
|
||||
- Risk/reward zones
|
||||
- Fast travel or navigation systems
|
||||
@@ -0,0 +1,91 @@
|
||||
## Text-Based Game Specific Elements
|
||||
|
||||
<narrative-workflow-critical>
|
||||
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
|
||||
- Complete story and all narrative paths
|
||||
- Room descriptions and atmosphere
|
||||
- Puzzle solutions and hints
|
||||
- Character dialogue
|
||||
- World lore and backstory
|
||||
- Parser vocabulary (if parser-based)
|
||||
</narrative-workflow-critical>
|
||||
|
||||
### Input System
|
||||
|
||||
{{input_system}}
|
||||
|
||||
**Core interface:**
|
||||
|
||||
- Parser-based (natural language commands)
|
||||
- Choice-based (numbered/lettered options)
|
||||
- Hybrid system
|
||||
- Command vocabulary depth
|
||||
- Synonyms and flexibility
|
||||
- Error messaging and hints
|
||||
|
||||
### Room/Location Structure
|
||||
|
||||
{{location_structure}}
|
||||
|
||||
**World design:**
|
||||
|
||||
- Room count and scope
|
||||
- Room descriptions (length, detail)
|
||||
- Connection types (doors, paths, obstacles)
|
||||
- Map structure (linear, branching, maze-like, open)
|
||||
- Landmarks and navigation aids
|
||||
- Fast travel or mapping system
|
||||
|
||||
### Item and Inventory System
|
||||
|
||||
{{item_inventory}}
|
||||
|
||||
**Object interaction:**
|
||||
|
||||
- Examinable objects
|
||||
- Takeable vs. scenery objects
|
||||
- Item use and combinations
|
||||
- Inventory management
|
||||
- Object descriptions
|
||||
- Hidden objects and clues
|
||||
|
||||
### Puzzle Design
|
||||
|
||||
{{puzzle_design}}
|
||||
|
||||
**Challenge structure:**
|
||||
|
||||
- Puzzle types (logic, inventory, knowledge, exploration)
|
||||
- Difficulty curve
|
||||
- Hint system (gradual reveals)
|
||||
- Red herrings vs. crucial clues
|
||||
- Puzzle integration with story
|
||||
- Non-linear puzzle solving
|
||||
|
||||
### Narrative and Writing
|
||||
|
||||
{{narrative_writing}}
|
||||
|
||||
**Story delivery:**
|
||||
|
||||
- Writing tone and style
|
||||
- Descriptive density
|
||||
- Character voice
|
||||
- Dialogue systems
|
||||
- Branching narrative (if applicable)
|
||||
- Multiple endings (if applicable)
|
||||
|
||||
**Note:** All narrative content must be written in the Narrative Design Document.
|
||||
|
||||
### Game Flow and Pacing
|
||||
|
||||
{{game_flow}}
|
||||
|
||||
**Structure:**
|
||||
|
||||
- Game length target
|
||||
- Acts or chapters
|
||||
- Save system
|
||||
- Undo/rewind mechanics
|
||||
- Walkthrough or hint accessibility
|
||||
- Replayability considerations
|
||||
@@ -0,0 +1,79 @@
|
||||
## Tower Defense Specific Elements
|
||||
|
||||
### Tower Types and Upgrades
|
||||
|
||||
{{tower_types}}
|
||||
|
||||
**Tower design:**
|
||||
|
||||
- Tower categories (damage, slow, splash, support, special)
|
||||
- Tower stats (damage, range, fire rate, cost)
|
||||
- Upgrade paths (linear, branching)
|
||||
- Tower synergies
|
||||
- Tier progression
|
||||
- Special abilities and targeting
|
||||
|
||||
### Enemy Wave Design
|
||||
|
||||
{{wave_design}}
|
||||
|
||||
**Enemy systems:**
|
||||
|
||||
- Enemy types (fast, tank, flying, immune, boss)
|
||||
- Wave composition
|
||||
- Wave difficulty scaling
|
||||
- Wave scheduling and pacing
|
||||
- Boss encounters
|
||||
- Endless mode scaling (if applicable)
|
||||
|
||||
### Path and Placement Strategy
|
||||
|
||||
{{path_placement}}
|
||||
|
||||
**Strategic space:**
|
||||
|
||||
- Path structure (fixed, custom, maze-building)
|
||||
- Placement restrictions (grid, free placement)
|
||||
- Terrain types (buildable, non-buildable, special)
|
||||
- Choke points and strategic locations
|
||||
- Multiple paths (if applicable)
|
||||
- Line of sight and range visualization
|
||||
|
||||
### Economy and Resources
|
||||
|
||||
{{economy}}
|
||||
|
||||
**Resource management:**
|
||||
|
||||
- Starting resources
|
||||
- Resource generation (per wave, per kill, passive)
|
||||
- Resource spending (towers, upgrades, abilities)
|
||||
- Selling/refund mechanics
|
||||
- Special currencies (if applicable)
|
||||
- Economic optimization strategies
|
||||
|
||||
### Abilities and Powers
|
||||
|
||||
{{abilities_powers}}
|
||||
|
||||
**Active mechanics:**
|
||||
|
||||
- Player-activated abilities (airstrikes, freezes, etc.)
|
||||
- Cooldown systems
|
||||
- Ability unlocks
|
||||
- Ability upgrade paths
|
||||
- Strategic timing
|
||||
- Resource cost vs. cooldown
|
||||
|
||||
### Difficulty and Replayability
|
||||
|
||||
{{difficulty_replay}}
|
||||
|
||||
**Challenge systems:**
|
||||
|
||||
- Difficulty levels
|
||||
- Mission objectives (perfect clear, no lives lost, etc.)
|
||||
- Star ratings
|
||||
- Challenge modifiers
|
||||
- Randomized elements
|
||||
- New Game+ or prestige modes
|
||||
@@ -0,0 +1,88 @@
|
||||
## Turn-Based Tactics Specific Elements
|
||||
|
||||
<narrative-workflow-recommended>
|
||||
This game type is **narrative-moderate to heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
|
||||
- Campaign story and mission briefings
|
||||
- Character backstories and development
|
||||
- Faction lore and motivations
|
||||
- Mission narratives
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Grid System and Movement
|
||||
|
||||
{{grid_movement}}
|
||||
|
||||
**Spatial design:**
|
||||
|
||||
- Grid type (square, hex, free-form)
|
||||
- Movement range calculation
|
||||
- Movement types (walk, fly, teleport)
|
||||
- Terrain movement costs
|
||||
- Zone of control
|
||||
- Pathfinding visualization
|
||||
|
||||
### Unit Types and Classes
|
||||
|
||||
{{unit_classes}}
|
||||
|
||||
**Unit design:**
|
||||
|
||||
- Class roster (warrior, archer, mage, healer, etc.)
|
||||
- Class abilities and specializations
|
||||
- Unit progression (leveling, promotions)
|
||||
- Unit customization
|
||||
- Unique units (heroes, named characters)
|
||||
- Class balance and counters
|
||||
|
||||
### Action Economy
|
||||
|
||||
{{action_economy}}
|
||||
|
||||
**Turn structure:**
|
||||
|
||||
- Action points system (fixed, variable, pooled)
|
||||
- Action types (move, attack, ability, item, wait)
|
||||
- Free actions vs. costing actions
|
||||
- Opportunity attacks
|
||||
- Turn order (initiative, simultaneous, alternating)
|
||||
- Time limits per turn (if applicable)
|
||||
|
||||
### Positioning and Tactics
|
||||
|
||||
{{positioning_tactics}}
|
||||
|
||||
**Strategic depth:**
|
||||
|
||||
- Flanking mechanics
|
||||
- High ground advantage
|
||||
- Cover system
|
||||
- Formation bonuses
|
||||
- Area denial
|
||||
- Chokepoint tactics
|
||||
- Line of sight and vision
|
||||
|
||||
### Terrain and Environmental Effects
|
||||
|
||||
{{terrain_effects}}
|
||||
|
||||
**Map design:**
|
||||
|
||||
- Terrain types (grass, water, lava, ice, etc.)
|
||||
- Terrain effects (defense bonus, movement penalty, damage)
|
||||
- Destructible terrain
|
||||
- Interactive objects
|
||||
- Weather effects
|
||||
- Elevation and verticality
|
||||
|
||||
### Campaign Structure
|
||||
|
||||
{{campaign}}
|
||||
|
||||
**Mission design:**
|
||||
|
||||
- Campaign length and pacing
|
||||
- Mission variety (defeat all, survive, escort, capture, etc.)
|
||||
- Optional objectives
|
||||
- Branching campaigns
|
||||
- Permadeath vs. casualty systems
|
||||
- Resource management between missions
|
||||
@@ -0,0 +1,89 @@
|
||||
## Visual Novel Specific Elements
|
||||
|
||||
<narrative-workflow-critical>
|
||||
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
|
||||
- Complete story structure and script
|
||||
- All character profiles and development arcs
|
||||
- Branching story flowcharts
|
||||
- Scene-by-scene breakdown
|
||||
- Dialogue drafts
|
||||
- Multiple route planning
|
||||
</narrative-workflow-critical>
|
||||
|
||||
### Branching Story Structure
|
||||
|
||||
{{branching_structure}}
|
||||
|
||||
**Narrative design:**
|
||||
|
||||
- Story route types (character routes, plot branches)
|
||||
- Branch points (choices, stats, flags)
|
||||
- Convergence points
|
||||
- Route length and pacing
|
||||
- True/golden ending requirements
|
||||
- Branch complexity (simple, moderate, complex)
|
||||
|
||||
### Choice Impact System
|
||||
|
||||
{{choice_impact}}
|
||||
|
||||
**Decision mechanics:**
|
||||
|
||||
- Choice types (immediate, delayed, hidden)
|
||||
- Choice visualization (explicit, subtle, invisible)
|
||||
- Point systems (affection, alignment, stats)
|
||||
- Flag tracking
|
||||
- Choice consequences
|
||||
- Meaningful vs. cosmetic choices
|
||||
|
||||
### Route Design
|
||||
|
||||
{{route_design}}
|
||||
|
||||
**Route structure:**
|
||||
|
||||
- Common route (shared beginning)
|
||||
- Individual routes (character-specific paths)
|
||||
- Route unlock conditions
|
||||
- Route length balance
|
||||
- Route independence vs. interconnection
|
||||
- Recommended play order
|
||||
|
||||
### Character Relationship Systems
|
||||
|
||||
{{relationship_systems}}
|
||||
|
||||
**Character mechanics:**
|
||||
|
||||
- Affection/friendship points
|
||||
- Relationship milestones
|
||||
- Character-specific scenes
|
||||
- Dialogue variations based on relationship
|
||||
- Multiple romance options (if applicable)
|
||||
- Platonic vs. romantic paths
|
||||
|
||||
### Save/Load and Flowchart
|
||||
|
||||
{{save_flowchart}}
|
||||
|
||||
**Player navigation:**
|
||||
|
||||
- Save point frequency
|
||||
- Quick save/load
|
||||
- Scene skip functionality
|
||||
- Flowchart/scene select (after completion)
|
||||
- Branch tracking visualization
|
||||
- Completion percentage
|
||||
|
||||
### Art Asset Requirements
|
||||
|
||||
{{art_assets}}
|
||||
|
||||
**Visual content:**
|
||||
|
||||
- Character sprites (poses, expressions)
|
||||
- Background art (locations, times of day)
|
||||
- CG artwork (key moments, endings)
|
||||
- UI elements
|
||||
- Special effects
|
||||
- Asset quantity estimates
|
||||
@@ -0,0 +1,249 @@
|
||||
---
|
||||
name: 'step-01-init'
|
||||
description: 'Initialize the GDD workflow by detecting continuation state and setting up the document'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-01-init.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-02-context.md'
|
||||
continueStepFile: '{workflow_path}/steps/step-01b-continue.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Template References
|
||||
gddTemplate: '{workflow_path}/templates/gdd-template.md'
|
||||
|
||||
# Data Files
|
||||
gameTypesCSV: '{workflow_path}/game-types.csv'
|
||||
---
|
||||
|
||||
# Step 1: Workflow Initialization
|
||||
|
||||
**Progress: Step 1 of 14** - Next: Game Context & Type
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Initialize the GDD workflow by detecting continuation state, discovering input documents (game brief, research), and setting up the document structure for collaborative game design discovery.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- If you already have been given a name, communication_style and persona, continue to use those while playing this new role
|
||||
- We engage in collaborative dialogue, not command-response
|
||||
- You bring structured game design thinking and facilitation skills, while the user brings their game vision
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus only on initialization and setup - no content generation yet
|
||||
- FORBIDDEN to look ahead to future steps or assume knowledge from them
|
||||
- Approach: Systematic setup with clear reporting to user
|
||||
- Detect existing workflow state and handle continuation properly
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis of current state before taking any action
|
||||
- Initialize document structure and update frontmatter appropriately
|
||||
- Set up frontmatter `stepsCompleted: [1]` before loading next step
|
||||
- FORBIDDEN to load next step until user selects 'C' (Continue)
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Available context: Variables from workflow.md are available in memory
|
||||
- Focus: Workflow initialization and document setup only
|
||||
- Limits: Don't assume knowledge from other steps or create content yet
|
||||
- Dependencies: Configuration loaded from workflow.md initialization
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Check for Existing Workflow State
|
||||
|
||||
First, check if the output document already exists:
|
||||
|
||||
**Workflow State Detection:**
|
||||
|
||||
- Look for file at `{outputFile}`
|
||||
- If exists, read the complete file including frontmatter
|
||||
- If not exists, this is a fresh workflow
|
||||
|
||||
### 2. Handle Continuation (If Document Exists)
|
||||
|
||||
If the document exists and has frontmatter with `stepsCompleted`:
|
||||
|
||||
**Continuation Protocol:**
|
||||
|
||||
- **STOP immediately** and load `{continueStepFile}`
|
||||
- Do not proceed with any initialization tasks
|
||||
- Let step-01b handle all continuation logic
|
||||
- This is an auto-proceed situation - no user choice needed
|
||||
|
||||
### 3. Fresh Workflow Setup (If No Document)
|
||||
|
||||
If no document exists or no `stepsCompleted` in frontmatter:
|
||||
|
||||
#### A. Input Document Discovery
|
||||
|
||||
Discover and load context documents using smart discovery.
|
||||
|
||||
**IMPORTANT: Track document counts as you discover files.**
|
||||
|
||||
Initialize counters:
|
||||
|
||||
```
|
||||
briefCount = 0
|
||||
researchCount = 0
|
||||
brainstormingCount = 0
|
||||
projectDocsCount = 0
|
||||
```
|
||||
|
||||
**Game Brief (Priority: Analysis -> Main -> Sharded -> Whole):**
|
||||
|
||||
1. Check analysis folder: `{output_folder}/analysis/*game-brief*.md`
|
||||
2. If no analysis files: Try main folder: `{output_folder}/*game-brief*.md`
|
||||
3. If no main files: Check for sharded brief folder: `{output_folder}/*game-brief*/**/*.md`
|
||||
4. If sharded folder exists: Load EVERY file in that folder completely
|
||||
5. Add discovered files to `inputDocuments` frontmatter
|
||||
6. **Update briefCount with number of files found**
|
||||
|
||||
**Research Documents (Priority: Analysis -> Main -> Sharded -> Whole):**
|
||||
|
||||
1. Check analysis folder: `{output_folder}/analysis/research/*research*.md`
|
||||
2. If no analysis files: Try main folder: `{output_folder}/*research*.md`
|
||||
3. If no main files: Check for sharded research folder: `{output_folder}/*research*/**/*.md`
|
||||
4. Load useful research files completely
|
||||
5. Add discovered files to `inputDocuments` frontmatter
|
||||
6. **Update researchCount with number of files found**
|
||||
|
||||
**Brainstorming Documents (Priority: Analysis -> Main):**
|
||||
|
||||
1. Check analysis folder: `{output_folder}/analysis/brainstorming/*brainstorm*.md`
|
||||
2. If no analysis files: Try main folder: `{output_folder}/*brainstorm*.md`
|
||||
3. Add discovered files to `inputDocuments` frontmatter
|
||||
4. **Update brainstormingCount with number of files found**
|
||||
|
||||
**Project Documentation (Existing Projects - Brownfield):**
|
||||
|
||||
1. Look for index file: `{output_folder}/index.md`
|
||||
2. CRITICAL: Load index.md to understand what project files are available
|
||||
3. Read available files from index to understand existing project context
|
||||
4. This provides essential context for extending existing game with new features
|
||||
5. Add discovered files to `inputDocuments` frontmatter
|
||||
6. **Update projectDocsCount with number of files found (including index.md)**
|
||||
|
||||
**Loading Rules:**
|
||||
|
||||
- Load ALL discovered files completely (no offset/limit)
|
||||
- For sharded folders, load ALL files to get complete picture
|
||||
- For existing projects, use index.md as guide to what's relevant
|
||||
- Track all successfully loaded files in frontmatter `inputDocuments` array
|
||||
|
||||
#### B. Create Initial Document
|
||||
|
||||
**Document Setup:**
|
||||
|
||||
- Copy the template from `{gddTemplate}` to `{outputFile}`
|
||||
- Initialize frontmatter with proper structure including document counts:
|
||||
|
||||
```yaml
|
||||
---
|
||||
stepsCompleted: []
|
||||
inputDocuments: []
|
||||
documentCounts:
|
||||
briefs: { { briefCount } }
|
||||
research: { { researchCount } }
|
||||
brainstorming: { { brainstormingCount } }
|
||||
projectDocs: { { projectDocsCount } }
|
||||
workflowType: 'gdd'
|
||||
lastStep: 0
|
||||
project_name: '{{project_name}}'
|
||||
user_name: '{{user_name}}'
|
||||
date: '{{date}}'
|
||||
game_type: ''
|
||||
game_name: ''
|
||||
---
|
||||
```
|
||||
|
||||
#### C. Present Initialization Results
|
||||
|
||||
**Setup Report to User:**
|
||||
|
||||
"Welcome {{user_name}}! I've set up your GDD workspace for {{project_name}}.
|
||||
|
||||
**Document Setup:**
|
||||
|
||||
- Created: `{outputFile}` from template
|
||||
- Initialized frontmatter with workflow state
|
||||
|
||||
**Input Documents Discovered:**
|
||||
|
||||
- Game briefs: {{briefCount}} files {if briefCount > 0}loaded{else}(none found){/if}
|
||||
- Research: {{researchCount}} files {if researchCount > 0}loaded{else}(none found){/if}
|
||||
- Brainstorming: {{brainstormingCount}} files {if brainstormingCount > 0}loaded{else}(none found){/if}
|
||||
- Project docs: {{projectDocsCount}} files {if projectDocsCount > 0}loaded (brownfield project){else}(none found - greenfield project){/if}
|
||||
|
||||
**Files loaded:** {list of specific file names or "No additional documents found"}
|
||||
|
||||
{if projectDocsCount > 0}
|
||||
**Note:** This is a **brownfield project**. Your existing project documentation has been loaded. In the next step, I'll ask specifically about what new features or changes you want to add to your existing game.
|
||||
{/if}
|
||||
|
||||
Do you have any other documents you'd like me to include, or shall we continue to the next step?"
|
||||
|
||||
### 4. Present MENU OPTIONS
|
||||
|
||||
Display menu after setup report:
|
||||
|
||||
"[C] Continue - Save this and move to Game Context & Type (Step 2 of 14)"
|
||||
|
||||
#### Menu Handling Logic:
|
||||
|
||||
- IF C: Update frontmatter with `stepsCompleted: [1]`, then load, read entire file, then execute {nextStepFile}
|
||||
- IF user provides additional files: Load them, update inputDocuments and documentCounts, redisplay report
|
||||
- IF user asks questions: Answer and redisplay menu
|
||||
|
||||
#### EXECUTION RULES:
|
||||
|
||||
- ALWAYS halt and wait for user input after presenting menu
|
||||
- ONLY proceed to next step when user selects 'C'
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [frontmatter properly updated with stepsCompleted: [1] and documentCounts], will you then load and read fully `{nextStepFile}` to execute and begin game context discovery.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Existing workflow detected and properly handed off to step-01b
|
||||
- Fresh workflow initialized with template and proper frontmatter
|
||||
- Input documents discovered and loaded using sharded-first logic
|
||||
- All discovered files tracked in frontmatter `inputDocuments`
|
||||
- **Document counts stored in frontmatter `documentCounts`**
|
||||
- User clearly informed of brownfield vs greenfield status
|
||||
- Menu presented and user input handled correctly
|
||||
- Frontmatter updated with `stepsCompleted: [1]` before proceeding
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Proceeding with fresh initialization when existing workflow exists
|
||||
- Not updating frontmatter with discovered input documents
|
||||
- **Not storing document counts in frontmatter**
|
||||
- Creating document without proper template structure
|
||||
- Not checking sharded folders first before whole files
|
||||
- Not reporting discovered documents to user clearly
|
||||
- Proceeding without user selecting 'C' (Continue)
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,174 @@
|
||||
---
|
||||
name: 'step-01b-continue'
|
||||
description: 'Resume an interrupted GDD workflow from the last completed step'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-01b-continue.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
---
|
||||
|
||||
# Step 1B: Workflow Continuation
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Resume the GDD workflow from where it was left off, ensuring smooth continuation with full context restoration.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- We engage in collaborative dialogue, not command-response
|
||||
- Resume workflow from exact point where it was interrupted
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FOCUS on understanding where we left off and continuing appropriately
|
||||
- FORBIDDEN to modify content completed in previous steps
|
||||
- Only reload documents that were already tracked in `inputDocuments`
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis of current state before taking action
|
||||
- Keep existing frontmatter `stepsCompleted` values
|
||||
- Only load documents that were already tracked in `inputDocuments`
|
||||
- FORBIDDEN to discover new input documents during continuation
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Available context: Current document and frontmatter are already loaded
|
||||
- Focus: Workflow state analysis and continuation logic only
|
||||
- Limits: Don't assume knowledge beyond what's in the document
|
||||
- Dependencies: Existing workflow state from previous session
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Analyze Current State
|
||||
|
||||
**State Assessment:**
|
||||
Review the frontmatter to understand:
|
||||
|
||||
- `stepsCompleted`: Which steps are already done
|
||||
- `lastStep`: The most recently completed step number
|
||||
- `inputDocuments`: What context was already loaded
|
||||
- `documentCounts`: briefs, research, brainstorming, projectDocs counts
|
||||
- `game_type`: The identified game type (if set)
|
||||
- `game_name`: The game name (if set)
|
||||
- All other frontmatter variables
|
||||
|
||||
### 2. Restore Context Documents
|
||||
|
||||
**Context Reloading:**
|
||||
|
||||
- For each document in `inputDocuments`, load the complete file
|
||||
- This ensures you have full context for continuation
|
||||
- Don't discover new documents - only reload what was previously processed
|
||||
- If `game_type` is set, also reload the corresponding game type guide from `{workflow_path}/game-types/{game_type}.md`
|
||||
|
||||
### 3. Present Current Progress
|
||||
|
||||
**Progress Report to User:**
|
||||
"Welcome back {{user_name}}! I'm resuming our GDD collaboration for {{game_name or project_name}}.
|
||||
|
||||
**Current Progress:**
|
||||
|
||||
- Steps completed: {stepsCompleted}
|
||||
- Last worked on: Step {lastStep}
|
||||
- Game type: {game_type or 'Not yet determined'}
|
||||
- Context documents available: {len(inputDocuments)} files
|
||||
|
||||
**Document Status:**
|
||||
|
||||
- Current GDD document is ready with all completed sections
|
||||
- Ready to continue from where we left off
|
||||
|
||||
Does this look right, or do you want to make any adjustments before we proceed?"
|
||||
|
||||
### 4. Determine Continuation Path
|
||||
|
||||
**Next Step Logic:**
|
||||
Based on `lastStep` value, determine which step to load next:
|
||||
|
||||
- If `lastStep = 1` -> Load `./step-02-context.md`
|
||||
- If `lastStep = 2` -> Load `./step-03-platforms.md`
|
||||
- If `lastStep = 3` -> Load `./step-04-vision.md`
|
||||
- If `lastStep = 4` -> Load `./step-05-core-gameplay.md`
|
||||
- If `lastStep = 5` -> Load `./step-06-mechanics.md`
|
||||
- If `lastStep = 6` -> Load `./step-07-game-type.md`
|
||||
- If `lastStep = 7` -> Load `./step-08-progression.md`
|
||||
- If `lastStep = 8` -> Load `./step-09-levels.md`
|
||||
- If `lastStep = 9` -> Load `./step-10-art-audio.md`
|
||||
- If `lastStep = 10` -> Load `./step-11-technical.md`
|
||||
- If `lastStep = 11` -> Load `./step-12-epics.md`
|
||||
- If `lastStep = 12` -> Load `./step-13-metrics.md`
|
||||
- If `lastStep = 13` -> Load `./step-14-complete.md`
|
||||
- If `lastStep = 14` -> Workflow already complete
|
||||
|
||||
### 5. Handle Workflow Completion
|
||||
|
||||
**If workflow already complete (`lastStep = 14`):**
|
||||
"Great news! It looks like we've already completed the GDD workflow for {{game_name}}.
|
||||
|
||||
The final document is ready at `{outputFile}` with all sections completed through step 14.
|
||||
|
||||
Would you like me to:
|
||||
|
||||
- Review the completed GDD with you
|
||||
- Suggest next workflow steps (like architecture or epic creation)
|
||||
- Start a new GDD revision
|
||||
|
||||
What would be most helpful?"
|
||||
|
||||
### 6. Present MENU OPTIONS
|
||||
|
||||
**If workflow not complete:**
|
||||
Display: "Ready to continue with Step {nextStepNumber}?
|
||||
|
||||
**Select an Option:** [C] Continue to next step"
|
||||
|
||||
#### Menu Handling Logic:
|
||||
|
||||
- IF C: Load, read entire file, then execute the appropriate next step file based on `lastStep`
|
||||
- IF Any other comments or queries: respond and redisplay menu
|
||||
|
||||
#### EXECUTION RULES:
|
||||
|
||||
- ALWAYS halt and wait for user input after presenting menu
|
||||
- ONLY proceed to next step when user selects 'C'
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [current state confirmed], will you then load and read fully the appropriate next step file to resume the workflow.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- All previous input documents successfully reloaded
|
||||
- Game type guide reloaded if game_type was set
|
||||
- Current workflow state accurately analyzed and presented
|
||||
- User confirms understanding of progress before continuation
|
||||
- Correct next step identified and prepared for loading
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Discovering new input documents instead of reloading existing ones
|
||||
- Modifying content from already completed steps
|
||||
- Loading wrong next step based on `lastStep` value
|
||||
- Proceeding without user confirmation of current state
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,333 @@
|
||||
---
|
||||
name: 'step-02-context'
|
||||
description: 'Load game context from brief and determine the game type'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-02-context.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-03-platforms.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Data Files
|
||||
gameTypesCSV: '{workflow_path}/game-types.csv'
|
||||
gameTypesFolder: '{workflow_path}/game-types'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 2: Game Context & Type
|
||||
|
||||
**Progress: Step 2 of 14** - Next: Platforms & Audience
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Load and analyze the game brief (if available), determine the game type from game-types.csv, load the corresponding game type guide, and capture the core game concept that will drive the entire GDD.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- We engage in collaborative dialogue, not command-response
|
||||
- You bring structured game design thinking and facilitation skills, while the user brings their game vision
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on understanding the game concept and determining the correct game type
|
||||
- CRITICAL: Load game-types.csv to understand available game types
|
||||
- FORBIDDEN to generate detailed content without real user input
|
||||
- Approach: Leverage existing documents while validating with user
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating core concept content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
This step will generate content and present choices:
|
||||
|
||||
- **A (Advanced Elicitation)**: Use discovery protocols to develop deeper insights about the game concept
|
||||
- **P (Party Mode)**: Bring multiple perspectives to discuss and improve the game concept
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## PROTOCOL INTEGRATION:
|
||||
|
||||
- When 'A' selected: Execute {advancedElicitationTask}
|
||||
- When 'P' selected: Execute {partyModeWorkflow}
|
||||
- PROTOCOLS always return to this step's A/P/C menu
|
||||
- User accepts/rejects protocol changes before proceeding
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Current document and frontmatter from step 1 are available
|
||||
- Input documents already loaded are in memory (game briefs, research, brainstorming)
|
||||
- **Document counts available in frontmatter `documentCounts`**
|
||||
- Game types CSV data will be loaded in this step
|
||||
- This will be the first content section appended to the document
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Read Document State from Frontmatter
|
||||
|
||||
**CRITICAL FIRST ACTION:** Read the frontmatter from `{outputFile}` to get document counts.
|
||||
|
||||
```
|
||||
Read documentCounts from gdd.md frontmatter:
|
||||
- briefCount = documentCounts.briefs
|
||||
- researchCount = documentCounts.research
|
||||
- brainstormingCount = documentCounts.brainstorming
|
||||
- projectDocsCount = documentCounts.projectDocs
|
||||
```
|
||||
|
||||
**ANNOUNCE your understanding:**
|
||||
|
||||
"From step 1, I have loaded:
|
||||
|
||||
- Game briefs: {{briefCount}} files
|
||||
- Research: {{researchCount}} files
|
||||
- Brainstorming: {{brainstormingCount}} files
|
||||
- Project docs: {{projectDocsCount}} files
|
||||
|
||||
{if projectDocsCount > 0}This is a **brownfield project** - I'll focus on understanding what you want to add or change.{else}This is a **greenfield project** - I'll help you define the full game vision.{/if}"
|
||||
|
||||
### 2. Load Game Types Data
|
||||
|
||||
Load and prepare CSV data for intelligent game type classification:
|
||||
|
||||
- Load `{gameTypesCSV}` completely
|
||||
- Parse columns: id, name, description, key_mechanics, detection_signals
|
||||
- Store in memory for classification matching
|
||||
|
||||
### 3. Begin Discovery Conversation
|
||||
|
||||
**SELECT EXACTLY ONE DISCOVERY PATH based on document state:**
|
||||
|
||||
---
|
||||
|
||||
#### PATH A: Has Game Brief (briefCount > 0)
|
||||
|
||||
**Use this path when:** `briefCount > 0`
|
||||
|
||||
"As your game design peer, I've reviewed your game brief and have a great starting point. Let me share what I understand and you can refine or correct as needed.
|
||||
|
||||
**Based on your game brief:**
|
||||
|
||||
**Game Name:**
|
||||
{{extracted_name_from_brief}}
|
||||
|
||||
**Core Concept:**
|
||||
{{extracted_concept_from_brief}}
|
||||
|
||||
**Genre/Type:**
|
||||
{{extracted_genre_from_brief}}
|
||||
|
||||
**Target Experience:**
|
||||
{{extracted_experience_from_brief}}
|
||||
|
||||
{if projectDocsCount > 0}I also see you have existing project documentation. This GDD will define how new features integrate with your existing game.{/if}
|
||||
|
||||
**How does this align with your vision?** Should we refine any of these points or are there important aspects I'm missing?"
|
||||
|
||||
**AFTER this message, SKIP to Section 4.**
|
||||
|
||||
---
|
||||
|
||||
#### PATH B: No Brief but Has Brainstorming (briefCount == 0 AND brainstormingCount > 0)
|
||||
|
||||
**Use this path when:** `briefCount == 0 AND brainstormingCount > 0`
|
||||
|
||||
"As your game design peer, I've reviewed your brainstorming documents.
|
||||
|
||||
**Ideas I've extracted:**
|
||||
{{summarize key concepts from brainstorming}}
|
||||
|
||||
Let's crystallize these ideas into a clear game concept:
|
||||
|
||||
- What's the core gameplay experience you want to create?
|
||||
- What genre or type of game is this?
|
||||
- What's the one thing that makes this game special?
|
||||
|
||||
I'll use this to identify the right game type framework for our GDD."
|
||||
|
||||
**AFTER this message, SKIP to Section 4.**
|
||||
|
||||
---
|
||||
|
||||
#### PATH C: No Documents - Greenfield (briefCount == 0 AND brainstormingCount == 0)
|
||||
|
||||
**Use this path when:** `briefCount == 0 AND brainstormingCount == 0`
|
||||
|
||||
"Let's start by understanding your game vision!
|
||||
|
||||
**Tell me about what you want to create:**
|
||||
|
||||
- What kind of game is it? (genre, style, references)
|
||||
- What does the player do? (core actions, moment-to-moment gameplay)
|
||||
- What makes it special or different?
|
||||
- What experience or feeling do you want players to have?
|
||||
|
||||
I'll be listening for signals to help us identify the right game type framework."
|
||||
|
||||
**AFTER this message, SKIP to Section 4.**
|
||||
|
||||
---
|
||||
|
||||
### 4. Determine Game Type
|
||||
|
||||
As the user describes their game, match against `detection_signals` from `game-types.csv`:
|
||||
|
||||
#### Game Type Detection Logic
|
||||
|
||||
Compare user description against game-types.csv entries:
|
||||
|
||||
- Look for keyword matches from semicolon-separated detection_signals
|
||||
- Examples: "platform;jump;run;2D;side-scroll" -> action-platformer
|
||||
- Examples: "RPG;level;quest;stats;inventory" -> rpg
|
||||
- Examples: "story;choices;narrative;dialogue" -> visual-novel
|
||||
|
||||
Store the best matching `game_type` id.
|
||||
|
||||
### 5. Present Classification for Validation
|
||||
|
||||
**Present to user:**
|
||||
|
||||
"Based on our conversation, I'm classifying this as:
|
||||
|
||||
**Game Type:** {matched_game_type_name} ({matched_game_type_id})
|
||||
|
||||
**Why this type:**
|
||||
{explain the detection signals that matched}
|
||||
|
||||
**This game type includes these focus areas:**
|
||||
{key_mechanics from game-types.csv}
|
||||
|
||||
Does this sound right? If not, tell me what type better fits your vision and I'll adjust."
|
||||
|
||||
### 6. Load Game Type Guide
|
||||
|
||||
**After user confirms game type:**
|
||||
|
||||
- Load the corresponding game type guide: `{gameTypesFolder}/{game_type}.md`
|
||||
- Store the guide content for use in step-07 (game-type specific sections)
|
||||
- Update frontmatter: `game_type: '{game_type}'`
|
||||
|
||||
### 7. Capture Game Name
|
||||
|
||||
"What would you like to call this game? (Working title is fine)"
|
||||
|
||||
- Store in frontmatter: `game_name: '{user_provided_name}'`
|
||||
|
||||
### 8. Generate Core Concept Content
|
||||
|
||||
Based on the conversation, prepare the content to append to the document:
|
||||
|
||||
#### Content Structure:
|
||||
|
||||
```markdown
|
||||
## Executive Summary
|
||||
|
||||
### Game Name
|
||||
|
||||
{{game_name}}
|
||||
|
||||
### Core Concept
|
||||
|
||||
{{description - 2-3 paragraphs describing the game concept}}
|
||||
|
||||
### Game Type
|
||||
|
||||
**Type:** {{game_type_name}}
|
||||
**Framework:** This GDD uses the {{game_type}} template with type-specific sections for {{key_mechanics}}
|
||||
```
|
||||
|
||||
### 9. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Executive Summary based on our conversation. This will be the opening section of your GDD.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 8]
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Let's dive deeper and refine this content
|
||||
[P] Party Mode - Bring in different perspectives to improve this
|
||||
[C] Continue - Save this and move to Platforms & Audience (Step 3 of 14)"
|
||||
|
||||
### 10. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Process the enhanced content that comes back
|
||||
- Ask user: "Accept these changes to the Core Concept? (y/n)"
|
||||
- If yes: Update the content with improvements, then return to A/P/C menu
|
||||
- If no: Keep original content, then return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Process the collaborative improvements that come back
|
||||
- Ask user: "Accept these changes to the Core Concept? (y/n)"
|
||||
- If yes: Update the content with improvements, then return to A/P/C menu
|
||||
- If no: Keep original content, then return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2]`, `game_type: '{game_type}'`, `game_name: '{game_name}'`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [core concept content finalized and saved to document with frontmatter updated including game_type and game_name], will you then load and read fully `{nextStepFile}` to execute and begin platforms definition.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Document counts read from frontmatter and announced
|
||||
- Game types CSV loaded and used effectively
|
||||
- **Correct discovery path selected based on document counts**
|
||||
- Input documents analyzed and leveraged for head start
|
||||
- Game type identified and validated with user
|
||||
- Game type guide loaded and stored for later use
|
||||
- Game name captured and stored in frontmatter
|
||||
- Core concept content generated collaboratively
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Content properly appended to document when C selected
|
||||
- Frontmatter updated with stepsCompleted: [1, 2], game_type, game_name
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- **Not reading documentCounts from frontmatter first**
|
||||
- **Executing multiple discovery paths instead of exactly one**
|
||||
- Not loading game-types.csv for classification
|
||||
- Not validating game type with user before proceeding
|
||||
- Generating detailed content without real user input
|
||||
- Not loading the game type guide file
|
||||
- Not capturing game name
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Appending content without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,246 @@
|
||||
---
|
||||
name: 'step-03-platforms'
|
||||
description: 'Define target platforms and target audience for the game'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-03-platforms.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-04-vision.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 3: Platforms & Audience
|
||||
|
||||
**Progress: Step 3 of 14** - Next: Goals & Vision
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the target platform(s) for the game and establish a clear picture of the target audience, including demographics, gaming experience level, and preferred play patterns.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- We engage in collaborative dialogue, not command-response
|
||||
- Platform and audience decisions drive many downstream choices - take this seriously
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on platform capabilities and audience characteristics
|
||||
- FORBIDDEN to generate detailed content without real user input
|
||||
- Consider platform-specific constraints (controls, performance, monetization)
|
||||
- Approach: Guide user through considerations they may not have thought about
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content for each section
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore platform constraints and audience nuances deeper
|
||||
- **P (Party Mode)**: Get multiple perspectives on platform/audience decisions
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Game type and core concept from step 2 are available
|
||||
- Platform choice affects many downstream decisions
|
||||
- Audience definition affects tone, complexity, and accessibility
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Platform Discovery
|
||||
|
||||
**Guide user through platform selection:**
|
||||
|
||||
"Now let's talk about where players will experience {{game_name}}.
|
||||
|
||||
**Platform Options to Consider:**
|
||||
|
||||
| Platform | Considerations |
|
||||
| ---------------------------- | ------------------------------------------------------------------------ |
|
||||
| **PC (Steam/Epic)** | Full keyboard/mouse, highest specs, Steam achievements, workshop support |
|
||||
| **Web Browser** | Instant access, limited performance, broad reach, touch/mouse hybrid |
|
||||
| **Mobile (iOS/Android)** | Touch controls, short sessions, IAP monetization, battery/thermal limits |
|
||||
| **Console (Switch/PS/Xbox)** | Controller-first, certification requirements, couch multiplayer |
|
||||
| **VR (Quest/PCVR)** | Motion controls, comfort considerations, presence |
|
||||
|
||||
**For {{game_type}} games, common platform choices include:** {platform_suggestions_from_game_type}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. Where do your target players primarily game?
|
||||
2. Does your core gameplay work well with {platform} input methods?
|
||||
3. Are you targeting a primary platform with potential ports later?
|
||||
|
||||
What platform(s) are you targeting?"
|
||||
|
||||
### 2. Capture Platform Details
|
||||
|
||||
**After user responds:**
|
||||
|
||||
Document:
|
||||
|
||||
- Primary platform (if multiple)
|
||||
- Platform-specific control schemes
|
||||
- Performance considerations (60fps target, resolution, etc.)
|
||||
- Platform-specific features to leverage (achievements, cloud saves, etc.)
|
||||
|
||||
### 3. Audience Discovery
|
||||
|
||||
**Guide user through audience definition:**
|
||||
|
||||
"Now let's define who {{game_name}} is for.
|
||||
|
||||
**Demographics to Consider:**
|
||||
|
||||
- **Age Range:** What ages are you designing for? (affects content, complexity, monetization)
|
||||
- **Gaming Experience:** Casual, core, or hardcore gamers?
|
||||
- **Genre Familiarity:** Do they know {{game_type}} conventions, or are they new to the genre?
|
||||
- **Session Length:** Quick mobile sessions (5-15 min) or deep PC sessions (1+ hour)?
|
||||
|
||||
**For {{game_type}} games, typical audiences include:**
|
||||
{audience_suggestions_from_game_type}
|
||||
|
||||
Tell me about your ideal player. Who is this game for?"
|
||||
|
||||
### 4. Capture Audience Details
|
||||
|
||||
**After user responds:**
|
||||
|
||||
Document:
|
||||
|
||||
- Primary demographic
|
||||
- Gaming experience level
|
||||
- Genre familiarity expectations
|
||||
- Preferred session lengths
|
||||
- Secondary audiences (if any)
|
||||
|
||||
### 5. Generate Platforms & Audience Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Target Platform(s)
|
||||
|
||||
### Primary Platform
|
||||
|
||||
{{primary_platform}}
|
||||
|
||||
### Platform Considerations
|
||||
|
||||
{{platform_specific_details}}
|
||||
|
||||
### Control Scheme
|
||||
|
||||
{{control_scheme_for_platform}}
|
||||
|
||||
---
|
||||
|
||||
## Target Audience
|
||||
|
||||
### Demographics
|
||||
|
||||
{{target_demographics}}
|
||||
|
||||
### Gaming Experience
|
||||
|
||||
{{experience_level}} - {{experience_description}}
|
||||
|
||||
### Genre Familiarity
|
||||
|
||||
{{genre_familiarity_description}}
|
||||
|
||||
### Session Length
|
||||
|
||||
{{typical_session_length}} - {{session_description}}
|
||||
|
||||
### Player Motivations
|
||||
|
||||
{{what_draws_this_audience_to_this_game}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Platforms & Audience sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore platform/audience deeper
|
||||
[P] Party Mode - Get other perspectives on these decisions
|
||||
[C] Continue - Save this and move to Goals & Vision (Step 4 of 14)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [platforms and audience content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Platform(s) clearly identified with rationale
|
||||
- Platform-specific considerations documented
|
||||
- Target audience demographics defined
|
||||
- Gaming experience level captured
|
||||
- Session length expectations established
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Assuming platform without user confirmation
|
||||
- Generating audience profile without user input
|
||||
- Not considering platform-specific constraints
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,230 @@
|
||||
---
|
||||
name: 'step-04-vision'
|
||||
description: 'Define project goals, context, and unique selling points'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-04-vision.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-05-core-gameplay.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 4: Goals & Vision
|
||||
|
||||
**Progress: Step 4 of 14** - Next: Core Gameplay
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the project goals, background context for why this game matters now, and the unique selling points that differentiate this game from others in the market.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- We engage in collaborative dialogue, not command-response
|
||||
- Vision and USPs are critical for maintaining focus throughout development
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on the "why" behind this game project
|
||||
- FORBIDDEN to generate goals/USPs without real user input
|
||||
- Help user articulate what makes their game worth making
|
||||
- Approach: Challenge assumptions about differentiation
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Dig deeper into goals and differentiation
|
||||
- **P (Party Mode)**: Challenge and strengthen the vision with multiple perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Game type, platform, and audience from previous steps are available
|
||||
- Goals should be achievable and measurable where possible
|
||||
- USPs must be genuinely differentiating, not just features
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Goals Discovery
|
||||
|
||||
**Guide user through goal definition:**
|
||||
|
||||
"Let's define what success looks like for {{game_name}}.
|
||||
|
||||
**Types of Goals to Consider:**
|
||||
|
||||
| Goal Type | Examples |
|
||||
| ----------------- | ---------------------------------------------------- |
|
||||
| **Creative** | "Create a game that makes players feel powerful" |
|
||||
| **Technical** | "Ship a stable 60fps experience on target platforms" |
|
||||
| **Business** | "Achieve 10,000 wishlists before launch" |
|
||||
| **Personal** | "Learn Godot through this project" |
|
||||
| **Player Impact** | "Create a speedrunning community" |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What does success look like for this project?
|
||||
2. What would make you proud to have shipped this?
|
||||
3. Are there specific metrics you want to hit?
|
||||
|
||||
What are your 2-4 main goals for {{game_name}}?"
|
||||
|
||||
### 2. Context Discovery
|
||||
|
||||
**Guide user through background context:**
|
||||
|
||||
"Now let's capture why this game matters right now.
|
||||
|
||||
**Context Questions:**
|
||||
|
||||
- **Motivation:** What inspired you to make this game?
|
||||
- **Timing:** Why is now the right time for this game?
|
||||
- **Gap:** What's missing in the market that this fills?
|
||||
- **Personal:** What unique perspective or experience do you bring?
|
||||
|
||||
Tell me the story behind {{game_name}}. Why are you making this?"
|
||||
|
||||
### 3. USP Discovery
|
||||
|
||||
**Guide user through unique selling points:**
|
||||
|
||||
"Now for the critical question: What makes {{game_name}} different?
|
||||
|
||||
**USP Framework:**
|
||||
|
||||
A strong USP answers: "Why would someone play THIS game instead of the alternatives?"
|
||||
|
||||
**Categories of Differentiation:**
|
||||
|
||||
- **Mechanical Innovation:** New gameplay systems or combinations
|
||||
- **Narrative/World:** Unique setting, story, or characters
|
||||
- **Art/Audio:** Distinctive aesthetic or soundscape
|
||||
- **Audience Focus:** Serving an underserved player segment
|
||||
- **Technical:** Performance, accessibility, or platform features
|
||||
|
||||
**For {{game_type}} games, common USPs include:**
|
||||
{typical_usps_for_game_type}
|
||||
|
||||
But what's YOUR unique angle?
|
||||
|
||||
**Challenge Questions:**
|
||||
|
||||
1. If I removed your USP, would the game still be interesting?
|
||||
2. Can another developer easily copy this USP?
|
||||
3. Does this USP matter to your target audience?
|
||||
|
||||
What 2-4 things make {{game_name}} genuinely different?"
|
||||
|
||||
### 4. Generate Vision Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Goals and Context
|
||||
|
||||
### Project Goals
|
||||
|
||||
{{goals_list_with_descriptions}}
|
||||
|
||||
### Background and Rationale
|
||||
|
||||
{{context_narrative}}
|
||||
|
||||
---
|
||||
|
||||
## Unique Selling Points (USPs)
|
||||
|
||||
{{usps_with_descriptions}}
|
||||
|
||||
### Competitive Positioning
|
||||
|
||||
{{how_this_game_stands_out_in_the_market}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Goals & Vision sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Challenge and strengthen these points
|
||||
[P] Party Mode - Get other perspectives on differentiation
|
||||
[C] Continue - Save this and move to Core Gameplay (Step 5 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [vision content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- 2-4 clear, achievable goals defined
|
||||
- Background context captures the "why"
|
||||
- USPs are genuinely differentiating, not just features
|
||||
- Competitive positioning is clear
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating generic goals without user input
|
||||
- USPs that are just feature lists, not differentiation
|
||||
- Not challenging weak USPs
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,259 @@
|
||||
---
|
||||
name: 'step-05-core-gameplay'
|
||||
description: 'Define game pillars, core gameplay loop, and win/loss conditions'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-05-core-gameplay.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-06-mechanics.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 5: Core Gameplay
|
||||
|
||||
**Progress: Step 5 of 14** - Next: Game Mechanics
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the fundamental gameplay elements: game pillars (core design tenets), the core gameplay loop (what players repeatedly do), and win/loss conditions (how players succeed or fail).
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- These are GAME-DEFINING decisions - treat them with appropriate weight
|
||||
- Every future decision should serve these pillars and loop
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on the heart of the gameplay experience
|
||||
- FORBIDDEN to generate pillars/loops without real user input
|
||||
- Challenge: Do these pillars and loop serve the stated USPs?
|
||||
- Approach: Help user think through the player experience
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into the player experience
|
||||
- **P (Party Mode)**: Test these fundamentals with multiple perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context (type, platform, audience, goals, USPs) available
|
||||
- Pillars are the "constitution" that guides all design decisions
|
||||
- Core loop is what players do 80% of the time
|
||||
- Win/loss conditions provide motivation and stakes
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Game Pillars Discovery
|
||||
|
||||
**Guide user through pillar definition:**
|
||||
|
||||
"Now we define the core pillars - the fundamental design principles that every feature must serve.
|
||||
|
||||
**What are Game Pillars?**
|
||||
|
||||
Pillars are 2-4 non-negotiable design tenets. Every mechanic, system, and feature should support at least one pillar. If something doesn't serve a pillar, question whether it belongs.
|
||||
|
||||
**Examples of Pillars:**
|
||||
|
||||
| Game | Pillars |
|
||||
| -------------- | -------------------------------------------------- |
|
||||
| **Dark Souls** | Challenge, Discovery, Consequence |
|
||||
| **Celeste** | Tight Controls, Accessibility, Emotional Narrative |
|
||||
| **Minecraft** | Creativity, Exploration, Player Agency |
|
||||
| **Dead Cells** | Mastery, Variety, Momentum |
|
||||
|
||||
**For your {{game_type}} with USPs of {{usps}}:**
|
||||
|
||||
What 2-4 pillars will define every design decision in {{game_name}}?"
|
||||
|
||||
### 2. Core Loop Discovery
|
||||
|
||||
**Guide user through loop definition:**
|
||||
|
||||
"Now let's define the core gameplay loop - the cycle of actions players repeat throughout the game.
|
||||
|
||||
**Core Loop Structure:**
|
||||
|
||||
A good loop has: **Action -> Feedback -> Reward -> Motivation to repeat**
|
||||
|
||||
**Examples:**
|
||||
|
||||
| Game | Core Loop |
|
||||
| ------------- | ---------------------------------------------------------------------- |
|
||||
| **Roguelike** | Enter dungeon -> Fight/loot -> Die/extract -> Upgrade -> Enter dungeon |
|
||||
| **Puzzle** | See puzzle -> Analyze -> Attempt -> Succeed/fail -> Next puzzle |
|
||||
| **FPS** | Engage enemy -> Shoot -> Kill/die -> Respawn/proceed -> Engage |
|
||||
|
||||
**For {{game_type}} games, typical loops include:**
|
||||
{typical_loops_for_game_type}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What does the player do most of the time?
|
||||
2. What makes each loop iteration feel different from the last?
|
||||
3. How long is one loop cycle? (seconds, minutes, hours?)
|
||||
|
||||
Describe the core loop for {{game_name}}."
|
||||
|
||||
### 3. Win/Loss Conditions Discovery
|
||||
|
||||
**Guide user through win/loss definition:**
|
||||
|
||||
"Finally, let's define how players succeed and fail.
|
||||
|
||||
**Win/Loss Framework:**
|
||||
|
||||
| Condition Type | Examples |
|
||||
| -------------- | --------------------------------------------------------------- |
|
||||
| **Victory** | Beat final boss, reach score, complete story, survive time |
|
||||
| **Failure** | Run out of lives, time expires, resources depleted, story fails |
|
||||
| **Soft Fail** | Lose progress, restart level, dropped loot |
|
||||
| **No Failure** | Sandbox games, creative tools, walking sims |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. Is there a definitive "win state" or is success ongoing?
|
||||
2. What happens when players fail? How punishing is it?
|
||||
3. Are there multiple win/lose conditions (lives AND time)?
|
||||
4. Does failure teach the player something?
|
||||
|
||||
How do players win and lose in {{game_name}}?"
|
||||
|
||||
### 4. Generate Core Gameplay Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Core Gameplay
|
||||
|
||||
### Game Pillars
|
||||
|
||||
{{pillar_list_with_descriptions}}
|
||||
|
||||
**Pillar Prioritization:** When pillars conflict, prioritize in this order:
|
||||
{{pillar_priority_order}}
|
||||
|
||||
### Core Gameplay Loop
|
||||
|
||||
{{loop_description}}
|
||||
|
||||
**Loop Diagram:**
|
||||
{{text_based_loop_visualization}}
|
||||
|
||||
**Loop Timing:** {{typical_loop_duration}}
|
||||
|
||||
**Loop Variation:** {{what_makes_each_iteration_different}}
|
||||
|
||||
### Win/Loss Conditions
|
||||
|
||||
#### Victory Conditions
|
||||
|
||||
{{win_conditions}}
|
||||
|
||||
#### Failure Conditions
|
||||
|
||||
{{loss_conditions}}
|
||||
|
||||
#### Failure Recovery
|
||||
|
||||
{{what_happens_on_failure}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Core Gameplay sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Do all pillars support your USPs?
|
||||
- Does the core loop deliver on your pillars?
|
||||
- Do win/loss conditions create appropriate stakes?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Stress test these fundamentals
|
||||
[P] Party Mode - Get other perspectives on the core design
|
||||
[C] Continue - Save this and move to Game Mechanics (Step 6 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [core gameplay content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- 2-4 clear, actionable pillars defined
|
||||
- Pillar prioritization established for conflicts
|
||||
- Core loop clearly described with timing and variation
|
||||
- Win/loss conditions appropriate for game type
|
||||
- Failure recovery explained
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generic pillars that don't guide decisions
|
||||
- Core loop that doesn't match the game type
|
||||
- Generating content without real user input
|
||||
- Win/loss conditions misaligned with stated goals
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,250 @@
|
||||
---
|
||||
name: 'step-06-mechanics'
|
||||
description: 'Define primary game mechanics and control schemes'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-06-mechanics.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-07-game-type.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 6: Game Mechanics
|
||||
|
||||
**Progress: Step 6 of 14** - Next: Game Type Specifics
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the primary game mechanics that players interact with and the control scheme/input methods for the target platform(s).
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Mechanics must serve the pillars and core loop defined in step 5
|
||||
- Controls must work for the target platform defined in step 3
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on moment-to-moment player interactions
|
||||
- FORBIDDEN to generate mechanics without real user input
|
||||
- Challenge: Does each mechanic serve a pillar?
|
||||
- Approach: Start with verbs - what does the player DO?
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into mechanic interactions and edge cases
|
||||
- **P (Party Mode)**: Test mechanic clarity with multiple perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context available (especially pillars and platform)
|
||||
- Mechanics are the building blocks of gameplay
|
||||
- Controls must feel good on target platform(s)
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Primary Mechanics Discovery
|
||||
|
||||
**Guide user through mechanics definition:**
|
||||
|
||||
"Let's define the primary mechanics - the core actions players perform to engage with your game.
|
||||
|
||||
**Mechanics Framework:**
|
||||
|
||||
Think in terms of VERBS - what does the player DO?
|
||||
|
||||
| Mechanic Category | Example Verbs |
|
||||
| ----------------- | ---------------------------------------- |
|
||||
| **Movement** | Run, jump, dash, climb, swim, fly |
|
||||
| **Combat** | Attack, block, dodge, parry, aim, shoot |
|
||||
| **Interaction** | Talk, pickup, use, craft, build, destroy |
|
||||
| **Resource** | Collect, spend, trade, manage, invest |
|
||||
| **Information** | Discover, read, scan, analyze, remember |
|
||||
| **Social** | Cooperate, compete, trade, communicate |
|
||||
|
||||
**For {{game_type}} games, key mechanics typically include:**
|
||||
{typical_mechanics_for_game_type}
|
||||
|
||||
**Your core loop is:** {{core_loop}}
|
||||
**Your pillars are:** {{pillars}}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What are the 3-5 most important things players do?
|
||||
2. Which mechanics support which pillars?
|
||||
3. How do mechanics combine or interact?
|
||||
|
||||
What are the primary mechanics in {{game_name}}?"
|
||||
|
||||
### 2. Mechanics Deep Dive
|
||||
|
||||
**For each mechanic identified, ask:**
|
||||
|
||||
"Let's detail **{{mechanic_name}}**:
|
||||
|
||||
- **When does the player use this?** (constantly, situationally, rarely)
|
||||
- **What skill does it test?** (timing, positioning, strategy, knowledge)
|
||||
- **How does it feel?** (snappy, weighty, floaty, precise)
|
||||
- **How does it progress?** (unlocks, upgrades, mastery)
|
||||
- **How does it interact with other mechanics?**"
|
||||
|
||||
### 3. Controls Discovery
|
||||
|
||||
**Guide user through control scheme definition:**
|
||||
|
||||
"Now let's map these mechanics to controls for {{primary_platform}}.
|
||||
|
||||
**Control Considerations:**
|
||||
|
||||
| Platform | Key Considerations |
|
||||
| ----------- | ------------------------------------------------------------------ |
|
||||
| **PC** | Keyboard/mouse precision, rebindable keys, many available inputs |
|
||||
| **Console** | Limited buttons, shoulder triggers, stick deadzone, rumble |
|
||||
| **Mobile** | Touch targets, gesture clarity, screen real estate, one-hand play? |
|
||||
| **VR** | Motion control, tracked hands, comfort, physical space |
|
||||
|
||||
**Control Design Principles:**
|
||||
|
||||
1. **Frequency = Accessibility:** Common actions get easy-to-reach inputs
|
||||
2. **Similar actions, similar buttons:** Jump/interact shouldn't be opposite hands
|
||||
3. **No hand gymnastics:** Avoid requiring uncomfortable button combos
|
||||
4. **Platform conventions:** Use expected mappings where appropriate
|
||||
|
||||
**For {{game_type}} on {{platform}}, typical control schemes include:**
|
||||
{typical_controls_for_game_type_and_platform}
|
||||
|
||||
How do you want controls to work in {{game_name}}?"
|
||||
|
||||
### 4. Generate Mechanics Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Game Mechanics
|
||||
|
||||
### Primary Mechanics
|
||||
|
||||
{{mechanics_list_with_details}}
|
||||
|
||||
### Mechanic Interactions
|
||||
|
||||
{{how_mechanics_combine}}
|
||||
|
||||
### Mechanic Progression
|
||||
|
||||
{{how_mechanics_evolve_or_unlock}}
|
||||
|
||||
---
|
||||
|
||||
## Controls and Input
|
||||
|
||||
### Control Scheme ({{primary_platform}})
|
||||
|
||||
{{control_mapping_table_or_description}}
|
||||
|
||||
### Input Feel
|
||||
|
||||
{{how_controls_should_feel}}
|
||||
|
||||
### Accessibility Controls
|
||||
|
||||
{{planned_accessibility_options}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Mechanics & Controls sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does each mechanic serve at least one pillar?
|
||||
- Do controls feel natural for the platform?
|
||||
- Are common actions easily accessible?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into mechanic feel and edge cases
|
||||
[P] Party Mode - Test these mechanics with other perspectives
|
||||
[C] Continue - Save this and move to Game Type Specifics (Step 7 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [mechanics content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- 3-5 primary mechanics clearly defined
|
||||
- Each mechanic linked to pillars
|
||||
- Mechanic interactions described
|
||||
- Control scheme appropriate for platform
|
||||
- Input feel considerations captured
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Mechanics that don't serve pillars
|
||||
- Controls inappropriate for target platform
|
||||
- Generating content without real user input
|
||||
- Missing mechanic interactions
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,267 @@
|
||||
---
|
||||
name: 'step-07-game-type'
|
||||
description: 'Process game-type specific sections from the loaded game type guide'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-07-game-type.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-08-progression.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Game Type Resources
|
||||
gameTypesFolder: '{workflow_path}/game-types'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 7: Game Type Specifics
|
||||
|
||||
**Progress: Step 7 of 14** - Next: Progression & Balance
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Process the game-type specific sections from the loaded game type guide ({game_type}.md). Each game type has unique sections that must be addressed (e.g., RPGs need character systems, platformers need movement feel, etc.).
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Game type guides contain expert knowledge for specific genres
|
||||
- This step varies significantly based on game type
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- CRITICAL: Load and process the game type guide file
|
||||
- Each section in the guide should be elicited from user
|
||||
- FORBIDDEN to generate type-specific content without user input
|
||||
- Some game types have optional sections - respect them
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Load the game type guide from `{gameTypesFolder}/{game_type}.md`
|
||||
- Process each section in the guide sequentially
|
||||
- Present A/P/C menu after completing all type-specific sections
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into genre-specific elements
|
||||
- **P (Party Mode)**: Get genre expert perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- Game type was determined in step 2 and stored in frontmatter
|
||||
- Game type guide should already be loaded in memory from step 2
|
||||
- All previous context (pillars, mechanics, etc.) available
|
||||
- Type-specific content goes in the {{GAME_TYPE_SPECIFIC_SECTIONS}} placeholder
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Load Game Type Guide
|
||||
|
||||
**CRITICAL FIRST ACTION:**
|
||||
|
||||
- Read `game_type` from frontmatter
|
||||
- If not already loaded, load `{gameTypesFolder}/{game_type}.md`
|
||||
- Parse the guide to identify all sections that need elicitation
|
||||
|
||||
**Announce to user:**
|
||||
|
||||
"Now we'll work through the **{{game_type}}** specific sections. This game type has unique design elements that we need to define.
|
||||
|
||||
**{{game_type}} requires these specific sections:**
|
||||
{list_sections_from_game_type_guide}
|
||||
|
||||
Let's work through each one."
|
||||
|
||||
### 2. Process Each Section from Guide
|
||||
|
||||
**For each section defined in the game type guide:**
|
||||
|
||||
The game type guide will have sections marked with placeholders like `{{section_name}}`. For each:
|
||||
|
||||
1. **Read the guidance** in the guide for this section
|
||||
2. **Present the guidance and questions** to the user
|
||||
3. **Elicit user input** for this specific section
|
||||
4. **Store the content** for final assembly
|
||||
|
||||
**Example flow for an RPG game type:**
|
||||
|
||||
"**Character System**
|
||||
|
||||
Your game type guide suggests addressing:
|
||||
|
||||
- Character creation options
|
||||
- Attribute/stat system
|
||||
- Class or build system
|
||||
- Character progression path
|
||||
|
||||
{guidance_from_guide}
|
||||
|
||||
How do you want the character system to work in {{game_name}}?"
|
||||
|
||||
### 3. Handle Optional Sections
|
||||
|
||||
Some game type guides have optional sections marked with `[optional]` or similar:
|
||||
|
||||
- Present optional sections to user
|
||||
- Ask: "This section is optional for {{game_type}}. Would you like to define {{section_name}}?"
|
||||
- If yes: elicit content
|
||||
- If no: skip and note as "Not applicable for this game"
|
||||
|
||||
### 4. Handle Narrative Flags
|
||||
|
||||
Some game type guides include narrative flags:
|
||||
|
||||
- `<narrative-workflow-critical>` - Story is essential for this game type
|
||||
- `<narrative-workflow-recommended>` - Story would enhance this game type
|
||||
|
||||
If flag found:
|
||||
|
||||
- Store `needs_narrative = true` for use in step 14
|
||||
- Note to user: "This game type typically benefits from dedicated narrative design. We'll address this in the final step."
|
||||
|
||||
### 5. Generate Game Type Content
|
||||
|
||||
Based on all elicited sections, prepare the content:
|
||||
|
||||
```markdown
|
||||
## {{game_type_name}} Specific Design
|
||||
|
||||
{{assembled_sections_from_guide_elicitation}}
|
||||
```
|
||||
|
||||
The content structure will vary based on game type:
|
||||
|
||||
**Example for RPG:**
|
||||
|
||||
```markdown
|
||||
## RPG Specific Design
|
||||
|
||||
### Character System
|
||||
|
||||
{{character_system_content}}
|
||||
|
||||
### Combat System
|
||||
|
||||
{{combat_system_content}}
|
||||
|
||||
### Inventory & Equipment
|
||||
|
||||
{{inventory_content}}
|
||||
|
||||
### Quest System
|
||||
|
||||
{{quest_system_content}}
|
||||
```
|
||||
|
||||
**Example for Platformer:**
|
||||
|
||||
```markdown
|
||||
## Platformer Specific Design
|
||||
|
||||
### Movement Feel
|
||||
|
||||
{{movement_feel_content}}
|
||||
|
||||
### Jump Mechanics
|
||||
|
||||
{{jump_mechanics_content}}
|
||||
|
||||
### Hazards & Enemies
|
||||
|
||||
{{hazards_content}}
|
||||
|
||||
### Collectibles
|
||||
|
||||
{{collectibles_content}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the {{game_type}} Specific Design sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does each section align with your core pillars?
|
||||
- Have we covered all required elements for {{game_type}}?
|
||||
- Any genre conventions you want to subvert?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into genre specifics
|
||||
[P] Party Mode - Get genre expert perspectives
|
||||
[C] Continue - Save this and move to Progression & Balance (Step 8 of 14)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}` in place of {{GAME_TYPE_SPECIFIC_SECTIONS}}
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7]`
|
||||
- If `needs_narrative` flag was set, store in frontmatter
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [game type content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Game type guide loaded and parsed
|
||||
- All required sections elicited from user
|
||||
- Optional sections offered and handled appropriately
|
||||
- Narrative flags detected and stored
|
||||
- Content matches game type guide structure
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Not loading the game type guide file
|
||||
- Generating type-specific content without user input
|
||||
- Missing required sections from the guide
|
||||
- Ignoring narrative flags
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,273 @@
|
||||
---
|
||||
name: 'step-08-progression'
|
||||
description: 'Define player progression systems and game balance'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-08-progression.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-09-levels.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 8: Progression & Balance
|
||||
|
||||
**Progress: Step 8 of 14** - Next: Level Design
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define how players progress through the game (skill, power, narrative, etc.), the difficulty curve, and any economy or resource systems.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Progression is what keeps players engaged over time
|
||||
- Balance determines if the game feels fair and fun
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on player growth and challenge scaling
|
||||
- FORBIDDEN to generate progression systems without user input
|
||||
- Some games have no explicit progression - that's valid
|
||||
- Economy/resources are optional - ask before including
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into progression curves and balance
|
||||
- **P (Party Mode)**: Test progression ideas with multiple perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context available (especially core loop and mechanics)
|
||||
- Progression should reinforce the core loop
|
||||
- Balance affects all previously defined mechanics
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Player Progression Discovery
|
||||
|
||||
**Guide user through progression definition:**
|
||||
|
||||
"Let's define how players grow and progress through {{game_name}}.
|
||||
|
||||
**Types of Progression:**
|
||||
|
||||
| Type | Description | Examples |
|
||||
| -------------- | ------------------------------------------ | ------------------------- |
|
||||
| **Skill** | Player gets better at the game | Dark Souls, Celeste |
|
||||
| **Power** | Character gets stronger (stats, abilities) | RPGs, Metroidvanias |
|
||||
| **Narrative** | Story unfolds and advances | Visual novels, adventures |
|
||||
| **Content** | New levels, areas, or modes unlock | Most games |
|
||||
| **Collection** | Gathering items, achievements | Completionist games |
|
||||
| **Social** | Rank, reputation, community status | Competitive games |
|
||||
|
||||
**For {{game_type}} games, typical progression includes:**
|
||||
{typical_progression_for_game_type}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What type(s) of progression does {{game_name}} have?
|
||||
2. How long until players feel meaningful progress?
|
||||
3. Is there a "meta" progression (between runs/sessions)?
|
||||
|
||||
How do players progress in {{game_name}}?"
|
||||
|
||||
### 2. Difficulty Curve Discovery
|
||||
|
||||
**Guide user through difficulty design:**
|
||||
|
||||
"Now let's design the difficulty curve.
|
||||
|
||||
**Difficulty Curve Patterns:**
|
||||
|
||||
| Pattern | Description | Best For |
|
||||
| --------------------- | --------------------------------------- | ------------------------------ |
|
||||
| **Linear** | Steady increase in challenge | Story games, first playthrough |
|
||||
| **Sawtooth** | Build-release pattern (easy after hard) | Level-based games |
|
||||
| **Exponential** | Gentle start, steep late-game | RPGs, incremental games |
|
||||
| **Flat** | Consistent challenge throughout | Roguelikes, skill games |
|
||||
| **Player-controlled** | User selects difficulty | Accessibility-focused |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. How does challenge increase over time?
|
||||
2. Are there difficulty spikes (bosses, skill checks)?
|
||||
3. Can players adjust difficulty? How?
|
||||
4. How do you handle players who are stuck?
|
||||
|
||||
Describe the difficulty curve for {{game_name}}."
|
||||
|
||||
### 3. Economy/Resources Discovery (Optional)
|
||||
|
||||
**Ask first:**
|
||||
|
||||
"Does {{game_name}} have an in-game economy or resource system?
|
||||
|
||||
Examples:
|
||||
|
||||
- Currency (gold, coins, gems)
|
||||
- Crafting materials
|
||||
- Energy/stamina systems
|
||||
- Ammunition or consumables
|
||||
|
||||
If yes, we'll define it. If no, we'll skip this section."
|
||||
|
||||
**If yes:**
|
||||
|
||||
"Let's define the economy/resources:
|
||||
|
||||
**Economy Questions:**
|
||||
|
||||
1. What resources exist?
|
||||
2. How are resources earned?
|
||||
3. How are resources spent?
|
||||
4. Is there inflation/scarcity design?
|
||||
5. Are there sinks to remove resources?
|
||||
6. Premium currency? (if F2P)
|
||||
|
||||
Describe the economy in {{game_name}}."
|
||||
|
||||
### 4. Generate Progression Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Progression and Balance
|
||||
|
||||
### Player Progression
|
||||
|
||||
{{progression_system_description}}
|
||||
|
||||
#### Progression Types
|
||||
|
||||
{{progression_types_used}}
|
||||
|
||||
#### Progression Pacing
|
||||
|
||||
{{how_fast_players_progress}}
|
||||
|
||||
### Difficulty Curve
|
||||
|
||||
{{difficulty_curve_description}}
|
||||
|
||||
#### Challenge Scaling
|
||||
|
||||
{{how_difficulty_increases}}
|
||||
|
||||
#### Difficulty Options
|
||||
|
||||
{{accessibility_and_difficulty_settings}}
|
||||
|
||||
### Economy and Resources
|
||||
|
||||
{{if_has_economy}}
|
||||
{{economy_system_description}}
|
||||
|
||||
#### Resources
|
||||
|
||||
{{resource_types_and_purposes}}
|
||||
|
||||
#### Economy Flow
|
||||
|
||||
{{earn_and_spend_loop}}
|
||||
{{/if_has_economy}}
|
||||
|
||||
{{if_no_economy}}
|
||||
_This game does not feature an in-game economy or resource system._
|
||||
{{/if_no_economy}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Progression & Balance sections based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does progression reinforce your core loop?
|
||||
- Is the difficulty curve appropriate for your audience?
|
||||
- Does the economy (if any) feel fair?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into balance and pacing
|
||||
[P] Party Mode - Test these systems with other perspectives
|
||||
[C] Continue - Save this and move to Level Design (Step 9 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [progression content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Progression system clearly defined
|
||||
- Difficulty curve appropriate for game type and audience
|
||||
- Economy handled correctly (defined or explicitly skipped)
|
||||
- Balance considerations documented
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating progression without user input
|
||||
- Assuming economy exists without asking
|
||||
- Difficulty curve mismatched with audience
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,265 @@
|
||||
---
|
||||
name: 'step-09-levels'
|
||||
description: 'Define level design framework and level progression'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-09-levels.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-10-art-audio.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 9: Level Design
|
||||
|
||||
**Progress: Step 9 of 14** - Next: Art & Audio
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the level design framework including level types, structure, and how levels progress or unlock throughout the game.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Level design is where mechanics meet content
|
||||
- Not all games have "levels" - some have open worlds, others are endless
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on spatial design and content structure
|
||||
- FORBIDDEN to generate level designs without user input
|
||||
- Adapt terminology to game type (levels, stages, areas, dungeons, etc.)
|
||||
- Some games have no level structure - that's valid
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into level design principles
|
||||
- **P (Party Mode)**: Get perspectives on level structure
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context available (especially mechanics and progression)
|
||||
- Level design should teach and challenge using defined mechanics
|
||||
- Structure should support defined progression system
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Determine Level Structure Type
|
||||
|
||||
**First, establish the structural approach:**
|
||||
|
||||
"Let's define how {{game_name}} structures its playable content.
|
||||
|
||||
**Structure Types:**
|
||||
|
||||
| Type | Description | Examples |
|
||||
| -------------------- | --------------------------------- | --------------------------- |
|
||||
| **Linear Levels** | Distinct stages played in order | Mario, Celeste |
|
||||
| **Hub-Based** | Central area connecting levels | Mario 64, Hollow Knight |
|
||||
| **Open World** | Large continuous space | Breath of the Wild, GTA |
|
||||
| **Procedural** | Generated levels each playthrough | Spelunky, Dead Cells |
|
||||
| **Arena/Match** | Self-contained competitive spaces | Fighting games, MOBAs |
|
||||
| **Puzzle Sets** | Collections of puzzles | Portal, The Witness |
|
||||
| **Narrative Scenes** | Story-driven segments | Visual novels, adventures |
|
||||
| **Endless** | Infinite generated content | Endless runners, idle games |
|
||||
|
||||
**For {{game_type}} games, typical structures include:**
|
||||
{typical_structures_for_game_type}
|
||||
|
||||
What structure best fits {{game_name}}?"
|
||||
|
||||
### 2. Level Types Discovery
|
||||
|
||||
**Based on structure choice, elicit level types:**
|
||||
|
||||
"Now let's define the types of {levels/areas/stages} in {{game_name}}.
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What different environments or settings exist?
|
||||
2. Are there tutorial levels? How are they integrated?
|
||||
3. Are there boss levels or climax moments?
|
||||
4. What's the shortest level? Longest?
|
||||
5. Any special or secret levels?
|
||||
|
||||
Describe the types of {levels/areas/stages} in {{game_name}}."
|
||||
|
||||
### 3. Level Progression Discovery
|
||||
|
||||
**Guide user through progression structure:**
|
||||
|
||||
"Now let's define how players progress through {levels/areas/content}.
|
||||
|
||||
**Progression Models:**
|
||||
|
||||
| Model | Description | Best For |
|
||||
| --------------------- | -------------------------------- | ---------------------- |
|
||||
| **Linear Sequence** | 1 -> 2 -> 3 -> ... | Story games, tutorials |
|
||||
| **Branching Paths** | Choices lead to different levels | Replayability |
|
||||
| **Open Selection** | Player chooses order | Mega Man style |
|
||||
| **Gated Progress** | Abilities unlock new areas | Metroidvania |
|
||||
| **Score/Star Unlock** | Performance unlocks levels | Angry Birds style |
|
||||
| **Story Unlock** | Narrative triggers unlock | Adventure games |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. How do players unlock new {levels/areas}?
|
||||
2. Can players replay previous {levels/areas}?
|
||||
3. Is there a "world map" or selection screen?
|
||||
4. How is the final {level/area} unlocked?
|
||||
|
||||
How do players progress through {{game_name}}'s content?"
|
||||
|
||||
### 4. Level Design Principles (Optional)
|
||||
|
||||
"Would you like to establish specific level design principles or guidelines for {{game_name}}?
|
||||
|
||||
Examples:
|
||||
|
||||
- 'Teach through play, never through text'
|
||||
- 'Every room has one new idea'
|
||||
- '30 second rule - something interesting every 30 seconds'
|
||||
- 'Left is safety, right is danger'
|
||||
|
||||
These can guide consistent level design throughout development."
|
||||
|
||||
### 5. Generate Level Design Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Level Design Framework
|
||||
|
||||
### Structure Type
|
||||
|
||||
{{structure_type_description}}
|
||||
|
||||
### Level Types
|
||||
|
||||
{{level_types_list}}
|
||||
|
||||
#### Tutorial Integration
|
||||
|
||||
{{how_tutorials_work}}
|
||||
|
||||
#### Special Levels
|
||||
|
||||
{{boss_levels_secret_levels_etc}}
|
||||
|
||||
### Level Progression
|
||||
|
||||
{{progression_model_description}}
|
||||
|
||||
#### Unlock System
|
||||
|
||||
{{how_levels_unlock}}
|
||||
|
||||
#### Replayability
|
||||
|
||||
{{replay_and_revisit_mechanics}}
|
||||
|
||||
### Level Design Principles
|
||||
|
||||
{{if_has_principles}}
|
||||
{{level_design_guidelines}}
|
||||
{{/if_has_principles}}
|
||||
|
||||
{{if_no_principles}}
|
||||
_Level design principles will be established during production._
|
||||
{{/if_no_principles}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Level Design Framework based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does the structure support your core loop?
|
||||
- Does progression feel rewarding?
|
||||
- Are level types varied enough to maintain interest?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into level design specifics
|
||||
[P] Party Mode - Get other perspectives on level structure
|
||||
[C] Continue - Save this and move to Art & Audio (Step 10 of 14)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [level design content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Level structure type clearly identified
|
||||
- Level types defined with variety
|
||||
- Progression model documented
|
||||
- Tutorial integration addressed
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating level designs without user input
|
||||
- Using wrong terminology for game type
|
||||
- Structure doesn't support core loop
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,256 @@
|
||||
---
|
||||
name: 'step-10-art-audio'
|
||||
description: 'Define art style and audio direction'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-10-art-audio.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-11-technical.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 10: Art & Audio
|
||||
|
||||
**Progress: Step 10 of 14** - Next: Technical Specs
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the visual art style and audio/music direction for the game, establishing the aesthetic identity that will guide all asset creation.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Art and audio define the player's emotional experience
|
||||
- These decisions heavily impact scope and team requirements
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on direction and mood, not specific asset lists
|
||||
- FORBIDDEN to generate art/audio direction without user input
|
||||
- Reference games or other media when helpful
|
||||
- Consider platform constraints on art complexity
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into aesthetic choices
|
||||
- **P (Party Mode)**: Get artistic perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context available (especially platform and audience)
|
||||
- Art style should match game pillars and tone
|
||||
- Audio must work on target platform(s)
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Art Style Discovery
|
||||
|
||||
**Guide user through visual direction:**
|
||||
|
||||
"Let's define the visual identity of {{game_name}}.
|
||||
|
||||
**Art Style Categories:**
|
||||
|
||||
| Style | Description | Examples |
|
||||
| --------------- | ---------------------------- | ------------------------- |
|
||||
| **Pixel Art** | Retro-styled discrete pixels | Celeste, Shovel Knight |
|
||||
| **Low-Poly** | Simple 3D geometry | Superhot, Monument Valley |
|
||||
| **Hand-Drawn** | Illustration-like visuals | Cuphead, Hollow Knight |
|
||||
| **Realistic** | Photorealistic graphics | AAA titles |
|
||||
| **Stylized 3D** | Non-realistic 3D | Fortnite, Zelda: BotW |
|
||||
| **Vector/Flat** | Clean shapes, minimal | Thomas Was Alone |
|
||||
| **Mixed Media** | Combining multiple styles | Paper Mario |
|
||||
|
||||
**Visual Elements to Consider:**
|
||||
|
||||
- **Color Palette:** Vibrant, muted, monochromatic, complementary?
|
||||
- **Lighting:** Dramatic, soft, realistic, stylized?
|
||||
- **Camera:** 2D side, top-down, isometric, 3D third/first person?
|
||||
- **Character Design:** Cute, realistic, abstract, iconic?
|
||||
|
||||
**For {{game_type}} on {{platform}}, common art styles include:**
|
||||
{typical_art_styles_for_game_type}
|
||||
|
||||
What visual style do you envision for {{game_name}}?"
|
||||
|
||||
### 2. Art Reference Gathering
|
||||
|
||||
"Are there any games, films, or art that inspire the look of {{game_name}}?
|
||||
|
||||
Examples help communicate the vision:
|
||||
|
||||
- 'The lighting of Limbo with the colors of Journey'
|
||||
- 'Pixel art like Hyper Light Drifter but with a warmer palette'
|
||||
- 'Studio Ghibli-inspired environments'
|
||||
|
||||
What references capture the visual feel you want?"
|
||||
|
||||
### 3. Audio Direction Discovery
|
||||
|
||||
**Guide user through audio/music direction:**
|
||||
|
||||
"Now let's define the audio identity of {{game_name}}.
|
||||
|
||||
**Music Style Considerations:**
|
||||
|
||||
| Style | Mood | Examples |
|
||||
| ------------------ | ------------------- | --------------------- |
|
||||
| **Chiptune/8-bit** | Retro, energetic | Shovel Knight |
|
||||
| **Orchestral** | Epic, emotional | Zelda, Final Fantasy |
|
||||
| **Electronic** | Modern, driving | Hotline Miami, FURI |
|
||||
| **Ambient** | Atmospheric, subtle | Journey, INSIDE |
|
||||
| **Rock/Metal** | Intense, aggressive | DOOM, Devil May Cry |
|
||||
| **Jazz/Lo-fi** | Chill, stylish | Persona, VA-11 Hall-A |
|
||||
| **Dynamic** | Adapts to gameplay | DOOM, Ape Out |
|
||||
|
||||
**Sound Design Considerations:**
|
||||
|
||||
- **Feedback Sounds:** How responsive and punchy?
|
||||
- **Environmental Audio:** How immersive?
|
||||
- **Voice/Dialogue:** None, grunts, partial, full VO?
|
||||
- **Accessibility:** Audio cues for visual elements?
|
||||
|
||||
**For {{game_type}} games, typical audio approaches include:**
|
||||
{typical_audio_for_game_type}
|
||||
|
||||
What audio direction fits {{game_name}}?"
|
||||
|
||||
### 4. Generate Art & Audio Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Art and Audio Direction
|
||||
|
||||
### Art Style
|
||||
|
||||
{{art_style_description}}
|
||||
|
||||
#### Visual References
|
||||
|
||||
{{reference_games_and_media}}
|
||||
|
||||
#### Color Palette
|
||||
|
||||
{{color_direction}}
|
||||
|
||||
#### Camera and Perspective
|
||||
|
||||
{{camera_style}}
|
||||
|
||||
### Audio and Music
|
||||
|
||||
{{audio_direction_description}}
|
||||
|
||||
#### Music Style
|
||||
|
||||
{{music_genre_and_mood}}
|
||||
|
||||
#### Sound Design
|
||||
|
||||
{{sound_design_approach}}
|
||||
|
||||
#### Voice/Dialogue
|
||||
|
||||
{{voice_approach}}
|
||||
|
||||
### Aesthetic Goals
|
||||
|
||||
{{how_art_and_audio_support_game_pillars}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Art & Audio Direction based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does the art style support your game pillars?
|
||||
- Is the audio direction achievable for your scope?
|
||||
- Do art and audio work together cohesively?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into aesthetic details
|
||||
[P] Party Mode - Get artistic perspectives
|
||||
[C] Continue - Save this and move to Technical Specs (Step 11 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [art/audio content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Art style clearly defined with references
|
||||
- Audio direction documented
|
||||
- Aesthetic supports game pillars and tone
|
||||
- Platform constraints considered
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating art/audio direction without user input
|
||||
- Art style inappropriate for target platform
|
||||
- Missing references that help communicate vision
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,276 @@
|
||||
---
|
||||
name: 'step-11-technical'
|
||||
description: 'Define technical specifications and requirements'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-11-technical.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-12-epics.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 11: Technical Specifications
|
||||
|
||||
**Progress: Step 11 of 14** - Next: Epic Structure
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define technical requirements including performance targets, platform-specific details, and asset requirements. This provides a bridge to the architecture workflow.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Technical specs inform the architecture workflow
|
||||
- Not all technical decisions are made here - architecture comes later
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on requirements, not implementation details
|
||||
- FORBIDDEN to generate tech specs without user input
|
||||
- Keep scope appropriate - detailed architecture comes in a separate workflow
|
||||
- Reference target platform(s) from step 3
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into technical requirements
|
||||
- **P (Party Mode)**: Get technical perspectives
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All previous context available (especially platform from step 3)
|
||||
- This is GDD-level specs, not architecture-level details
|
||||
- Engine/framework selection happens in architecture workflow
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Performance Requirements Discovery
|
||||
|
||||
**Guide user through performance targets:**
|
||||
|
||||
"Let's define the technical requirements for {{game_name}}.
|
||||
|
||||
**Performance Targets:**
|
||||
|
||||
| Platform | Typical Targets |
|
||||
| ----------- | ------------------------------------------- |
|
||||
| **PC** | 60fps @ 1080p minimum, 4K optional |
|
||||
| **Console** | 30fps or 60fps depending on visual fidelity |
|
||||
| **Mobile** | 30fps, thermal management, battery life |
|
||||
| **Web** | 30-60fps, file size under 50MB |
|
||||
| **VR** | 72-90fps minimum, latency critical |
|
||||
|
||||
**For {{game_type}} on {{platform}}:**
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What frame rate are you targeting?
|
||||
2. What resolutions should be supported?
|
||||
3. What's the acceptable load time?
|
||||
4. Any specific performance priorities? (visuals vs frame rate)
|
||||
|
||||
What are your performance targets for {{game_name}}?"
|
||||
|
||||
### 2. Platform-Specific Requirements
|
||||
|
||||
**Guide user through platform details:**
|
||||
|
||||
"Now let's capture platform-specific considerations for {{platform}}.
|
||||
|
||||
**Platform-Specific Questions:**
|
||||
|
||||
**PC:**
|
||||
|
||||
- Minimum and recommended specs?
|
||||
- Steam/Epic/itch.io features to support?
|
||||
- Mod support planned?
|
||||
- Cloud saves?
|
||||
|
||||
**Console:**
|
||||
|
||||
- Certification requirements awareness?
|
||||
- Controller-only or hybrid input?
|
||||
- Achievement/trophy integration?
|
||||
|
||||
**Mobile:**
|
||||
|
||||
- iOS minimum version? Android API level?
|
||||
- Portrait, landscape, or both?
|
||||
- Offline play required?
|
||||
- In-app purchases planned?
|
||||
|
||||
**Web:**
|
||||
|
||||
- Target browsers?
|
||||
- WebGL version?
|
||||
- Maximum build size?
|
||||
|
||||
What platform-specific requirements matter for {{game_name}}?"
|
||||
|
||||
### 3. Asset Requirements Discovery
|
||||
|
||||
**Guide user through asset considerations:**
|
||||
|
||||
"Finally, let's document asset requirements and constraints.
|
||||
|
||||
**Asset Categories:**
|
||||
|
||||
| Category | Considerations |
|
||||
| -------------------- | ------------------------------------- |
|
||||
| **Sprites/Textures** | Resolution, count estimates, atlasing |
|
||||
| **3D Models** | Poly budgets, LOD levels, rigging |
|
||||
| **Animations** | Frame counts, skeletal vs sprite |
|
||||
| **Audio** | Music tracks, SFX count, voice lines |
|
||||
| **UI** | Resolution scaling, localization |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What are the major asset categories you'll need?
|
||||
2. Any rough estimates on asset counts?
|
||||
3. What quality level are you targeting?
|
||||
4. Any external assets planned (asset store, licensed content)?
|
||||
|
||||
What are the key asset requirements for {{game_name}}?"
|
||||
|
||||
### 4. Generate Technical Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Technical Specifications
|
||||
|
||||
### Performance Requirements
|
||||
|
||||
{{performance_targets_description}}
|
||||
|
||||
#### Frame Rate Target
|
||||
|
||||
{{target_fps}}
|
||||
|
||||
#### Resolution Support
|
||||
|
||||
{{resolution_targets}}
|
||||
|
||||
#### Load Times
|
||||
|
||||
{{load_time_requirements}}
|
||||
|
||||
### Platform-Specific Details
|
||||
|
||||
{{platform_specific_requirements}}
|
||||
|
||||
#### {{platform}} Requirements
|
||||
|
||||
{{platform_details}}
|
||||
|
||||
### Asset Requirements
|
||||
|
||||
{{asset_requirements_overview}}
|
||||
|
||||
#### Art Assets
|
||||
|
||||
{{art_asset_requirements}}
|
||||
|
||||
#### Audio Assets
|
||||
|
||||
{{audio_asset_requirements}}
|
||||
|
||||
#### External Assets
|
||||
|
||||
{{third_party_asset_plans}}
|
||||
|
||||
### Technical Constraints
|
||||
|
||||
{{any_known_limitations_or_requirements}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Technical Specifications based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Note:** This is GDD-level technical planning. Detailed architecture decisions (engine selection, specific technologies, system design) will be addressed in the Architecture workflow after the GDD is complete.
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into technical requirements
|
||||
[P] Party Mode - Get technical perspectives
|
||||
[C] Continue - Save this and move to Epic Structure (Step 12 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [technical content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Performance targets clearly defined
|
||||
- Platform-specific requirements documented
|
||||
- Asset requirements outlined
|
||||
- Scope appropriate for GDD (not architecture-level detail)
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating tech specs without user input
|
||||
- Going too deep into architecture details
|
||||
- Missing key platform requirements
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,285 @@
|
||||
---
|
||||
name: 'step-12-epics'
|
||||
description: 'Define development epics and high-level story breakdown'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-12-epics.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-13-metrics.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
epicsOutputFile: '{output_folder}/epics.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 12: Epic Structure
|
||||
|
||||
**Progress: Step 12 of 14** - Next: Success Metrics
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Translate the game features defined throughout the GDD into development epics, each with a clear scope and list of high-level stories. This provides the foundation for sprint planning.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Epics bridge design (GDD) to implementation (sprints)
|
||||
- Epic scope should be completable in 1-4 sprints
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on feature groupings, not detailed task breakdowns
|
||||
- FORBIDDEN to generate epics without user input
|
||||
- Each epic should deliver playable value
|
||||
- Stories are high-level here - detailed stories come in sprint planning
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Refine epic scopes and boundaries
|
||||
- **P (Party Mode)**: Get perspectives on epic organization
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All GDD content from previous steps available
|
||||
- Epics should map to game pillars and features
|
||||
- This creates both GDD epic summary and detailed epics.md file
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Review Game Features for Epic Candidates
|
||||
|
||||
**Analyze the GDD content:**
|
||||
|
||||
"Let's organize {{game_name}}'s features into development epics.
|
||||
|
||||
Based on everything we've defined, here are the major feature areas I've identified:
|
||||
|
||||
**From Core Gameplay:** {{core_loop_features}}
|
||||
**From Mechanics:** {{mechanics_features}}
|
||||
**From Game Type Specifics:** {{game_type_features}}
|
||||
**From Progression:** {{progression_features}}
|
||||
**From Level Design:** {{level_features}}
|
||||
**From Art/Audio:** {{art_audio_features}}
|
||||
**From Technical:** {{technical_features}}
|
||||
|
||||
**Epic Organization Principles:**
|
||||
|
||||
1. **Playable Milestones:** Each epic should result in something playable
|
||||
2. **Dependency Awareness:** Some epics must come before others
|
||||
3. **Vertical Slices:** Early epics often prove core gameplay
|
||||
4. **Scope Control:** 1-4 sprints per epic is ideal
|
||||
|
||||
How would you like to group these features into epics?"
|
||||
|
||||
### 2. Define Epic Structure
|
||||
|
||||
**For each epic, elicit:**
|
||||
|
||||
"Let's define **Epic {{number}}: {{epic_name}}**
|
||||
|
||||
**Epic Definition Questions:**
|
||||
|
||||
1. **Goal:** What does completing this epic achieve?
|
||||
2. **Includes:** What features/systems are in this epic?
|
||||
3. **Excludes:** What specifically is NOT in this epic?
|
||||
4. **Dependencies:** What epics must come before this?
|
||||
5. **Deliverable:** What's the playable result?
|
||||
|
||||
Describe this epic."
|
||||
|
||||
### 3. Generate High-Level Stories
|
||||
|
||||
**For each epic, generate story candidates:**
|
||||
|
||||
"For **Epic {{number}}: {{epic_name}}**, let's identify high-level stories.
|
||||
|
||||
**Story Principles:**
|
||||
|
||||
- Each story is independently valuable
|
||||
- Stories should be completable in 1-3 days
|
||||
- Use format: 'As a [player], I can [action] so that [benefit]'
|
||||
|
||||
What are the main stories in this epic?"
|
||||
|
||||
### 4. Determine Epic Order and Dependencies
|
||||
|
||||
**Guide user through sequencing:**
|
||||
|
||||
"Now let's determine the order for these epics.
|
||||
|
||||
**Common Epic Sequences:**
|
||||
|
||||
1. **Foundation First:** Core systems before content
|
||||
2. **Vertical Slice Early:** Prove gameplay ASAP
|
||||
3. **Polish Last:** Visual/audio polish after mechanics solid
|
||||
|
||||
**Your epics:**
|
||||
{{list_of_epics}}
|
||||
|
||||
What order makes sense for {{game_name}}?"
|
||||
|
||||
### 5. Generate Epic Content
|
||||
|
||||
Based on the conversation, prepare two outputs:
|
||||
|
||||
**A. GDD Epic Summary (goes in gdd.md):**
|
||||
|
||||
```markdown
|
||||
## Development Epics
|
||||
|
||||
### Epic Overview
|
||||
|
||||
| # | Epic Name | Scope | Dependencies | Est. Stories |
|
||||
| --- | --------- | ----- | ------------ | ------------ |
|
||||
|
||||
{{epic_table}}
|
||||
|
||||
### Recommended Sequence
|
||||
|
||||
{{epic_sequence_with_rationale}}
|
||||
|
||||
### Vertical Slice
|
||||
|
||||
**The first playable milestone:** {{vertical_slice_description}}
|
||||
```
|
||||
|
||||
**B. Detailed Epics File (goes in epics.md):**
|
||||
|
||||
```markdown
|
||||
# {{game_name}} - Development Epics
|
||||
|
||||
## Epic Overview
|
||||
|
||||
{{epic_overview_table}}
|
||||
|
||||
---
|
||||
|
||||
## Epic 1: {{epic_1_name}}
|
||||
|
||||
### Goal
|
||||
|
||||
{{epic_1_goal}}
|
||||
|
||||
### Scope
|
||||
|
||||
**Includes:**
|
||||
{{epic_1_includes}}
|
||||
|
||||
**Excludes:**
|
||||
{{epic_1_excludes}}
|
||||
|
||||
### Dependencies
|
||||
|
||||
{{epic_1_dependencies}}
|
||||
|
||||
### Deliverable
|
||||
|
||||
{{epic_1_deliverable}}
|
||||
|
||||
### Stories
|
||||
|
||||
{{epic_1_stories_list}}
|
||||
|
||||
---
|
||||
|
||||
{{repeat_for_each_epic}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Epic Structure based on our conversation.
|
||||
|
||||
**For the GDD (gdd.md):**
|
||||
[Show GDD epic summary]
|
||||
|
||||
**For the Epics file (epics.md):**
|
||||
[Show detailed epics structure]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does each epic deliver playable value?
|
||||
- Is the sequence achievable?
|
||||
- Are dependencies clear?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Refine epic organization
|
||||
[P] Party Mode - Get perspectives on epic structure
|
||||
[C] Continue - Save this and move to Success Metrics (Step 13 of 14)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append epic summary to `{outputFile}`
|
||||
- Write detailed epics to `{epicsOutputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [both epic content files saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Epics cover all major game features
|
||||
- Each epic has clear scope and deliverable
|
||||
- Dependencies identified and sequenced
|
||||
- Both gdd.md and epics.md updated
|
||||
- High-level stories drafted for each epic
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating epics without user input
|
||||
- Epics that don't deliver playable value
|
||||
- Missing key features from GDD
|
||||
- Not creating separate epics.md file
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,251 @@
|
||||
---
|
||||
name: 'step-13-metrics'
|
||||
description: 'Define success metrics for technical and gameplay evaluation'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-13-metrics.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-14-complete.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 13: Success Metrics
|
||||
|
||||
**Progress: Step 13 of 14** - Next: Final Steps
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define measurable success metrics for both technical performance and gameplay quality. These metrics help evaluate whether the game meets its design goals.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- Metrics should be measurable and actionable
|
||||
- Focus on metrics that indicate design success, not just technical success
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on defining what success looks like
|
||||
- FORBIDDEN to generate metrics without user input
|
||||
- Metrics should relate back to game pillars and goals
|
||||
- Include both quantitative and qualitative measures
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]` before loading next step
|
||||
- FORBIDDEN to load next step until C is selected
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into metric selection
|
||||
- **P (Party Mode)**: Get perspectives on success criteria
|
||||
- **C (Continue)**: Save the content to the document and proceed to next step
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All GDD content from previous steps available
|
||||
- Metrics should map to stated goals and pillars
|
||||
- Technical metrics from performance requirements
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Technical Metrics Discovery
|
||||
|
||||
**Guide user through technical success criteria:**
|
||||
|
||||
"Let's define how we'll measure technical success for {{game_name}}.
|
||||
|
||||
**Technical Metric Categories:**
|
||||
|
||||
| Category | Example Metrics |
|
||||
| --------------- | ------------------------------------------------ |
|
||||
| **Performance** | Frame rate consistency, load times, memory usage |
|
||||
| **Stability** | Crash rate, bug severity distribution |
|
||||
| **Platform** | Certification pass rate, store review score |
|
||||
| **Build** | Build time, test coverage, asset size |
|
||||
|
||||
**Your performance targets from earlier:**
|
||||
|
||||
- Frame rate: {{target_fps}}
|
||||
- Platform: {{platform}}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What technical metrics matter most for {{game_type}}?
|
||||
2. How will you measure performance in the field?
|
||||
3. What's an acceptable crash rate?
|
||||
4. Are there platform-specific metrics to track?
|
||||
|
||||
What technical metrics will indicate success for {{game_name}}?"
|
||||
|
||||
### 2. Gameplay Metrics Discovery
|
||||
|
||||
**Guide user through gameplay success criteria:**
|
||||
|
||||
"Now let's define gameplay metrics - how we know the design is working.
|
||||
|
||||
**Gameplay Metric Categories:**
|
||||
|
||||
| Category | Example Metrics |
|
||||
| ----------------------- | ------------------------------------------------- |
|
||||
| **Engagement** | Session length, sessions per week, retention |
|
||||
| **Progression** | Completion rates, time-to-milestone, churn points |
|
||||
| **Difficulty** | Death/retry rates, difficulty setting usage |
|
||||
| **Feature Usage** | Which mechanics are used, feature discovery |
|
||||
| **Player Satisfaction** | Ratings, reviews, NPS |
|
||||
|
||||
**Your game pillars are:** {{pillars}}
|
||||
**Your goals are:** {{goals}}
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. How will you know if players are having the intended experience?
|
||||
2. What retention rates would indicate success?
|
||||
3. How will you identify frustration points?
|
||||
4. What playtesting metrics will you track?
|
||||
|
||||
What gameplay metrics will indicate success for {{game_name}}?"
|
||||
|
||||
### 3. Qualitative Success Criteria
|
||||
|
||||
**Guide user through qualitative measures:**
|
||||
|
||||
"Finally, let's define qualitative success criteria - things that are harder to measure but equally important.
|
||||
|
||||
**Qualitative Criteria Examples:**
|
||||
|
||||
- 'Players describe the game using our pillar words'
|
||||
- 'Streamers enjoy playing without instruction'
|
||||
- 'Community creates fan content'
|
||||
- 'Players recommend to friends'
|
||||
- 'Reviews mention the unique selling points'
|
||||
|
||||
What qualitative signs would tell you {{game_name}} is successful?"
|
||||
|
||||
### 4. Generate Metrics Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Success Metrics
|
||||
|
||||
### Technical Metrics
|
||||
|
||||
{{technical_metrics_list}}
|
||||
|
||||
#### Key Technical KPIs
|
||||
|
||||
| Metric | Target | Measurement Method |
|
||||
| ------ | ------ | ------------------ |
|
||||
|
||||
{{technical_kpi_table}}
|
||||
|
||||
### Gameplay Metrics
|
||||
|
||||
{{gameplay_metrics_list}}
|
||||
|
||||
#### Key Gameplay KPIs
|
||||
|
||||
| Metric | Target | Measurement Method |
|
||||
| ------ | ------ | ------------------ |
|
||||
|
||||
{{gameplay_kpi_table}}
|
||||
|
||||
### Qualitative Success Criteria
|
||||
|
||||
{{qualitative_criteria_list}}
|
||||
|
||||
### Metric Review Cadence
|
||||
|
||||
{{when_and_how_metrics_will_be_reviewed}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Success Metrics based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Do metrics align with your game pillars?
|
||||
- Are targets achievable and measurable?
|
||||
- Can you actually collect this data?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Refine metric selection
|
||||
[P] Party Mode - Get perspectives on success criteria
|
||||
[C] Continue - Save this and move to Final Steps (Step 14 of 14)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [metrics content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Technical metrics defined with targets
|
||||
- Gameplay metrics tied to pillars and goals
|
||||
- Qualitative criteria documented
|
||||
- Metrics are actually measurable
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating metrics without user input
|
||||
- Metrics that can't be measured
|
||||
- Missing connection to game pillars/goals
|
||||
- Not presenting A/P/C menu after content generation
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,336 @@
|
||||
---
|
||||
name: 'step-14-complete'
|
||||
description: 'Document out of scope items, capture assumptions, and provide handoff guidance'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-14-complete.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/gdd.md'
|
||||
epicsFile: '{output_folder}/epics.md'
|
||||
|
||||
# Workflow References
|
||||
narrativeWorkflow: '{project-root}/_bmad/bmgd/workflows/2-design/narrative/workflow.yaml'
|
||||
architectureWorkflow: '{project-root}/_bmad/bmgd/workflows/3-technical/game-architecture/workflow.yaml'
|
||||
---
|
||||
|
||||
# Step 14: Complete & Handoff
|
||||
|
||||
**Progress: Step 14 of 14** - GDD Complete!
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Document what is explicitly out of scope, capture key assumptions and dependencies, and provide clear next steps for the game development process.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a veteran game designer facilitator collaborating with a creative peer
|
||||
- This is the final step - ensure completeness
|
||||
- Provide clear actionable next steps
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Focus on scope boundaries and assumptions
|
||||
- Check if narrative workflow is recommended
|
||||
- Provide concrete next steps based on workflow status
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Generate final sections without A/P/C menu (just confirmation)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]`
|
||||
- Present completion summary and next steps
|
||||
|
||||
## CONTEXT BOUNDARIES:
|
||||
|
||||
- All GDD content from previous steps available
|
||||
- Check for `needs_narrative` flag from step 7
|
||||
- Reference workflow-status if integrated with BMM
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Out of Scope Discovery
|
||||
|
||||
**Guide user through scope boundaries:**
|
||||
|
||||
"Let's document what is explicitly NOT in scope for {{game_name}} v1.0.
|
||||
|
||||
**Out of Scope Categories:**
|
||||
|
||||
| Category | Examples |
|
||||
| ---------------- | -------------------------------------- |
|
||||
| **Features** | Multiplayer, level editor, mod support |
|
||||
| **Content** | Additional game modes, DLC areas |
|
||||
| **Platforms** | Console ports, VR version |
|
||||
| **Polish** | Full voice acting, orchestral score |
|
||||
| **Localization** | Additional languages |
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
1. What features have you intentionally cut for v1.0?
|
||||
2. What platforms are NOT in initial scope?
|
||||
3. What post-launch content are you deferring?
|
||||
4. What's 'nice to have' vs 'required for launch'?
|
||||
|
||||
What's explicitly out of scope for {{game_name}} v1.0?"
|
||||
|
||||
### 2. Assumptions and Dependencies Discovery
|
||||
|
||||
**Guide user through assumptions:**
|
||||
|
||||
"Now let's document key assumptions and dependencies.
|
||||
|
||||
**Assumption Categories:**
|
||||
|
||||
| Category | Examples |
|
||||
| ------------- | ----------------------------------------------------------------- |
|
||||
| **Technical** | 'Unity LTS will remain stable', 'Players have controllers' |
|
||||
| **Team** | 'Art contractor available Q2', 'Solo developer capacity' |
|
||||
| **External** | 'Steam review approval in 2 weeks', 'Asset store assets licensed' |
|
||||
| **Market** | 'Genre remains popular', 'Pricing assumptions' |
|
||||
|
||||
**Dependency Categories:**
|
||||
|
||||
| Category | Examples |
|
||||
| --------------- | ----------------------------------------- |
|
||||
| **Third-party** | Middleware, plugins, asset licenses |
|
||||
| **Services** | Backend providers, analytics, multiplayer |
|
||||
| **Content** | External art, music, voice acting |
|
||||
| **Platform** | SDK versions, certification requirements |
|
||||
|
||||
What assumptions is {{game_name}} built on? What external dependencies exist?"
|
||||
|
||||
### 3. Check Narrative Workflow Recommendation
|
||||
|
||||
**Check if game type suggested narrative:**
|
||||
|
||||
If `needs_narrative` flag is true (from step 7):
|
||||
|
||||
"**Narrative Recommendation:**
|
||||
|
||||
Based on your game type ({{game_type}}), a dedicated Narrative Design Document would benefit {{game_name}}. This covers:
|
||||
|
||||
- Story structure and arcs
|
||||
- Character development
|
||||
- World lore and history
|
||||
- Dialogue framework
|
||||
- Environmental storytelling
|
||||
|
||||
Would you like to create a Narrative Design Document as your next step?"
|
||||
|
||||
Store user response for next steps.
|
||||
|
||||
### 4. Generate Completion Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Out of Scope
|
||||
|
||||
{{out_of_scope_items}}
|
||||
|
||||
### Deferred to Post-Launch
|
||||
|
||||
{{post_launch_items}}
|
||||
|
||||
---
|
||||
|
||||
## Assumptions and Dependencies
|
||||
|
||||
### Key Assumptions
|
||||
|
||||
{{assumptions_list}}
|
||||
|
||||
### External Dependencies
|
||||
|
||||
{{dependencies_list}}
|
||||
|
||||
### Risk Factors
|
||||
|
||||
{{risks_based_on_assumptions}}
|
||||
|
||||
---
|
||||
|
||||
## Document Information
|
||||
|
||||
**Document:** {{game_name}} - Game Design Document
|
||||
**Version:** 1.0
|
||||
**Created:** {{date}}
|
||||
**Author:** {{user_name}}
|
||||
**Status:** Complete
|
||||
|
||||
### Change Log
|
||||
|
||||
| Version | Date | Changes |
|
||||
| ------- | -------- | -------------------- |
|
||||
| 1.0 | {{date}} | Initial GDD complete |
|
||||
```
|
||||
|
||||
### 5. Present Completion Summary
|
||||
|
||||
"**GDD Complete!**
|
||||
|
||||
{{user_name}}, the Game Design Document for **{{game_name}}** is now complete!
|
||||
|
||||
**Document Summary:**
|
||||
|
||||
- **Game Type:** {{game_type}}
|
||||
- **Platform:** {{platform}}
|
||||
- **Epics:** {{epic_count}} development epics
|
||||
- **Estimated Stories:** {{story_estimate}}
|
||||
|
||||
**Files Created:**
|
||||
|
||||
- `gdd.md` - Full Game Design Document
|
||||
- `epics.md` - Detailed epic and story breakdown
|
||||
|
||||
**GDD Sections Completed:**
|
||||
|
||||
1. Executive Summary & Game Type
|
||||
2. Platforms & Target Audience
|
||||
3. Goals & Unique Selling Points
|
||||
4. Core Gameplay (Pillars, Loop, Win/Loss)
|
||||
5. Game Mechanics & Controls
|
||||
6. {{game_type}} Specific Design
|
||||
7. Progression & Balance
|
||||
8. Level Design Framework
|
||||
9. Art & Audio Direction
|
||||
10. Technical Specifications
|
||||
11. Development Epics
|
||||
12. Success Metrics
|
||||
13. Out of Scope & Assumptions
|
||||
|
||||
Do you want me to add or modify anything before we finalize?"
|
||||
|
||||
### 6. Present Next Steps
|
||||
|
||||
**After user confirms completion:**
|
||||
|
||||
"**Next Steps for {{game_name}}:**
|
||||
|
||||
{{if needs_narrative and user_wants_narrative}}
|
||||
**Immediate Next Step:**
|
||||
|
||||
1. **Narrative Design Document** - Create story, characters, and world lore
|
||||
- Command: `narrative` (Game Designer agent)
|
||||
- Input: This GDD
|
||||
- Output: narrative-design.md
|
||||
{{/if}}
|
||||
|
||||
**Required Next Steps:**
|
||||
|
||||
1. **Game Architecture** - Define engine, tech stack, and system design
|
||||
- Command: `create-architecture` (Game Architect agent)
|
||||
- Input: This GDD
|
||||
- Output: architecture.md
|
||||
|
||||
2. **Sprint Planning** - Set up your first development sprint
|
||||
- Command: `sprint-planning` (Scrum Master agent)
|
||||
- Input: GDD + epics.md
|
||||
- Output: sprint-status.yaml
|
||||
|
||||
**Recommended Actions:**
|
||||
|
||||
- [ ] Review GDD with any team members or stakeholders
|
||||
- [ ] Create a prototype for core gameplay validation
|
||||
- [ ] Set up project repository and dev environment
|
||||
- [ ] Gather reference materials for art direction
|
||||
|
||||
**Which would you like to do next?**
|
||||
|
||||
1. {{if needs_narrative}}Create Narrative Design Document{{else}}Create Game Architecture{{/if}}
|
||||
2. Start Sprint Planning
|
||||
3. Review the completed GDD
|
||||
4. Exit workflow"
|
||||
|
||||
### 7. Handle User Selection
|
||||
|
||||
Based on user choice:
|
||||
|
||||
**If 1 (Narrative or Architecture):**
|
||||
|
||||
- Update frontmatter with final `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]`
|
||||
- Provide handoff guidance for next workflow
|
||||
|
||||
**If 2 (Sprint Planning):**
|
||||
|
||||
- Update frontmatter with final stepsCompleted
|
||||
- Provide handoff guidance for sprint planning
|
||||
|
||||
**If 3 (Review):**
|
||||
|
||||
- Present document summary
|
||||
- Offer to highlight any sections
|
||||
- Return to next steps menu
|
||||
|
||||
**If 4 (Exit):**
|
||||
|
||||
- Update frontmatter with final stepsCompleted
|
||||
- Confirm GDD is saved
|
||||
- Exit workflow gracefully
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
This is the final step. Ensure:
|
||||
|
||||
- All content is saved to gdd.md
|
||||
- Frontmatter shows all 14 steps completed
|
||||
- User has clear actionable next steps
|
||||
- Handoff to next workflow is smooth
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Out of scope clearly documented
|
||||
- Assumptions and dependencies captured
|
||||
- Narrative workflow recommendation handled
|
||||
- Final document status updated
|
||||
- Clear next steps provided
|
||||
- Smooth handoff to next workflow
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Missing out of scope documentation
|
||||
- Not checking for narrative flag
|
||||
- No clear next steps provided
|
||||
- Frontmatter not updated to show completion
|
||||
- User left without actionable guidance
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
|
||||
---
|
||||
|
||||
## GDD Workflow Complete
|
||||
|
||||
The GDD workflow transforms a game concept into a comprehensive design document through 14 collaborative steps:
|
||||
|
||||
1. **Initialize** - Set up workflow and discover input documents
|
||||
2. **Context** - Determine game type and load relevant guide
|
||||
3. **Platforms** - Define target platforms and audience
|
||||
4. **Vision** - Establish goals, context, and USPs
|
||||
5. **Core Gameplay** - Define pillars, loop, and win/loss
|
||||
6. **Mechanics** - Detail player actions and controls
|
||||
7. **Game Type** - Process genre-specific sections
|
||||
8. **Progression** - Design player growth and balance
|
||||
9. **Levels** - Structure playable content
|
||||
10. **Art & Audio** - Establish aesthetic direction
|
||||
11. **Technical** - Define performance requirements
|
||||
12. **Epics** - Organize features into development units
|
||||
13. **Metrics** - Define success criteria
|
||||
14. **Complete** - Document scope and hand off
|
||||
|
||||
This step-file architecture ensures consistent, thorough GDD creation with user collaboration at every step.
|
||||
@@ -0,0 +1,153 @@
|
||||
# {{game_name}} - Game Design Document
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Game Type:** {{game_type}}
|
||||
**Target Platform(s):** {{platforms}}
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
### Core Concept
|
||||
|
||||
{{description}}
|
||||
|
||||
### Target Audience
|
||||
|
||||
{{target_audience}}
|
||||
|
||||
### Unique Selling Points (USPs)
|
||||
|
||||
{{unique_selling_points}}
|
||||
|
||||
---
|
||||
|
||||
## Goals and Context
|
||||
|
||||
### Project Goals
|
||||
|
||||
{{goals}}
|
||||
|
||||
### Background and Rationale
|
||||
|
||||
{{context}}
|
||||
|
||||
---
|
||||
|
||||
## Core Gameplay
|
||||
|
||||
### Game Pillars
|
||||
|
||||
{{game_pillars}}
|
||||
|
||||
### Core Gameplay Loop
|
||||
|
||||
{{gameplay_loop}}
|
||||
|
||||
### Win/Loss Conditions
|
||||
|
||||
{{win_loss_conditions}}
|
||||
|
||||
---
|
||||
|
||||
## Game Mechanics
|
||||
|
||||
### Primary Mechanics
|
||||
|
||||
{{primary_mechanics}}
|
||||
|
||||
### Controls and Input
|
||||
|
||||
{{controls}}
|
||||
|
||||
---
|
||||
|
||||
{{GAME_TYPE_SPECIFIC_SECTIONS}}
|
||||
|
||||
---
|
||||
|
||||
## Progression and Balance
|
||||
|
||||
### Player Progression
|
||||
|
||||
{{player_progression}}
|
||||
|
||||
### Difficulty Curve
|
||||
|
||||
{{difficulty_curve}}
|
||||
|
||||
### Economy and Resources
|
||||
|
||||
{{economy_resources}}
|
||||
|
||||
---
|
||||
|
||||
## Level Design Framework
|
||||
|
||||
### Level Types
|
||||
|
||||
{{level_types}}
|
||||
|
||||
### Level Progression
|
||||
|
||||
{{level_progression}}
|
||||
|
||||
---
|
||||
|
||||
## Art and Audio Direction
|
||||
|
||||
### Art Style
|
||||
|
||||
{{art_style}}
|
||||
|
||||
### Audio and Music
|
||||
|
||||
{{audio_music}}
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Performance Requirements
|
||||
|
||||
{{performance_requirements}}
|
||||
|
||||
### Platform-Specific Details
|
||||
|
||||
{{platform_details}}
|
||||
|
||||
### Asset Requirements
|
||||
|
||||
{{asset_requirements}}
|
||||
|
||||
---
|
||||
|
||||
## Development Epics
|
||||
|
||||
### Epic Structure
|
||||
|
||||
{{epics}}
|
||||
|
||||
---
|
||||
|
||||
## Success Metrics
|
||||
|
||||
### Technical Metrics
|
||||
|
||||
{{technical_metrics}}
|
||||
|
||||
### Gameplay Metrics
|
||||
|
||||
{{gameplay_metrics}}
|
||||
|
||||
---
|
||||
|
||||
## Out of Scope
|
||||
|
||||
{{out_of_scope}}
|
||||
|
||||
---
|
||||
|
||||
## Assumptions and Dependencies
|
||||
|
||||
{{assumptions_and_dependencies}}
|
||||
@@ -0,0 +1,61 @@
|
||||
---
|
||||
name: create-gdd
|
||||
description: Creates a comprehensive Game Design Document through collaborative step-by-step discovery between game designer and user.
|
||||
main_config: '{project-root}/_bmad/bmgd/config.yaml'
|
||||
web_bundle: true
|
||||
---
|
||||
|
||||
# GDD Workflow
|
||||
|
||||
**Goal:** Create comprehensive Game Design Documents through collaborative step-by-step discovery between game designer and user.
|
||||
|
||||
**Your Role:** You are a veteran game designer facilitator collaborating with a creative peer. This is a partnership, not a client-vendor relationship. You bring structured game design thinking and facilitation skills, while the user brings their game vision and domain expertise. Work together as equals. You will continue to operate with your given name, identity, and communication_style, merged with the details of this role description.
|
||||
|
||||
---
|
||||
|
||||
## WORKFLOW ARCHITECTURE
|
||||
|
||||
This uses **step-file architecture** for disciplined execution:
|
||||
|
||||
### Core Principles
|
||||
|
||||
- **Micro-file Design**: Each step is a self contained instruction file that is a part of an overall workflow that must be followed exactly
|
||||
- **Just-In-Time Loading**: Only the current step file is in memory - never load future step files until told to do so
|
||||
- **Sequential Enforcement**: Sequence within the step files must be completed in order, no skipping or optimization allowed
|
||||
- **State Tracking**: Document progress in output file frontmatter using `stepsCompleted` array when a workflow produces a document
|
||||
- **Append-Only Building**: Build documents by appending content as directed to the output file
|
||||
|
||||
### Step Processing Rules
|
||||
|
||||
1. **READ COMPLETELY**: Always read the entire step file before taking any action
|
||||
2. **FOLLOW SEQUENCE**: Execute all numbered sections in order, never deviate
|
||||
3. **WAIT FOR INPUT**: If a menu is presented, halt and wait for user selection
|
||||
4. **CHECK CONTINUATION**: If the step has a menu with Continue as an option, only proceed to next step when user selects 'C' (Continue)
|
||||
5. **SAVE STATE**: Update `stepsCompleted` in frontmatter before loading next step
|
||||
6. **LOAD NEXT**: When directed, load, read entire file, then execute the next step file
|
||||
|
||||
### Critical Rules (NO EXCEPTIONS)
|
||||
|
||||
- NEVER load multiple step files simultaneously
|
||||
- ALWAYS read entire step file before execution
|
||||
- NEVER skip steps or optimize the sequence
|
||||
- ALWAYS update frontmatter of output files when writing the final output for a specific step
|
||||
- ALWAYS follow the exact instructions in the step file
|
||||
- ALWAYS halt at menus and wait for user input
|
||||
- NEVER create mental todo lists from future steps
|
||||
|
||||
---
|
||||
|
||||
## INITIALIZATION SEQUENCE
|
||||
|
||||
### 1. Configuration Loading
|
||||
|
||||
Load and read full config from {main_config} and resolve:
|
||||
|
||||
- `project_name`, `output_folder`, `user_name`
|
||||
- `communication_language`, `document_output_language`, `user_skill_level`
|
||||
- `date` as system-generated current datetime
|
||||
|
||||
### 2. First Step EXECUTION
|
||||
|
||||
Load, read the full file and then execute `steps/step-01-init.md` to begin the workflow.
|
||||
@@ -0,0 +1,47 @@
|
||||
# Game Design Document (GDD) Workflow
|
||||
name: gdd
|
||||
description: "Game Design Document workflow for all game project levels - from small prototypes to full AAA games. Generates comprehensive GDD with game mechanics, systems, progression, and implementation guidance."
|
||||
author: "BMad"
|
||||
|
||||
# Critical variables from config
|
||||
config_source: "{project-root}/_bmad/bmgd/config.yaml"
|
||||
output_folder: "{config_source}:output_folder"
|
||||
user_name: "{config_source}:user_name"
|
||||
communication_language: "{config_source}:communication_language"
|
||||
document_output_language: "{config_source}:document_output_language"
|
||||
game_dev_experience: "{config_source}:game_dev_experience"
|
||||
date: system-generated
|
||||
|
||||
# Workflow components - Step-file architecture
|
||||
installed_path: "{project-root}/_bmad/bmgd/workflows/2-design/gdd"
|
||||
instructions: "{installed_path}/workflow.md"
|
||||
template: "{installed_path}/templates/gdd-template.md"
|
||||
game_types_csv: "{installed_path}/game-types.csv"
|
||||
|
||||
# Output configuration
|
||||
default_output_file: "{output_folder}/gdd.md"
|
||||
|
||||
# Game type references (loaded based on game type selection)
|
||||
game_type_guides: "{installed_path}/game-types/"
|
||||
|
||||
# Smart input file references - handles both whole docs and sharded docs
|
||||
# Priority: Whole document first, then sharded version
|
||||
input_file_patterns:
|
||||
game_brief:
|
||||
description: "Game vision and core concept (optional)"
|
||||
whole: "{output_folder}/*game-brief*.md"
|
||||
sharded: "{output_folder}/*game-brief*/index.md"
|
||||
load_strategy: "INDEX_GUIDED"
|
||||
|
||||
research:
|
||||
description: "Market or domain research (optional)"
|
||||
whole: "{output_folder}/*research*.md"
|
||||
sharded: "{output_folder}/*research*/index.md"
|
||||
load_strategy: "FULL_LOAD"
|
||||
|
||||
document_project:
|
||||
description: "Brownfield project documentation (optional)"
|
||||
sharded: "{output_folder}/index.md"
|
||||
load_strategy: "INDEX_GUIDED"
|
||||
|
||||
standalone: true
|
||||
@@ -0,0 +1,139 @@
|
||||
# Narrative Design Workflow Validation Checklist
|
||||
|
||||
**Purpose**: Validate narrative design outputs are complete, cohesive, and ready for implementation.
|
||||
|
||||
**Scope**: Story-driven games and applications (follows GDD workflow)
|
||||
|
||||
**Expected Output**: narrative-design.md
|
||||
|
||||
---
|
||||
|
||||
## 1. Output File Exists
|
||||
|
||||
- [ ] narrative-design.md created in output folder
|
||||
- [ ] GDD.md exists (narrative workflow requires GDD first)
|
||||
- [ ] No unfilled {{template_variables}}
|
||||
|
||||
---
|
||||
|
||||
## 2. Story Foundation
|
||||
|
||||
### Core Elements
|
||||
|
||||
- [ ] **Narrative premise** clearly stated (elevator pitch, 2-3 sentences)
|
||||
- [ ] **Core themes** identified (2-4 meaningful themes)
|
||||
- [ ] **Tone and atmosphere** established
|
||||
- [ ] Premise is compelling and fits game type
|
||||
|
||||
### Story Structure
|
||||
|
||||
- [ ] **Story structure chosen** (3-act, hero's journey, branching, etc.)
|
||||
- [ ] **Acts/sections broken down** with clear progression
|
||||
- [ ] **Major story beats** documented (key moments that drive narrative)
|
||||
- [ ] Structure fits narrative complexity level
|
||||
|
||||
---
|
||||
|
||||
## 3. Characters
|
||||
|
||||
### Protagonist(s)
|
||||
|
||||
- [ ] Background and motivation explained
|
||||
- [ ] Character arc defined (how they change)
|
||||
- [ ] Internal and external conflicts identified
|
||||
|
||||
### Antagonist(s)
|
||||
|
||||
- [ ] Motivation clear (why they oppose protagonist)
|
||||
- [ ] Goals and methods explained
|
||||
- [ ] Not one-dimensional
|
||||
|
||||
### Supporting Cast
|
||||
|
||||
- [ ] Major supporting characters documented
|
||||
- [ ] Each has distinct role in story
|
||||
- [ ] Character relationships mapped
|
||||
|
||||
### Character Arcs
|
||||
|
||||
- [ ] Major characters have starting → transformation → ending states
|
||||
- [ ] Arc progression makes sense
|
||||
|
||||
---
|
||||
|
||||
## 4. World and Lore
|
||||
|
||||
- [ ] **World setting** defined (time, place, world type)
|
||||
- [ ] **World rules** explained (magic, technology, society)
|
||||
- [ ] **History and backstory** documented
|
||||
- [ ] Key locations described with narrative significance
|
||||
|
||||
---
|
||||
|
||||
## 5. Dialogue and Delivery
|
||||
|
||||
### Dialogue Framework
|
||||
|
||||
- [ ] Dialogue style established
|
||||
- [ ] Key conversations identified
|
||||
- [ ] Branching dialogue system described (if applicable)
|
||||
|
||||
### Narrative Delivery
|
||||
|
||||
- [ ] Cutscenes/cinematics approach defined
|
||||
- [ ] In-game storytelling methods explained
|
||||
- [ ] Optional vs. required content distinguished
|
||||
- [ ] Multiple endings documented (if applicable)
|
||||
|
||||
---
|
||||
|
||||
## 6. Gameplay Integration
|
||||
|
||||
- [ ] **Narrative-gameplay harmony** addressed (how story and mechanics connect)
|
||||
- [ ] **Story gates** explained (how narrative controls progression)
|
||||
- [ ] **Player agency** level defined (can player affect story?)
|
||||
- [ ] Integration doesn't fight game design
|
||||
|
||||
---
|
||||
|
||||
## 7. Production Scope
|
||||
|
||||
- [ ] **Writing scope** estimated (word count, scene count, dialogue lines)
|
||||
- [ ] Scope realistic for project level
|
||||
- [ ] Localization considerations noted (if applicable)
|
||||
- [ ] Voice acting plans documented (if applicable)
|
||||
|
||||
---
|
||||
|
||||
## 8. Consistency with GDD
|
||||
|
||||
- [ ] Narrative aligns with GDD game design
|
||||
- [ ] Tone matches GDD art/audio direction
|
||||
- [ ] Story supports game mechanics (doesn't contradict)
|
||||
- [ ] No conflicts between narrative and gameplay
|
||||
|
||||
---
|
||||
|
||||
## 9. Critical Failures (Auto-Fail)
|
||||
|
||||
- [ ] ❌ **No GDD** (narrative workflow requires GDD first)
|
||||
- [ ] ❌ **No character arcs** (protagonist has no development)
|
||||
- [ ] ❌ **No story beats** (major moments not identified)
|
||||
- [ ] ❌ **Contradicts GDD** (narrative fights game design)
|
||||
|
||||
---
|
||||
|
||||
## Validation Notes
|
||||
|
||||
**Document any findings:**
|
||||
|
||||
- Narrative strength: [Compelling / Interesting / Adequate / Weak]
|
||||
- Strengths:
|
||||
- Issues to address:
|
||||
- Recommended actions:
|
||||
|
||||
**Ready for solutioning?** [Yes / No - explain]
|
||||
|
||||
---
|
||||
|
||||
_Adapt based on narrative complexity level (Critical/Heavy/Moderate/Light)._
|
||||
@@ -0,0 +1,604 @@
|
||||
# Narrative Design Workflow
|
||||
|
||||
<workflow>
|
||||
|
||||
<critical>The workflow execution engine is governed by: {project_root}/_bmad/core/tasks/workflow.xml</critical>
|
||||
<critical>You MUST have already completed the GDD workflow</critical>
|
||||
<critical>Communicate all responses in {communication_language}</critical>
|
||||
<critical>This workflow creates detailed narrative content for story-driven games</critical>
|
||||
<critical>Uses narrative_template for output</critical>
|
||||
<critical>If users mention gameplay mechanics, note them but keep focus on narrative</critical>
|
||||
<critical>Facilitate good brainstorming techniques throughout with the user, pushing them to come up with much of the narrative you will help weave together. The goal is for the user to feel that they crafted the narrative and story arc unless they push you to do it all or indicate YOLO</critical>
|
||||
<critical>⚠️ CHECKPOINT PROTOCOL: After EVERY <template-output> tag, you MUST follow workflow.xml substep 2c: SAVE content to file immediately → SHOW checkpoint separator (━━━━━━━━━━━━━━━━━━━━━━━) → DISPLAY generated content → PRESENT options [a]Advanced Elicitation/[c]Continue/[p]Party-Mode/[y]YOLO → WAIT for user response. Never batch saves or skip checkpoints.</critical>
|
||||
|
||||
<step n="0" goal="Check for workflow status" tag="workflow-status">
|
||||
<action>Check if {output_folder}/bmgd-workflow-status.yaml exists</action>
|
||||
|
||||
<check if="status file not found">
|
||||
<output>No workflow status file found. Narrative workflow is optional - you can continue without status tracking.</output>
|
||||
<action>Set standalone_mode = true</action>
|
||||
</check>
|
||||
|
||||
<check if="status file found">
|
||||
<action>Load the FULL file: {output_folder}/bmgd-workflow-status.yaml</action>
|
||||
<action>Parse workflow_status section</action>
|
||||
<action>Check status of "narrative" workflow</action>
|
||||
<action>Get project_level from YAML metadata</action>
|
||||
<action>Find first non-completed workflow (next expected workflow)</action>
|
||||
|
||||
<check if="narrative status is file path (already completed)">
|
||||
<output>⚠️ Narrative Design Document already completed: {{narrative status}}</output>
|
||||
<ask>Re-running will overwrite the existing narrative document. Continue? (y/n)</ask>
|
||||
<check if="n">
|
||||
<output>Exiting. Use workflow-status to see your next step.</output>
|
||||
<action>Exit workflow</action>
|
||||
</check>
|
||||
</check>
|
||||
|
||||
<check if="narrative is not the next expected workflow (latter items are completed already in the list)">
|
||||
<output>⚠️ Next expected workflow: {{next_workflow}}. Narrative is out of sequence.</output>
|
||||
<ask>Continue with Narrative Design anyway? (y/n)</ask>
|
||||
<check if="n">
|
||||
<output>Exiting. Run {{next_workflow}} instead.</output>
|
||||
<action>Exit workflow</action>
|
||||
</check>
|
||||
</check>
|
||||
|
||||
<action>Set standalone_mode = false</action>
|
||||
</check>
|
||||
</step>
|
||||
|
||||
<step n="1" goal="Load GDD context and assess narrative complexity">
|
||||
|
||||
<action>Load GDD.md from {output_folder}</action>
|
||||
<action>Extract game_type, game_name, and any narrative mentions</action>
|
||||
|
||||
<ask>What level of narrative complexity does your game have?
|
||||
|
||||
**Narrative Complexity:**
|
||||
|
||||
1. **Critical** - Story IS the game (Visual Novel, Text-Based Adventure)
|
||||
2. **Heavy** - Story drives the experience (Story-driven RPG, Narrative Adventure)
|
||||
3. **Moderate** - Story enhances gameplay (Metroidvania, Tactics RPG, Horror)
|
||||
4. **Light** - Story provides context (most other genres)
|
||||
|
||||
Your game type ({{game_type}}) suggests **{{suggested_complexity}}**. Confirm or adjust:</ask>
|
||||
|
||||
<action>Set narrative_complexity</action>
|
||||
|
||||
<check if="complexity == Light">
|
||||
<ask>Light narrative games usually don't need a full Narrative Design Document. Are you sure you want to continue?
|
||||
|
||||
- GDD story sections may be sufficient
|
||||
- Consider just expanding GDD narrative notes
|
||||
- Proceed with full narrative workflow
|
||||
|
||||
Your choice:</ask>
|
||||
|
||||
<action>Load narrative_template from workflow.yaml</action>
|
||||
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define narrative premise and themes">
|
||||
|
||||
<ask>Describe your narrative premise in 2-3 sentences.
|
||||
|
||||
This is the "elevator pitch" of your story.
|
||||
|
||||
Examples:
|
||||
|
||||
- "A young knight discovers they're the last hope to stop an ancient evil, but must choose between saving the kingdom or their own family."
|
||||
- "After a mysterious pandemic, survivors must navigate a world where telling the truth is deadly but lying corrupts your soul."
|
||||
|
||||
Your premise:</ask>
|
||||
|
||||
<template-output>narrative_premise</template-output>
|
||||
|
||||
<ask>What are the core themes of your narrative? (2-4 themes)
|
||||
|
||||
Themes are the underlying ideas/messages.
|
||||
|
||||
Examples: redemption, sacrifice, identity, corruption, hope vs. despair, nature vs. technology
|
||||
|
||||
Your themes:</ask>
|
||||
|
||||
<template-output>core_themes</template-output>
|
||||
|
||||
<ask>Describe the tone and atmosphere.
|
||||
|
||||
Consider: dark, hopeful, comedic, melancholic, mysterious, epic, intimate, etc.
|
||||
|
||||
Your tone:</ask>
|
||||
|
||||
<template-output>tone_atmosphere</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Define story structure">
|
||||
|
||||
<ask>What story structure are you using?
|
||||
|
||||
Common structures:
|
||||
|
||||
- **3-Act** (Setup, Confrontation, Resolution)
|
||||
- **Hero's Journey** (Campbell's monomyth)
|
||||
- **Kishōtenketsu** (4-act: Introduction, Development, Twist, Conclusion)
|
||||
- **Episodic** (Self-contained episodes with arc)
|
||||
- **Branching** (Multiple paths and endings)
|
||||
- **Freeform** (Player-driven narrative)
|
||||
|
||||
Your structure:</ask>
|
||||
|
||||
<template-output>story_type</template-output>
|
||||
|
||||
<ask>Break down your story into acts/sections.
|
||||
|
||||
For 3-Act:
|
||||
|
||||
- Act 1: Setup and inciting incident
|
||||
- Act 2: Rising action and midpoint
|
||||
- Act 3: Climax and resolution
|
||||
|
||||
Describe each act/section for your game:</ask>
|
||||
|
||||
<template-output>act_breakdown</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Define major story beats">
|
||||
|
||||
<ask>List the major story beats (10-20 key moments).
|
||||
|
||||
Story beats are significant events that drive the narrative forward.
|
||||
|
||||
Format:
|
||||
|
||||
1. [Beat name] - Brief description
|
||||
2. [Beat name] - Brief description
|
||||
...
|
||||
|
||||
Your story beats:</ask>
|
||||
|
||||
<template-output>story_beats</template-output>
|
||||
|
||||
<ask>Describe the pacing and flow of your narrative.
|
||||
|
||||
Consider:
|
||||
|
||||
- Slow burn vs. fast-paced
|
||||
- Tension/release rhythm
|
||||
- Story-heavy vs. gameplay-heavy sections
|
||||
- Optional vs. required narrative content
|
||||
|
||||
Your pacing:</ask>
|
||||
|
||||
<template-output>pacing_flow</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Develop protagonist(s)">
|
||||
|
||||
<ask>Describe your protagonist(s).
|
||||
|
||||
For each protagonist include:
|
||||
|
||||
- Name and brief description
|
||||
- Background and motivation
|
||||
- Character arc (how they change)
|
||||
- Strengths and flaws
|
||||
- Relationships to other characters
|
||||
- Internal and external conflicts
|
||||
|
||||
Your protagonist(s):</ask>
|
||||
|
||||
<template-output>protagonists</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Develop antagonist(s)">
|
||||
|
||||
<ask>Describe your antagonist(s).
|
||||
|
||||
For each antagonist include:
|
||||
|
||||
- Name and brief description
|
||||
- Background and motivation
|
||||
- Goals (what they want)
|
||||
- Methods (how they pursue goals)
|
||||
- Relationship to protagonist
|
||||
- Sympathetic elements (if any)
|
||||
|
||||
Your antagonist(s):</ask>
|
||||
|
||||
<template-output>antagonists</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Develop supporting characters">
|
||||
|
||||
<ask>Describe supporting characters (allies, mentors, companions, NPCs).
|
||||
|
||||
For each character include:
|
||||
|
||||
- Name and role
|
||||
- Personality and traits
|
||||
- Relationship to protagonist
|
||||
- Function in story (mentor, foil, comic relief, etc.)
|
||||
- Key scenes/moments
|
||||
|
||||
Your supporting characters:</ask>
|
||||
|
||||
<template-output>supporting_characters</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Map character arcs">
|
||||
|
||||
<ask>Describe the character arcs for major characters.
|
||||
|
||||
Character arc: How does the character change from beginning to end?
|
||||
|
||||
For each arc:
|
||||
|
||||
- Starting state
|
||||
- Key transformation moments
|
||||
- Ending state
|
||||
- Lessons learned
|
||||
|
||||
Your character arcs:</ask>
|
||||
|
||||
<template-output>character_arcs</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Build world and lore">
|
||||
|
||||
<ask>Describe your world.
|
||||
|
||||
Include:
|
||||
|
||||
- Setting (time period, location, world type)
|
||||
- World rules (magic systems, technology level, societal norms)
|
||||
- Atmosphere and aesthetics
|
||||
- What makes this world unique
|
||||
|
||||
Your world:</ask>
|
||||
|
||||
<template-output>world_overview</template-output>
|
||||
|
||||
<ask>What is the history and backstory of your world?
|
||||
|
||||
- Major historical events
|
||||
- How did the world reach its current state?
|
||||
- Legends and myths
|
||||
- Past conflicts
|
||||
|
||||
Your history:</ask>
|
||||
|
||||
<template-output>history_backstory</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Define factions and locations">
|
||||
|
||||
<ask optional="true">Describe factions, organizations, or groups (if applicable).
|
||||
|
||||
For each:
|
||||
|
||||
- Name and purpose
|
||||
- Leadership and structure
|
||||
- Goals and methods
|
||||
- Relationships with other factions
|
||||
|
||||
Your factions:</ask>
|
||||
|
||||
<template-output>factions_organizations</template-output>
|
||||
|
||||
<ask>Describe key locations in your world.
|
||||
|
||||
For each location:
|
||||
|
||||
- Name and description
|
||||
- Narrative significance
|
||||
- Atmosphere and mood
|
||||
- Key events that occur there
|
||||
|
||||
Your locations:</ask>
|
||||
|
||||
<template-output>locations</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Define dialogue framework">
|
||||
|
||||
<ask>Describe your dialogue style.
|
||||
|
||||
Consider:
|
||||
|
||||
- Formal vs. casual
|
||||
- Period-appropriate vs. modern
|
||||
- Verbose vs. concise
|
||||
- Humor level
|
||||
- Profanity/mature language
|
||||
|
||||
Your dialogue style:</ask>
|
||||
|
||||
<template-output>dialogue_style</template-output>
|
||||
|
||||
<ask>List key conversations/dialogue moments.
|
||||
|
||||
Include:
|
||||
|
||||
- Who is involved
|
||||
- When it occurs
|
||||
- What's discussed
|
||||
- Narrative purpose
|
||||
- Emotional tone
|
||||
|
||||
Your key conversations:</ask>
|
||||
|
||||
<template-output>key_conversations</template-output>
|
||||
|
||||
<check if="game has branching dialogue">
|
||||
<ask>Describe your branching dialogue system.
|
||||
|
||||
- How many branches/paths?
|
||||
- What determines branches? (stats, choices, flags)
|
||||
- Do branches converge?
|
||||
- How much unique dialogue?
|
||||
|
||||
Your branching system:</ask>
|
||||
|
||||
<template-output>branching_dialogue</template-output>
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Environmental storytelling">
|
||||
|
||||
<ask>How will you tell story through the environment?
|
||||
|
||||
Visual storytelling:
|
||||
|
||||
- Set dressing and props
|
||||
- Environmental damage/aftermath
|
||||
- Visual symbolism
|
||||
- Color and lighting
|
||||
|
||||
Your visual storytelling:</ask>
|
||||
|
||||
<template-output>visual_storytelling</template-output>
|
||||
|
||||
<ask>How will audio contribute to storytelling?
|
||||
|
||||
- Ambient sounds
|
||||
- Music emotional cues
|
||||
- Voice acting
|
||||
- Audio logs/recordings
|
||||
|
||||
Your audio storytelling:</ask>
|
||||
|
||||
<template-output>audio_storytelling</template-output>
|
||||
|
||||
<ask optional="true">Will you have found documents (journals, notes, emails)?
|
||||
|
||||
If yes, describe:
|
||||
|
||||
- Types of documents
|
||||
- How many
|
||||
- What they reveal
|
||||
- Optional vs. required reading
|
||||
|
||||
Your found documents:</ask>
|
||||
|
||||
<template-output>found_documents</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="13" goal="Narrative delivery methods">
|
||||
|
||||
<ask>How will you deliver narrative content?
|
||||
|
||||
**Cutscenes/Cinematics:**
|
||||
|
||||
- How many?
|
||||
- Skippable?
|
||||
- Real-time or pre-rendered?
|
||||
- Average length
|
||||
|
||||
Your cutscenes:</ask>
|
||||
|
||||
<template-output>cutscenes</template-output>
|
||||
|
||||
<ask>How will you deliver story during gameplay?
|
||||
|
||||
- NPC conversations
|
||||
- Radio/comm chatter
|
||||
- Environmental cues
|
||||
- Player actions
|
||||
- Show vs. tell balance
|
||||
|
||||
Your in-game storytelling:</ask>
|
||||
|
||||
<template-output>ingame_storytelling</template-output>
|
||||
|
||||
<ask>What narrative content is optional?
|
||||
|
||||
- Side quests
|
||||
- Collectible lore
|
||||
- Optional conversations
|
||||
- Secret endings
|
||||
|
||||
Your optional content:</ask>
|
||||
|
||||
<template-output>optional_content</template-output>
|
||||
|
||||
<check if="multiple endings">
|
||||
<ask>Describe your ending structure.
|
||||
|
||||
- How many endings?
|
||||
- What determines ending? (choices, stats, completion)
|
||||
- Ending variety (minor variations vs. drastically different)
|
||||
- True/golden ending?
|
||||
|
||||
Your endings:</ask>
|
||||
|
||||
<template-output>multiple_endings</template-output>
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="14" goal="Gameplay integration">
|
||||
|
||||
<ask>How does narrative integrate with gameplay?
|
||||
|
||||
- Does story unlock mechanics?
|
||||
- Do mechanics reflect themes?
|
||||
- Ludonarrative harmony or dissonance?
|
||||
- Balance of story vs. gameplay
|
||||
|
||||
Your narrative-gameplay integration:</ask>
|
||||
|
||||
<template-output>narrative_gameplay</template-output>
|
||||
|
||||
<ask>How does story gate progression?
|
||||
|
||||
- Story-locked areas
|
||||
- Cutscene triggers
|
||||
- Mandatory story beats
|
||||
- Optional vs. required narrative
|
||||
|
||||
Your story gates:</ask>
|
||||
|
||||
<template-output>story_gates</template-output>
|
||||
|
||||
<ask>How much agency does the player have?
|
||||
|
||||
- Can player affect story?
|
||||
- Meaningful choices?
|
||||
- Role-playing freedom?
|
||||
- Predetermined vs. dynamic narrative
|
||||
|
||||
Your player agency:</ask>
|
||||
|
||||
<template-output>player_agency</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="15" goal="Production planning">
|
||||
|
||||
<ask>Estimate your writing scope.
|
||||
|
||||
- Word count estimate
|
||||
- Number of scenes/chapters
|
||||
- Dialogue lines estimate
|
||||
- Branching complexity
|
||||
|
||||
Your scope:</ask>
|
||||
|
||||
<template-output>writing_scope</template-output>
|
||||
|
||||
<ask>Localization considerations?
|
||||
|
||||
- Target languages
|
||||
- Cultural adaptation needs
|
||||
- Text expansion concerns
|
||||
- Dialogue recording implications
|
||||
|
||||
Your localization:</ask>
|
||||
|
||||
<template-output>localization</template-output>
|
||||
|
||||
<ask>Voice acting plans?
|
||||
|
||||
- Fully voiced, partially voiced, or text-only?
|
||||
- Number of characters needing voices
|
||||
- Dialogue volume
|
||||
- Budget considerations
|
||||
|
||||
Your voice acting:</ask>
|
||||
|
||||
<template-output>voice_acting</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="16" goal="Completion and next steps">
|
||||
|
||||
<action>Generate character relationship map (text-based diagram)</action>
|
||||
<template-output>relationship_map</template-output>
|
||||
|
||||
<action>Generate story timeline</action>
|
||||
<template-output>timeline</template-output>
|
||||
|
||||
<ask optional="true">Any references or inspirations to note?
|
||||
|
||||
- Books, movies, games that inspired you
|
||||
- Reference materials
|
||||
- Tone/theme references
|
||||
|
||||
Your references:</ask>
|
||||
|
||||
<template-output>references</template-output>
|
||||
|
||||
<ask>**✅ Narrative Design Complete, {user_name}!**
|
||||
|
||||
Next steps:
|
||||
|
||||
1. Proceed to solutioning (technical architecture)
|
||||
2. Create detailed script/screenplay (outside workflow)
|
||||
3. Review narrative with team/stakeholders
|
||||
4. Exit workflow
|
||||
|
||||
Which would you like?</ask>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="17" goal="Update status if tracking enabled" tag="workflow-status">
|
||||
|
||||
<check if="standalone_mode != true">
|
||||
<action>Load the FULL file: {output_folder}/bmgd-workflow-status.yaml</action>
|
||||
<action>Find workflow_status key "narrative"</action>
|
||||
<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
|
||||
<action>Update workflow_status["narrative"] = "{output_folder}/bmm-narrative-{{game_name}}-{{date}}.md"</action>
|
||||
<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
|
||||
|
||||
<action>Find first non-completed workflow in workflow_status (next workflow to do)</action>
|
||||
<action>Determine next agent from path file based on next workflow</action>
|
||||
</check>
|
||||
|
||||
<output>**✅ Narrative Design Complete, {user_name}!**
|
||||
|
||||
**Narrative Document:**
|
||||
|
||||
- Narrative design saved to {output_folder}/bmm-narrative-{{game_name}}-{{date}}.md
|
||||
|
||||
{{#if standalone_mode != true}}
|
||||
**Status Updated:**
|
||||
|
||||
- Progress tracking updated: narrative marked complete
|
||||
- Next workflow: {{next_workflow}}
|
||||
{{else}}
|
||||
**Note:** Running in standalone mode (no progress tracking)
|
||||
{{/if}}
|
||||
|
||||
**Next Steps:**
|
||||
|
||||
{{#if standalone_mode != true}}
|
||||
|
||||
- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
|
||||
- **Optional:** Review narrative with writing team or stakeholders
|
||||
|
||||
Check status anytime with: `workflow-status`
|
||||
{{else}}
|
||||
Since no workflow is in progress:
|
||||
|
||||
- Review narrative design with team
|
||||
- Refer to the BMM workflow guide if unsure what to do next
|
||||
- Or run `workflow-init` to create a workflow path and get guided next steps
|
||||
{{/if}}
|
||||
</output>
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
@@ -0,0 +1,229 @@
|
||||
---
|
||||
name: 'step-01-init'
|
||||
description: 'Initialize narrative workflow, load GDD context, and assess narrative complexity'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-01-init.md'
|
||||
continueStepFile: '{workflow_path}/steps/step-01b-continue.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-02-foundation.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
templateFile: '{workflow_path}/templates/narrative-template.md'
|
||||
---
|
||||
|
||||
# Step 1: Initialize Narrative Workflow
|
||||
|
||||
**Progress: Step 1 of 11** - Next: Story Foundation
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Validate workflow readiness, check for existing narrative document, load GDD context, and assess the appropriate level of narrative complexity for this game.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Help users craft THEIR story, not yours
|
||||
- Narrative complexity should match the game
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Check for existing narrative before starting fresh
|
||||
- Load GDD to understand game context
|
||||
- Let user confirm narrative complexity level
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Wait for user confirmation at each checkpoint
|
||||
- Update frontmatter `stepsCompleted: [1]` before loading next step
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Check Workflow Status
|
||||
|
||||
**Search for workflow status file:**
|
||||
|
||||
Check if `{output_folder}/bmgd-workflow-status.yaml` exists.
|
||||
|
||||
**If status file found:**
|
||||
|
||||
- Load and parse workflow_status section
|
||||
- Check status of "narrative" workflow
|
||||
- Determine if this is the expected next workflow
|
||||
|
||||
**Handle scenarios:**
|
||||
|
||||
- If already completed: Ask about overwriting
|
||||
- If out of sequence: Warn and confirm continuation
|
||||
- Set `standalone_mode` appropriately
|
||||
|
||||
### 2. Check for Existing Narrative
|
||||
|
||||
**Search for existing narrative document:**
|
||||
|
||||
Look for existing narrative files in {output_folder}:
|
||||
|
||||
- `*narrative*.md`
|
||||
- `*story*.md`
|
||||
|
||||
**If existing narrative found:**
|
||||
|
||||
"I found an existing narrative document: `{{existing_file}}`
|
||||
|
||||
**Options:**
|
||||
|
||||
1. **Continue** - Resume from where you left off
|
||||
2. **Start Fresh** - Begin a new narrative (will overwrite)
|
||||
3. **Review** - Let me review the existing document first
|
||||
|
||||
Which would you like to do?"
|
||||
|
||||
**Handle selection:**
|
||||
|
||||
- If **Continue**: Load `{continueStepFile}`
|
||||
- If **Start Fresh**: Continue with step 3
|
||||
- If **Review**: Show document summary
|
||||
|
||||
### 3. Load GDD Context
|
||||
|
||||
**Search for GDD:**
|
||||
|
||||
Look for GDD files using patterns:
|
||||
|
||||
- `{output_folder}/*gdd*.md`
|
||||
- `{output_folder}/*game-design*.md`
|
||||
|
||||
**If GDD not found:**
|
||||
|
||||
"**Note: GDD Not Found**
|
||||
|
||||
The Narrative workflow works best with a completed GDD.
|
||||
|
||||
**Options:**
|
||||
|
||||
1. Continue without GDD (I'll ask more questions)
|
||||
2. Run GDD workflow first: `create-gdd`
|
||||
|
||||
Your choice:"
|
||||
|
||||
**If GDD found:**
|
||||
|
||||
Load and extract:
|
||||
|
||||
- `game_type`
|
||||
- `game_name`
|
||||
- Any existing narrative mentions
|
||||
- Core mechanics and themes
|
||||
|
||||
### 4. Assess Narrative Complexity
|
||||
|
||||
"**Narrative Complexity Assessment**
|
||||
|
||||
Let's determine the right depth for your narrative design.
|
||||
|
||||
**Narrative Complexity Levels:**
|
||||
|
||||
| Level | Description | Examples |
|
||||
| ------------ | ----------------------- | ------------------------------ |
|
||||
| **Critical** | Story IS the game | Visual Novel, Text Adventure |
|
||||
| **Heavy** | Story drives experience | Story RPG, Narrative Adventure |
|
||||
| **Moderate** | Story enhances gameplay | Metroidvania, Horror, Tactics |
|
||||
| **Light** | Story provides context | Most action, puzzle, arcade |
|
||||
|
||||
**Based on {{game_type}}, I'd suggest: {{suggested_complexity}}**
|
||||
|
||||
What level of narrative complexity does {{game_name}} have?"
|
||||
|
||||
### 5. Validate Complexity Choice
|
||||
|
||||
**If user selects Light:**
|
||||
|
||||
"**Light narrative games usually don't need a full Narrative Design Document.**
|
||||
|
||||
Your options:
|
||||
|
||||
1. **Proceed anyway** - Create full narrative document
|
||||
2. **Quick narrative** - Just the essentials (premise, setting, key characters)
|
||||
3. **Expand GDD** - Add narrative sections to existing GDD instead
|
||||
|
||||
What would you like to do?"
|
||||
|
||||
**Handle selection appropriately.**
|
||||
|
||||
### 6. Initialize Output Document
|
||||
|
||||
**If proceeding with full narrative:**
|
||||
|
||||
Create `{outputFile}` with frontmatter:
|
||||
|
||||
```markdown
|
||||
---
|
||||
title: 'Narrative Design Document'
|
||||
project: '{{game_name}}'
|
||||
date: '{{date}}'
|
||||
author: '{{user_name}}'
|
||||
version: '1.0'
|
||||
stepsCompleted: [1]
|
||||
status: 'in-progress'
|
||||
narrativeComplexity: '{{selected_complexity}}'
|
||||
gdd: '{{gdd_file}}'
|
||||
---
|
||||
|
||||
# Narrative Design Document
|
||||
|
||||
## {{game_name}}
|
||||
|
||||
### Document Status
|
||||
|
||||
This narrative document is being created through the BMGD Narrative Workflow.
|
||||
|
||||
**Narrative Complexity:** {{selected_complexity}}
|
||||
**Steps Completed:** 1 of 11 (Initialize)
|
||||
|
||||
---
|
||||
|
||||
_Content will be added as we progress through the workflow._
|
||||
```
|
||||
|
||||
### 7. Proceed to Foundation Step
|
||||
|
||||
After initialization:
|
||||
|
||||
- Update frontmatter: `stepsCompleted: [1]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Workflow status checked appropriately
|
||||
- Existing narrative check performed
|
||||
- GDD loaded and analyzed (if available)
|
||||
- Narrative complexity assessed with user
|
||||
- Output document initialized with proper frontmatter
|
||||
- Frontmatter updated with stepsCompleted: [1]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Starting without complexity assessment
|
||||
- Not checking for existing narrative
|
||||
- Proceeding without user confirmation
|
||||
- Missing frontmatter initialization
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,164 @@
|
||||
---
|
||||
name: 'step-01b-continue'
|
||||
description: 'Continue an existing narrative workflow from where it left off'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-01b-continue.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Step Files (for routing)
|
||||
step02: '{workflow_path}/steps/step-02-foundation.md'
|
||||
step03: '{workflow_path}/steps/step-03-story.md'
|
||||
step04: '{workflow_path}/steps/step-04-characters.md'
|
||||
step05: '{workflow_path}/steps/step-05-world.md'
|
||||
step06: '{workflow_path}/steps/step-06-dialogue.md'
|
||||
step07: '{workflow_path}/steps/step-07-environmental.md'
|
||||
step08: '{workflow_path}/steps/step-08-delivery.md'
|
||||
step09: '{workflow_path}/steps/step-09-integration.md'
|
||||
step10: '{workflow_path}/steps/step-10-production.md'
|
||||
step11: '{workflow_path}/steps/step-11-complete.md'
|
||||
---
|
||||
|
||||
# Step 1b: Continue Existing Narrative
|
||||
|
||||
**Resuming Narrative Workflow**
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Load the existing narrative document, determine progress, and route to the appropriate next step.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Parse frontmatter to determine completed steps
|
||||
- Present summary of current progress
|
||||
- Route to correct next step based on state
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Load Existing Narrative
|
||||
|
||||
**Read the existing narrative document:**
|
||||
|
||||
Load `{outputFile}` and parse the frontmatter to extract:
|
||||
|
||||
- `stepsCompleted` array
|
||||
- `status`
|
||||
- `project` name
|
||||
- `narrativeComplexity`
|
||||
- GDD reference
|
||||
|
||||
### 2. Analyze Progress
|
||||
|
||||
**Determine workflow state:**
|
||||
|
||||
Map completed steps to workflow progress:
|
||||
|
||||
- Step 1: Initialize
|
||||
- Step 2: Foundation (premise, themes, structure)
|
||||
- Step 3: Story (beats and pacing)
|
||||
- Step 4: Characters (all characters and arcs)
|
||||
- Step 5: World (world, history, locations)
|
||||
- Step 6: Dialogue (dialogue systems)
|
||||
- Step 7: Environmental (environmental storytelling)
|
||||
- Step 8: Delivery (narrative delivery methods)
|
||||
- Step 9: Integration (gameplay integration)
|
||||
- Step 10: Production (scope and planning)
|
||||
- Step 11: Complete
|
||||
|
||||
**Calculate next step:**
|
||||
|
||||
Find the highest completed step and determine the next step file to load.
|
||||
|
||||
### 3. Present Continuation Summary
|
||||
|
||||
"**Resuming Narrative Workflow**
|
||||
|
||||
{{user_name}}, I found your existing narrative for **{{game_name}}**.
|
||||
|
||||
**Progress:** Steps completed: {{stepsCompleted}}
|
||||
|
||||
**Narrative Complexity:** {{narrativeComplexity}}
|
||||
|
||||
**Sections Completed:**
|
||||
{{list_of_completed_sections}}
|
||||
|
||||
**Current Status:**
|
||||
|
||||
- Last completed: {{last_step_name}}
|
||||
- Next step: {{next_step_name}} (Step {{next_step_number}} of 11)
|
||||
|
||||
Would you like to:
|
||||
|
||||
1. **Continue** - Resume from {{next_step_name}}
|
||||
2. **Review** - Show me what we've written so far
|
||||
3. **Restart Step** - Redo the last completed step
|
||||
|
||||
Select an option:"
|
||||
|
||||
### 4. Handle User Selection
|
||||
|
||||
**If Continue:**
|
||||
|
||||
- Load the next step file based on `stepsCompleted`
|
||||
|
||||
**If Review:**
|
||||
|
||||
- Present summary of all completed sections
|
||||
- Show key narrative elements (premise, characters, etc.)
|
||||
- Return to continuation options
|
||||
|
||||
**If Restart Step:**
|
||||
|
||||
- Decrement stepsCompleted to remove last step
|
||||
- Load the step file for the step being restarted
|
||||
|
||||
### 5. Route to Next Step
|
||||
|
||||
Based on next step number, load the appropriate step file:
|
||||
|
||||
| Next Step | File |
|
||||
| --------- | -------- |
|
||||
| 2 | {step02} |
|
||||
| 3 | {step03} |
|
||||
| 4 | {step04} |
|
||||
| 5 | {step05} |
|
||||
| 6 | {step06} |
|
||||
| 7 | {step07} |
|
||||
| 8 | {step08} |
|
||||
| 9 | {step09} |
|
||||
| 10 | {step10} |
|
||||
| 11 | {step11} |
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Existing document loaded and parsed
|
||||
- Progress accurately determined
|
||||
- User presented with clear options
|
||||
- Correct step file loaded based on state
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Failing to parse frontmatter correctly
|
||||
- Loading wrong step file
|
||||
- Not presenting continuation options
|
||||
- Overwriting existing progress without confirmation
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,263 @@
|
||||
---
|
||||
name: 'step-02-foundation'
|
||||
description: 'Define narrative premise, themes, tone, and story structure'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-02-foundation.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-03-story.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 2: Story Foundation
|
||||
|
||||
**Progress: Step 2 of 11** - Next: Story Beats
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the narrative foundation: premise, themes, tone/atmosphere, and overall story structure. These elements form the backbone of all narrative content.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
- NEVER mention time estimates
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Help users articulate THEIR story vision
|
||||
- The premise should come from the user
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to generate premise without user input
|
||||
- Draw out user's ideas through questions
|
||||
- Themes should resonate with user's intent
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore themes deeper
|
||||
- **P (Party Mode)**: Get perspectives on foundation
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Narrative Premise Discovery
|
||||
|
||||
"Let's define the narrative foundation for **{{game_name}}**.
|
||||
|
||||
**First, the premise - your story's elevator pitch in 2-3 sentences.**
|
||||
|
||||
Good premises have:
|
||||
|
||||
- A protagonist with a clear goal
|
||||
- An obstacle or conflict
|
||||
- Stakes (what happens if they fail?)
|
||||
|
||||
**Examples:**
|
||||
|
||||
- \"A young knight discovers they're the last hope to stop an ancient evil, but must choose between saving the kingdom or their own family.\"
|
||||
- \"After a mysterious pandemic, survivors must navigate a world where telling the truth is deadly but lying corrupts your soul.\"
|
||||
|
||||
What's the premise for {{game_name}}?"
|
||||
|
||||
### 2. Theme Discovery
|
||||
|
||||
"**Now let's identify your core themes.**
|
||||
|
||||
Themes are the underlying ideas or messages woven throughout the story.
|
||||
|
||||
**Common game themes:**
|
||||
|
||||
- Redemption, sacrifice, identity
|
||||
- Power and corruption
|
||||
- Hope vs. despair
|
||||
- Nature vs. technology
|
||||
- Freedom vs. control
|
||||
- Family, loyalty, betrayal
|
||||
|
||||
**Questions to consider:**
|
||||
|
||||
- What questions does your story ask?
|
||||
- What will players think about after playing?
|
||||
- What emotions do you want to evoke?
|
||||
|
||||
What are 2-4 core themes for {{game_name}}?"
|
||||
|
||||
### 3. Tone and Atmosphere Discovery
|
||||
|
||||
"**Let's define the tone and atmosphere.**
|
||||
|
||||
Tone shapes how the story feels moment-to-moment.
|
||||
|
||||
**Tone spectrums:**
|
||||
|
||||
- Dark ←→ Lighthearted
|
||||
- Serious ←→ Comedic
|
||||
- Gritty ←→ Fantastical
|
||||
- Intimate ←→ Epic
|
||||
- Hopeful ←→ Melancholic
|
||||
|
||||
**Atmosphere elements:**
|
||||
|
||||
- Visual mood (colors, lighting)
|
||||
- Audio mood (music style)
|
||||
- Pacing (contemplative vs. urgent)
|
||||
- Emotional register
|
||||
|
||||
Describe the tone and atmosphere for {{game_name}}:"
|
||||
|
||||
### 4. Story Structure Discovery
|
||||
|
||||
"**What story structure will you use?**
|
||||
|
||||
**Common structures:**
|
||||
|
||||
| Structure | Description |
|
||||
| ------------------ | ------------------------------------------------------ |
|
||||
| **3-Act** | Setup → Confrontation → Resolution |
|
||||
| **Hero's Journey** | Campbell's monomyth (departure, initiation, return) |
|
||||
| **Kishōtenketsu** | 4-act: Introduction → Development → Twist → Conclusion |
|
||||
| **Episodic** | Self-contained episodes with overarching arc |
|
||||
| **Branching** | Multiple paths and endings |
|
||||
| **Freeform** | Player-driven, emergent narrative |
|
||||
|
||||
What structure fits {{game_name}}?"
|
||||
|
||||
### 5. Act Breakdown
|
||||
|
||||
"**Let's break down your story into acts/sections.**
|
||||
|
||||
Based on {{selected_structure}}:
|
||||
|
||||
{{structure_specific_prompts}}
|
||||
|
||||
Describe each act/section for {{game_name}}:"
|
||||
|
||||
### 6. Generate Foundation Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Story Foundation
|
||||
|
||||
### Narrative Premise
|
||||
|
||||
{{user_premise}}
|
||||
|
||||
### Core Themes
|
||||
|
||||
{{themes_list_with_descriptions}}
|
||||
|
||||
### Tone and Atmosphere
|
||||
|
||||
**Tone:** {{tone_description}}
|
||||
|
||||
**Atmosphere:** {{atmosphere_description}}
|
||||
|
||||
**Emotional Register:** {{emotional_goals}}
|
||||
|
||||
---
|
||||
|
||||
## Story Structure
|
||||
|
||||
### Structure Type
|
||||
|
||||
**{{structure_type}}**
|
||||
|
||||
{{structure_description}}
|
||||
|
||||
### Act Breakdown
|
||||
|
||||
{{act_breakdown_details}}
|
||||
```
|
||||
|
||||
### 7. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've drafted the Story Foundation based on our conversation.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 6]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does the premise capture your vision?
|
||||
- Do the themes resonate with your intent?
|
||||
- Does the structure fit your gameplay?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore themes and structure deeper
|
||||
[P] Party Mode - Get perspectives on foundation
|
||||
[C] Continue - Save this and move to Story Beats (Step 3 of 11)"
|
||||
|
||||
### 8. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [foundation content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Premise captured from user input
|
||||
- Themes identified and described
|
||||
- Tone and atmosphere defined
|
||||
- Story structure selected and broken down
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating premise FOR user
|
||||
- Generic themes not connected to user's vision
|
||||
- Proceeding without structure breakdown
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,239 @@
|
||||
---
|
||||
name: 'step-03-story'
|
||||
description: 'Define major story beats and narrative pacing'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-03-story.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-04-characters.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 3: Story Beats
|
||||
|
||||
**Progress: Step 3 of 11** - Next: Characters
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define the major story beats (key narrative moments) and establish pacing and flow throughout the game experience.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Story beats are the skeleton of the narrative
|
||||
- Help user identify key moments, don't create them
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to generate story beats without user input
|
||||
- Guide user through beat mapping
|
||||
- Connect beats to structure defined in Step 2
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore beats and connections
|
||||
- **P (Party Mode)**: Get perspectives on pacing
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Story Beats Discovery
|
||||
|
||||
"**Let's map the major story beats for {{game_name}}.**
|
||||
|
||||
Story beats are significant events that drive the narrative forward.
|
||||
|
||||
**Key beat types:**
|
||||
|
||||
- **Inciting Incident** - What sets the story in motion?
|
||||
- **Plot Points** - Major turning points
|
||||
- **Midpoint** - Central pivot moment
|
||||
- **Climax** - Highest tension point
|
||||
- **Resolution** - How things conclude
|
||||
|
||||
**Based on your {{structure_type}} structure, list 10-20 key moments.**
|
||||
|
||||
Format:
|
||||
|
||||
1. [Beat name] - Brief description
|
||||
2. [Beat name] - Brief description
|
||||
|
||||
What are the major story beats for {{game_name}}?"
|
||||
|
||||
### 2. Beat Placement
|
||||
|
||||
"**Now let's place these beats within your structure.**
|
||||
|
||||
For {{structure_type}}:
|
||||
|
||||
**Act 1 beats:**
|
||||
Which of your beats belong in the setup/introduction?
|
||||
|
||||
**Act 2 beats:**
|
||||
Which beats drive the main conflict/development?
|
||||
|
||||
**Act 3 beats:**
|
||||
Which beats resolve the story?
|
||||
|
||||
Let's organize your beats:"
|
||||
|
||||
### 3. Pacing Discovery
|
||||
|
||||
"**Let's define the pacing and flow.**
|
||||
|
||||
**Pacing considerations:**
|
||||
|
||||
| Aspect | Options |
|
||||
| ------------------- | --------------------------------- |
|
||||
| **Overall tempo** | Slow burn vs. fast-paced |
|
||||
| **Tension pattern** | Escalating vs. waves |
|
||||
| **Story density** | Heavy sections vs. light sections |
|
||||
| **Player agency** | Mandatory vs. optional content |
|
||||
|
||||
**Questions:**
|
||||
|
||||
- When should tension be highest?
|
||||
- Where are the breathing room moments?
|
||||
- How much story per gameplay hour?
|
||||
|
||||
Describe the pacing for {{game_name}}:"
|
||||
|
||||
### 4. Generate Story Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Story Beats
|
||||
|
||||
### Major Story Beats
|
||||
|
||||
{{beats_list_with_descriptions}}
|
||||
|
||||
### Beat Placement by Act
|
||||
|
||||
**Act 1: Setup**
|
||||
{{act1_beats}}
|
||||
|
||||
**Act 2: Confrontation**
|
||||
{{act2_beats}}
|
||||
|
||||
**Act 3: Resolution**
|
||||
{{act3_beats}}
|
||||
|
||||
---
|
||||
|
||||
## Pacing and Flow
|
||||
|
||||
### Narrative Tempo
|
||||
|
||||
{{pacing_description}}
|
||||
|
||||
### Tension Curve
|
||||
|
||||
{{tension_pattern}}
|
||||
|
||||
### Story Density
|
||||
|
||||
{{density_by_section}}
|
||||
|
||||
### Key Moments
|
||||
|
||||
**Highest tension:** {{peak_moment}}
|
||||
**Emotional climax:** {{emotional_peak}}
|
||||
**Resolution beat:** {{resolution_moment}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've mapped out the story beats and pacing.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Are all major moments captured?
|
||||
- Does pacing match your vision?
|
||||
- Are beats properly distributed?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore beats and connections
|
||||
[P] Party Mode - Get perspectives on pacing
|
||||
[C] Continue - Save this and move to Characters (Step 4 of 11)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [story content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- 10-20 story beats identified from user input
|
||||
- Beats organized by act/structure
|
||||
- Pacing and flow defined
|
||||
- Tension curve established
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Generating beats FOR user
|
||||
- Beats not connected to structure
|
||||
- Missing pacing considerations
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,298 @@
|
||||
---
|
||||
name: 'step-04-characters'
|
||||
description: 'Develop all characters including protagonists, antagonists, supporting cast, and their arcs'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-04-characters.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-05-world.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 4: Characters
|
||||
|
||||
**Progress: Step 4 of 11** - Next: World Building
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Develop all characters: protagonists, antagonists, and supporting cast. Define their backgrounds, motivations, relationships, and character arcs.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Characters should feel like user's creations
|
||||
- Draw out personality through questions
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to create characters without user input
|
||||
- Guide user through character development
|
||||
- Ensure characters connect to themes
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Deep dive into characters
|
||||
- **P (Party Mode)**: Get perspectives on character design
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Protagonist Discovery
|
||||
|
||||
"**Let's develop the protagonist(s) of {{game_name}}.**
|
||||
|
||||
For each protagonist, tell me:
|
||||
|
||||
- **Name and description** - Who are they?
|
||||
- **Background** - Where do they come from?
|
||||
- **Motivation** - What do they want?
|
||||
- **Strengths** - What are they good at?
|
||||
- **Flaws** - What holds them back?
|
||||
- **Internal conflict** - What do they struggle with inside?
|
||||
- **External conflict** - What obstacles do they face?
|
||||
|
||||
Describe your protagonist(s):"
|
||||
|
||||
### 2. Antagonist Discovery
|
||||
|
||||
"**Now let's develop the antagonist(s).**
|
||||
|
||||
Great antagonists:
|
||||
|
||||
- Have understandable motivations
|
||||
- Challenge the protagonist meaningfully
|
||||
- May have sympathetic elements
|
||||
- Represent or oppose the themes
|
||||
|
||||
For each antagonist:
|
||||
|
||||
- **Name and description**
|
||||
- **Background** - How did they become this way?
|
||||
- **Goals** - What do they want?
|
||||
- **Methods** - How do they pursue their goals?
|
||||
- **Relationship to protagonist**
|
||||
- **Sympathetic elements** (if any)
|
||||
|
||||
Describe your antagonist(s):"
|
||||
|
||||
### 3. Supporting Cast Discovery
|
||||
|
||||
"**Let's flesh out the supporting characters.**
|
||||
|
||||
Common supporting roles:
|
||||
|
||||
- **Mentor** - Guides the protagonist
|
||||
- **Ally/Companion** - Travels with protagonist
|
||||
- **Foil** - Contrasts protagonist's traits
|
||||
- **Love interest** - Romantic connection
|
||||
- **Comic relief** - Lightens tone
|
||||
- **Informant** - Provides information
|
||||
|
||||
For each supporting character:
|
||||
|
||||
- **Name and role**
|
||||
- **Personality and traits**
|
||||
- **Relationship to protagonist**
|
||||
- **Function in story**
|
||||
- **Key scenes/moments**
|
||||
|
||||
Describe your supporting characters:"
|
||||
|
||||
### 4. Character Arcs Discovery
|
||||
|
||||
"**Now let's map character arcs.**
|
||||
|
||||
A character arc shows how a character changes (or refuses to change) through the story.
|
||||
|
||||
**Arc types:**
|
||||
|
||||
- **Positive arc** - Character overcomes flaw, grows
|
||||
- **Negative arc** - Character falls, corrupts
|
||||
- **Flat arc** - Character's beliefs tested but hold
|
||||
- **Transformation** - Character becomes something new
|
||||
|
||||
For major characters:
|
||||
|
||||
- **Starting state** - Who are they at the beginning?
|
||||
- **Transformation moments** - What changes them?
|
||||
- **Ending state** - Who are they at the end?
|
||||
- **Lessons learned**
|
||||
|
||||
Describe the character arcs:"
|
||||
|
||||
### 5. Generate Characters Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Characters
|
||||
|
||||
### Protagonist(s)
|
||||
|
||||
#### {{protagonist_name}}
|
||||
|
||||
**Description:** {{description}}
|
||||
|
||||
**Background:** {{background}}
|
||||
|
||||
**Motivation:** {{motivation}}
|
||||
|
||||
**Strengths:** {{strengths}}
|
||||
|
||||
**Flaws:** {{flaws}}
|
||||
|
||||
**Conflicts:**
|
||||
|
||||
- Internal: {{internal_conflict}}
|
||||
- External: {{external_conflict}}
|
||||
|
||||
---
|
||||
|
||||
### Antagonist(s)
|
||||
|
||||
#### {{antagonist_name}}
|
||||
|
||||
**Description:** {{description}}
|
||||
|
||||
**Background:** {{background}}
|
||||
|
||||
**Goals:** {{goals}}
|
||||
|
||||
**Methods:** {{methods}}
|
||||
|
||||
**Relationship to Protagonist:** {{relationship}}
|
||||
|
||||
**Sympathetic Elements:** {{if_any}}
|
||||
|
||||
---
|
||||
|
||||
### Supporting Characters
|
||||
|
||||
{{for_each_supporting_character}}
|
||||
|
||||
#### {{character_name}}
|
||||
|
||||
**Role:** {{role}}
|
||||
**Personality:** {{personality}}
|
||||
**Function:** {{story_function}}
|
||||
**Key Moments:** {{key_scenes}}
|
||||
{{/for_each}}
|
||||
|
||||
---
|
||||
|
||||
## Character Arcs
|
||||
|
||||
### {{character_name}} Arc
|
||||
|
||||
**Starting State:** {{beginning}}
|
||||
|
||||
**Transformation Moments:**
|
||||
{{transformation_points}}
|
||||
|
||||
**Ending State:** {{end}}
|
||||
|
||||
**Lessons Learned:** {{lessons}}
|
||||
|
||||
{{repeat_for_each_major_character}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented all characters and their arcs.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**Character Summary:**
|
||||
|
||||
- Protagonists: {{count}}
|
||||
- Antagonists: {{count}}
|
||||
- Supporting: {{count}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Do characters connect to your themes?
|
||||
- Are arcs meaningful and complete?
|
||||
- Do relationships create conflict?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Deep dive into characters
|
||||
[P] Party Mode - Get perspectives on character design
|
||||
[C] Continue - Save this and move to World Building (Step 5 of 11)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [characters content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Protagonists fully developed from user input
|
||||
- Antagonists with clear motivations
|
||||
- Supporting cast defined with functions
|
||||
- Character arcs mapped for major characters
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Creating characters without user input
|
||||
- Flat characters without depth
|
||||
- Missing character arcs
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,263 @@
|
||||
---
|
||||
name: 'step-05-world'
|
||||
description: 'Build the world including setting, history, factions, and key locations'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-05-world.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-06-dialogue.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 5: World Building
|
||||
|
||||
**Progress: Step 5 of 11** - Next: Dialogue Systems
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Build the game's world including setting, history/backstory, factions/organizations, and key locations where the narrative unfolds.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- World should support and enhance the story
|
||||
- Draw out user's vision of their world
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to create world elements without user input
|
||||
- Connect world to themes and story
|
||||
- Focus on narrative-relevant world-building
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore world depth
|
||||
- **P (Party Mode)**: Get perspectives on world-building
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. World Overview Discovery
|
||||
|
||||
"**Let's build the world of {{game_name}}.**
|
||||
|
||||
Describe your world:
|
||||
|
||||
- **Setting** - Where and when does this take place?
|
||||
- **World type** - Fantasy, sci-fi, modern, historical, etc.
|
||||
- **World rules** - Magic systems? Technology level? Physical laws?
|
||||
- **Atmosphere** - What mood does the world evoke?
|
||||
- **What makes it unique?**
|
||||
|
||||
Describe the world:"
|
||||
|
||||
### 2. History and Backstory Discovery
|
||||
|
||||
"**What's the history of your world?**
|
||||
|
||||
Consider:
|
||||
|
||||
- **Major historical events** - Wars, discoveries, cataclysms?
|
||||
- **How did the world reach its current state?**
|
||||
- **Legends and myths** - What do people believe?
|
||||
- **Past conflicts** - What shaped the present?
|
||||
- **Secrets** - What is hidden or forgotten?
|
||||
|
||||
Describe the history:"
|
||||
|
||||
### 3. Factions Discovery (Optional)
|
||||
|
||||
"**Are there factions, organizations, or groups?** (Optional)
|
||||
|
||||
If applicable, for each faction:
|
||||
|
||||
- **Name and purpose**
|
||||
- **Leadership and structure**
|
||||
- **Goals and methods**
|
||||
- **Relationships with other factions**
|
||||
- **Role in the story**
|
||||
|
||||
Describe any factions:"
|
||||
|
||||
### 4. Locations Discovery
|
||||
|
||||
"**Describe the key locations in your world.**
|
||||
|
||||
For each significant location:
|
||||
|
||||
- **Name and description**
|
||||
- **Narrative significance** - Why does it matter to the story?
|
||||
- **Atmosphere and mood**
|
||||
- **Key events that occur there**
|
||||
- **Who controls/inhabits it?**
|
||||
|
||||
What are the key locations?"
|
||||
|
||||
### 5. Generate World Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## World Building
|
||||
|
||||
### World Overview
|
||||
|
||||
**Setting:** {{setting_description}}
|
||||
|
||||
**World Type:** {{world_type}}
|
||||
|
||||
**World Rules:**
|
||||
{{rules_and_systems}}
|
||||
|
||||
**Atmosphere:** {{world_atmosphere}}
|
||||
|
||||
**Unique Elements:** {{what_makes_it_unique}}
|
||||
|
||||
---
|
||||
|
||||
### History and Backstory
|
||||
|
||||
**Timeline Overview:**
|
||||
{{historical_timeline}}
|
||||
|
||||
**Major Events:**
|
||||
{{significant_events}}
|
||||
|
||||
**Legends and Myths:**
|
||||
{{beliefs_and_legends}}
|
||||
|
||||
**Hidden Secrets:**
|
||||
{{world_secrets}}
|
||||
|
||||
---
|
||||
|
||||
### Factions and Organizations
|
||||
|
||||
{{for_each_faction}}
|
||||
|
||||
#### {{faction_name}}
|
||||
|
||||
**Purpose:** {{purpose}}
|
||||
**Leadership:** {{leadership}}
|
||||
**Goals:** {{goals}}
|
||||
**Methods:** {{methods}}
|
||||
**Relationships:** {{faction_relationships}}
|
||||
**Story Role:** {{narrative_function}}
|
||||
{{/for_each}}
|
||||
|
||||
---
|
||||
|
||||
### Key Locations
|
||||
|
||||
{{for_each_location}}
|
||||
|
||||
#### {{location_name}}
|
||||
|
||||
**Description:** {{description}}
|
||||
**Narrative Significance:** {{why_important}}
|
||||
**Atmosphere:** {{mood}}
|
||||
**Key Events:** {{events_here}}
|
||||
**Inhabitants:** {{who_is_here}}
|
||||
{{/for_each}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the world of {{game_name}}.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**World Summary:**
|
||||
|
||||
- Setting: {{setting}}
|
||||
- Factions: {{count}}
|
||||
- Key locations: {{count}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does the world support your themes?
|
||||
- Are locations narratively significant?
|
||||
- Is history relevant to the present story?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore world depth
|
||||
[P] Party Mode - Get perspectives on world-building
|
||||
[C] Continue - Save this and move to Dialogue Systems (Step 6 of 11)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [world content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- World setting clearly defined
|
||||
- History connects to current story
|
||||
- Factions developed (if applicable)
|
||||
- Locations are narratively significant
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Creating world without user input
|
||||
- World disconnected from story
|
||||
- Generic locations without significance
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,251 @@
|
||||
---
|
||||
name: 'step-06-dialogue'
|
||||
description: 'Define dialogue style, key conversations, and branching systems'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-06-dialogue.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-07-environmental.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 6: Dialogue Systems
|
||||
|
||||
**Progress: Step 6 of 11** - Next: Environmental Storytelling
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define dialogue style, key conversations, and branching dialogue systems if applicable.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Dialogue is how characters come alive
|
||||
- Style should match tone and setting
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to write dialogue without user direction
|
||||
- Define style and systems, not actual dialogue
|
||||
- Consider technical implementation implications
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore dialogue depth
|
||||
- **P (Party Mode)**: Get perspectives on dialogue approach
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Dialogue Style Discovery
|
||||
|
||||
"**Let's define how characters speak in {{game_name}}.**
|
||||
|
||||
**Style considerations:**
|
||||
|
||||
| Aspect | Options |
|
||||
| ------------- | ---------------------------- |
|
||||
| **Formality** | Formal ←→ Casual |
|
||||
| **Period** | Period-appropriate ←→ Modern |
|
||||
| **Length** | Verbose ←→ Concise |
|
||||
| **Humor** | Serious ←→ Comedic |
|
||||
| **Profanity** | None ←→ Heavy |
|
||||
|
||||
**Questions:**
|
||||
|
||||
- How do different characters speak differently?
|
||||
- Are there speech patterns or verbal tics?
|
||||
- What's the overall voice of the game?
|
||||
|
||||
Describe your dialogue style:"
|
||||
|
||||
### 2. Key Conversations Discovery
|
||||
|
||||
"**List key conversations/dialogue moments.**
|
||||
|
||||
For each important conversation:
|
||||
|
||||
- **Who is involved?**
|
||||
- **When does it occur?**
|
||||
- **What's discussed?**
|
||||
- **Narrative purpose** - What does it accomplish?
|
||||
- **Emotional tone**
|
||||
|
||||
What are the key conversations in {{game_name}}?"
|
||||
|
||||
### 3. Branching Dialogue Discovery
|
||||
|
||||
"**Does {{game_name}} have branching dialogue?**
|
||||
|
||||
If yes, describe:
|
||||
|
||||
- **How many branches/paths?**
|
||||
- **What determines branches?** (player choice, stats, flags)
|
||||
- **Do branches converge or stay separate?**
|
||||
- **How much unique dialogue?**
|
||||
- **What are the consequences of choices?**
|
||||
|
||||
Describe your branching system (or indicate N/A):"
|
||||
|
||||
### 4. Generate Dialogue Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Dialogue Framework
|
||||
|
||||
### Dialogue Style
|
||||
|
||||
**Overall Voice:** {{dialogue_voice}}
|
||||
|
||||
**Style Elements:**
|
||||
|
||||
- Formality: {{formality_level}}
|
||||
- Period: {{period_style}}
|
||||
- Verbosity: {{verbosity}}
|
||||
- Humor: {{humor_level}}
|
||||
- Profanity: {{profanity_level}}
|
||||
|
||||
**Character Voice Distinctions:**
|
||||
{{how_characters_differ}}
|
||||
|
||||
---
|
||||
|
||||
### Key Conversations
|
||||
|
||||
{{for_each_conversation}}
|
||||
|
||||
#### {{conversation_name}}
|
||||
|
||||
**Participants:** {{who}}
|
||||
**When:** {{timing}}
|
||||
**Topic:** {{what_discussed}}
|
||||
**Purpose:** {{narrative_function}}
|
||||
**Tone:** {{emotional_tone}}
|
||||
{{/for_each}}
|
||||
|
||||
---
|
||||
|
||||
### Branching Dialogue System
|
||||
|
||||
{{if_branching}}
|
||||
**System Type:** {{branching_type}}
|
||||
|
||||
**Branch Triggers:** {{what_causes_branches}}
|
||||
|
||||
**Branch Scope:**
|
||||
|
||||
- Total branches: {{branch_count}}
|
||||
- Convergence: {{do_they_converge}}
|
||||
- Unique content: {{percentage_unique}}
|
||||
|
||||
**Consequence System:**
|
||||
{{how_choices_matter}}
|
||||
{{/if_branching}}
|
||||
|
||||
{{if_not_branching}}
|
||||
**System:** Linear dialogue
|
||||
**Notes:** {{why_linear}}
|
||||
{{/if_not_branching}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the dialogue framework.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Dialogue Summary:**
|
||||
|
||||
- Style: {{style_summary}}
|
||||
- Key conversations: {{count}}
|
||||
- Branching: {{yes_no}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does style match your tone?
|
||||
- Are key conversations identified?
|
||||
- Is branching scope realistic?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore dialogue depth
|
||||
[P] Party Mode - Get perspectives on dialogue approach
|
||||
[C] Continue - Save this and move to Environmental Storytelling (Step 7 of 11)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [dialogue content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Dialogue style clearly defined
|
||||
- Key conversations identified
|
||||
- Branching system documented (if applicable)
|
||||
- Style matches game tone
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Writing actual dialogue without direction
|
||||
- Style disconnected from tone
|
||||
- Missing branching documentation
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,245 @@
|
||||
---
|
||||
name: 'step-07-environmental'
|
||||
description: 'Plan environmental storytelling including visual, audio, and found documents'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-07-environmental.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-08-delivery.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 7: Environmental Storytelling
|
||||
|
||||
**Progress: Step 7 of 11** - Next: Narrative Delivery
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define how story is told through the environment: visual storytelling, audio storytelling, and found documents/collectibles.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Show, don't tell - environmental storytelling is powerful
|
||||
- Help user think beyond dialogue
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to design environmental narrative without user input
|
||||
- Connect environmental elements to story
|
||||
- Consider implementation effort
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore environmental depth
|
||||
- **P (Party Mode)**: Get perspectives on environmental storytelling
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Visual Storytelling Discovery
|
||||
|
||||
"**How will you tell story through visuals in {{game_name}}?**
|
||||
|
||||
**Visual storytelling elements:**
|
||||
|
||||
- **Set dressing and props** - What objects tell stories?
|
||||
- **Environmental damage/aftermath** - What happened here?
|
||||
- **Visual symbolism** - Recurring images with meaning
|
||||
- **Color and lighting** - Mood and meaning through visuals
|
||||
- **Character design details** - What do appearances reveal?
|
||||
|
||||
How will visuals tell story in {{game_name}}?"
|
||||
|
||||
### 2. Audio Storytelling Discovery
|
||||
|
||||
"**How will audio contribute to storytelling?**
|
||||
|
||||
**Audio storytelling elements:**
|
||||
|
||||
- **Ambient sounds** - What do players hear in the world?
|
||||
- **Music emotional cues** - How does music guide feeling?
|
||||
- **Voice acting** - How is it used beyond dialogue?
|
||||
- **Audio logs/recordings** - Found audio content?
|
||||
- **Sound design** - Sounds that carry meaning
|
||||
|
||||
How will audio tell story in {{game_name}}?"
|
||||
|
||||
### 3. Found Documents Discovery
|
||||
|
||||
"**Will you have found documents?** (Journals, notes, emails, etc.)
|
||||
|
||||
If yes, describe:
|
||||
|
||||
- **Types of documents** - What forms do they take?
|
||||
- **How many** - Approximate count
|
||||
- **What they reveal** - Backstory? World-building? Character?
|
||||
- **Optional vs required** - Must players find them?
|
||||
- **Reward for finding** - Achievement? Story unlock? Lore only?
|
||||
|
||||
Describe your found documents (or indicate N/A):"
|
||||
|
||||
### 4. Generate Environmental Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Environmental Storytelling
|
||||
|
||||
### Visual Storytelling
|
||||
|
||||
**Set Dressing:**
|
||||
{{set_dressing_approach}}
|
||||
|
||||
**Environmental Details:**
|
||||
{{environmental_storytelling_examples}}
|
||||
|
||||
**Visual Symbolism:**
|
||||
{{symbolic_elements}}
|
||||
|
||||
**Color and Lighting:**
|
||||
{{color_lighting_approach}}
|
||||
|
||||
---
|
||||
|
||||
### Audio Storytelling
|
||||
|
||||
**Ambient Design:**
|
||||
{{ambient_sound_approach}}
|
||||
|
||||
**Music Integration:**
|
||||
{{music_storytelling}}
|
||||
|
||||
**Voice Elements:**
|
||||
{{voice_beyond_dialogue}}
|
||||
|
||||
**Sound Design Narrative:**
|
||||
{{meaningful_sounds}}
|
||||
|
||||
---
|
||||
|
||||
### Found Documents
|
||||
|
||||
{{if_has_documents}}
|
||||
**Document Types:**
|
||||
{{document_types}}
|
||||
|
||||
**Quantity:** {{approximate_count}}
|
||||
|
||||
**Content Focus:**
|
||||
{{what_documents_reveal}}
|
||||
|
||||
**Discovery:**
|
||||
|
||||
- Required: {{required_documents}}
|
||||
- Optional: {{optional_documents}}
|
||||
|
||||
**Rewards:** {{finding_rewards}}
|
||||
{{/if_has_documents}}
|
||||
|
||||
{{if_no_documents}}
|
||||
**Approach:** No found documents
|
||||
**Rationale:** {{why_no_documents}}
|
||||
{{/if_no_documents}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the environmental storytelling approach.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Environmental Summary:**
|
||||
|
||||
- Visual elements: Defined
|
||||
- Audio elements: Defined
|
||||
- Found documents: {{yes_no}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Does visual storytelling match your world?
|
||||
- Is audio approach realistic for scope?
|
||||
- Are found documents well-integrated?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore environmental depth
|
||||
[P] Party Mode - Get perspectives on environmental storytelling
|
||||
[C] Continue - Save this and move to Narrative Delivery (Step 8 of 11)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [environmental content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Visual storytelling approach defined
|
||||
- Audio storytelling integrated
|
||||
- Found documents documented (if applicable)
|
||||
- Elements connect to story themes
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Creating environmental details without user input
|
||||
- Elements disconnected from story
|
||||
- Missing audio considerations
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,265 @@
|
||||
---
|
||||
name: 'step-08-delivery'
|
||||
description: 'Design narrative delivery methods including cutscenes, in-game storytelling, and endings'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-08-delivery.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-09-integration.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 8: Narrative Delivery
|
||||
|
||||
**Progress: Step 8 of 11** - Next: Gameplay Integration
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define how narrative content is delivered to players: cutscenes, in-game storytelling, optional content, and ending structures.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Delivery method affects player experience
|
||||
- Balance story delivery with gameplay
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to decide delivery without user input
|
||||
- Consider production effort for each method
|
||||
- Match delivery to game type
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore delivery methods
|
||||
- **P (Party Mode)**: Get perspectives on delivery approach
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Cutscenes Discovery
|
||||
|
||||
"**How will you use cutscenes in {{game_name}}?**
|
||||
|
||||
**Cutscene considerations:**
|
||||
|
||||
- **Quantity** - How many major cutscenes?
|
||||
- **Length** - Average duration?
|
||||
- **Style** - Real-time rendered? Pre-rendered? Animated?
|
||||
- **Skippable** - Can players skip?
|
||||
- **Interactive** - Any QTEs or choices during cutscenes?
|
||||
|
||||
Describe your cutscene approach:"
|
||||
|
||||
### 2. In-Game Storytelling Discovery
|
||||
|
||||
"**How will story be delivered during gameplay?**
|
||||
|
||||
**In-game storytelling methods:**
|
||||
|
||||
- **NPC conversations** - Talking to characters
|
||||
- **Radio/comm chatter** - Voice in player's ear
|
||||
- **Environmental cues** - Reading the world
|
||||
- **Player actions** - Story through doing
|
||||
- **UI elements** - Quest logs, journals, etc.
|
||||
|
||||
**Balance considerations:**
|
||||
|
||||
- Show vs. tell - How much is shown vs. explained?
|
||||
- Interruption tolerance - How often stop for story?
|
||||
- Player control - Can players skip/speed up?
|
||||
|
||||
How will you deliver story during gameplay?"
|
||||
|
||||
### 3. Optional Content Discovery
|
||||
|
||||
"**What narrative content is optional?**
|
||||
|
||||
**Optional content types:**
|
||||
|
||||
- **Side quests** - Optional story missions
|
||||
- **Collectible lore** - World-building items
|
||||
- **Optional conversations** - Extra NPC dialogue
|
||||
- **Secret endings** - Hidden conclusions
|
||||
- **Extended content** - Post-game, NG+, DLC hooks
|
||||
|
||||
What optional narrative content will {{game_name}} have?"
|
||||
|
||||
### 4. Endings Discovery
|
||||
|
||||
"**If your game has multiple endings, describe them.**
|
||||
|
||||
**Ending considerations:**
|
||||
|
||||
- **How many endings?**
|
||||
- **What determines the ending?** (choices, stats, completion)
|
||||
- **Ending variety** - Minor variations vs. drastically different
|
||||
- **True/golden ending** - Is there a "best" ending?
|
||||
- **Replayability** - Can players see all endings?
|
||||
|
||||
Describe your ending structure (or indicate single ending):"
|
||||
|
||||
### 5. Generate Delivery Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Narrative Delivery
|
||||
|
||||
### Cutscenes
|
||||
|
||||
**Quantity:** {{cutscene_count}}
|
||||
**Average Length:** {{typical_duration}}
|
||||
**Style:** {{cutscene_style}}
|
||||
**Skippable:** {{yes_no}}
|
||||
**Interactive Elements:** {{if_any}}
|
||||
|
||||
**Major Cutscenes:**
|
||||
{{list_of_major_cutscenes}}
|
||||
|
||||
---
|
||||
|
||||
### In-Game Storytelling
|
||||
|
||||
**Primary Methods:**
|
||||
{{delivery_methods_list}}
|
||||
|
||||
**Show vs. Tell Balance:** {{balance_description}}
|
||||
|
||||
**Interruption Approach:** {{how_often_story_stops_gameplay}}
|
||||
|
||||
**Player Control:** {{skip_speedup_options}}
|
||||
|
||||
---
|
||||
|
||||
### Optional Content
|
||||
|
||||
{{for_each_optional_type}}
|
||||
**{{content_type}}:**
|
||||
{{description_and_scope}}
|
||||
{{/for_each}}
|
||||
|
||||
---
|
||||
|
||||
### Ending Structure
|
||||
|
||||
{{if_multiple_endings}}
|
||||
**Number of Endings:** {{ending_count}}
|
||||
|
||||
**Ending Triggers:** {{what_determines_ending}}
|
||||
|
||||
**Ending Variety:**
|
||||
{{description_of_differences}}
|
||||
|
||||
**True Ending:** {{if_exists}}
|
||||
|
||||
**Replayability:** {{how_to_see_all}}
|
||||
{{/if_multiple_endings}}
|
||||
|
||||
{{if_single_ending}}
|
||||
**Ending Type:** Single ending
|
||||
**Description:** {{ending_approach}}
|
||||
{{/if_single_ending}}
|
||||
```
|
||||
|
||||
### 6. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the narrative delivery approach.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 5]
|
||||
|
||||
**Delivery Summary:**
|
||||
|
||||
- Cutscenes: {{count_or_none}}
|
||||
- In-game methods: {{methods_list}}
|
||||
- Optional content: {{types}}
|
||||
- Endings: {{single_or_multiple}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Is delivery method realistic for scope?
|
||||
- Does it match your narrative complexity?
|
||||
- Are endings meaningful?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore delivery methods
|
||||
[P] Party Mode - Get perspectives on delivery approach
|
||||
[C] Continue - Save this and move to Gameplay Integration (Step 9 of 11)"
|
||||
|
||||
### 7. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [delivery content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Cutscene approach defined
|
||||
- In-game delivery methods established
|
||||
- Optional content scoped
|
||||
- Ending structure documented
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Deciding delivery without user input
|
||||
- Methods unrealistic for scope
|
||||
- Missing ending documentation
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,255 @@
|
||||
---
|
||||
name: 'step-09-integration'
|
||||
description: 'Define how narrative integrates with gameplay including gating, agency, and ludonarrative harmony'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-09-integration.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-10-production.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 9: Gameplay Integration
|
||||
|
||||
**Progress: Step 9 of 11** - Next: Production Planning
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Define how narrative integrates with gameplay: story-gameplay connection, progression gating, and player agency within the narrative.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Ludonarrative harmony matters
|
||||
- Story and gameplay should reinforce each other
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to design integration without user input
|
||||
- Consider player experience flow
|
||||
- Address potential ludonarrative dissonance
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore integration depth
|
||||
- **P (Party Mode)**: Get perspectives on integration
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Narrative-Gameplay Connection Discovery
|
||||
|
||||
"**How does narrative integrate with gameplay in {{game_name}}?**
|
||||
|
||||
**Integration questions:**
|
||||
|
||||
- Does story unlock new mechanics or abilities?
|
||||
- Do mechanics reflect the themes?
|
||||
- Is there harmony between what player DOES and what story SAYS?
|
||||
- What's the balance of story vs. gameplay sections?
|
||||
|
||||
**Ludonarrative consideration:**
|
||||
Games work best when mechanics and narrative tell the same story. A game about pacifism shouldn't require combat.
|
||||
|
||||
Describe how narrative and gameplay connect:"
|
||||
|
||||
### 2. Story Gating Discovery
|
||||
|
||||
"**How does story gate progression?**
|
||||
|
||||
**Gating types:**
|
||||
|
||||
- **Hard gates** - Must complete story to proceed
|
||||
- **Soft gates** - Story available but optional
|
||||
- **Skill gates** - Narrative rewards for mastery
|
||||
- **Exploration gates** - Story found through exploring
|
||||
|
||||
**Questions:**
|
||||
|
||||
- What areas are story-locked?
|
||||
- What triggers cutscenes?
|
||||
- What story beats are mandatory?
|
||||
- What's optional vs. required?
|
||||
|
||||
How does story gate progress in {{game_name}}?"
|
||||
|
||||
### 3. Player Agency Discovery
|
||||
|
||||
"**How much narrative agency does the player have?**
|
||||
|
||||
**Agency spectrum:**
|
||||
|
||||
- **Full agency** - Player creates their own story
|
||||
- **Meaningful choices** - Player shapes outcomes
|
||||
- **Flavor choices** - Player affects tone, not outcome
|
||||
- **Witness** - Player observes a fixed story
|
||||
|
||||
**Questions:**
|
||||
|
||||
- Can player affect the story?
|
||||
- Are choices meaningful or cosmetic?
|
||||
- How much role-playing freedom?
|
||||
- Is the narrative predetermined or dynamic?
|
||||
|
||||
Describe player agency in {{game_name}}:"
|
||||
|
||||
### 4. Generate Integration Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Gameplay Integration
|
||||
|
||||
### Narrative-Gameplay Connection
|
||||
|
||||
**Integration Approach:**
|
||||
{{integration_description}}
|
||||
|
||||
**Mechanic-Theme Alignment:**
|
||||
{{how_mechanics_reflect_themes}}
|
||||
|
||||
**Story-Gameplay Balance:**
|
||||
{{balance_description}}
|
||||
|
||||
**Ludonarrative Considerations:**
|
||||
{{harmony_or_dissonance_notes}}
|
||||
|
||||
---
|
||||
|
||||
### Story Gating
|
||||
|
||||
**Gating Approach:** {{gating_type}}
|
||||
|
||||
**Story-Locked Elements:**
|
||||
{{what_requires_story_progress}}
|
||||
|
||||
**Cutscene Triggers:**
|
||||
{{when_cutscenes_play}}
|
||||
|
||||
**Mandatory Story Beats:**
|
||||
{{required_narrative_content}}
|
||||
|
||||
**Optional Narrative:**
|
||||
{{skippable_content}}
|
||||
|
||||
---
|
||||
|
||||
### Player Agency
|
||||
|
||||
**Agency Level:** {{agency_type}}
|
||||
|
||||
**Player Influence:**
|
||||
{{what_player_can_affect}}
|
||||
|
||||
**Choice System:**
|
||||
{{if_has_choices}}
|
||||
|
||||
- Choice types: {{choice_types}}
|
||||
- Consequence scope: {{how_choices_matter}}
|
||||
- Timing: {{when_choices_occur}}
|
||||
{{/if_has_choices}}
|
||||
|
||||
**Role-Playing Freedom:**
|
||||
{{roleplay_options}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the gameplay-narrative integration.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Integration Summary:**
|
||||
|
||||
- Connection: {{integration_type}}
|
||||
- Gating: {{gating_approach}}
|
||||
- Agency: {{agency_level}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Do mechanics support themes?
|
||||
- Is gating appropriate for your game?
|
||||
- Is agency level what you want?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore integration depth
|
||||
[P] Party Mode - Get perspectives on integration
|
||||
[C] Continue - Save this and move to Production Planning (Step 10 of 11)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [integration content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Narrative-gameplay connection defined
|
||||
- Gating structure documented
|
||||
- Player agency level established
|
||||
- Ludonarrative harmony considered
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Designing integration without user input
|
||||
- Ignoring ludonarrative harmony
|
||||
- Missing agency documentation
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,263 @@
|
||||
---
|
||||
name: 'step-10-production'
|
||||
description: 'Plan production scope including writing estimates, localization, and voice acting'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-10-production.md'
|
||||
nextStepFile: '{workflow_path}/steps/step-11-complete.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Task References
|
||||
advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
|
||||
partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
|
||||
---
|
||||
|
||||
# Step 10: Production Planning
|
||||
|
||||
**Progress: Step 10 of 11** - Next: Complete
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Plan the production scope for narrative content: writing scope estimates, localization considerations, and voice acting plans.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- CRITICAL: When loading next step with 'C', ensure entire file is read
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- Production planning ensures realistic scope
|
||||
- Help user understand what they're committing to
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- FORBIDDEN to estimate scope without user input
|
||||
- Help user think through production needs
|
||||
- Be realistic about effort required
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Present A/P/C menu after generating content
|
||||
- ONLY save when user chooses C (Continue)
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]` before loading next step
|
||||
|
||||
## COLLABORATION MENUS (A/P/C):
|
||||
|
||||
- **A (Advanced Elicitation)**: Explore production details
|
||||
- **P (Party Mode)**: Get perspectives on scope
|
||||
- **C (Continue)**: Save the content and proceed
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Writing Scope Discovery
|
||||
|
||||
"**Let's estimate the writing scope for {{game_name}}.**
|
||||
|
||||
**Scope elements:**
|
||||
|
||||
- **Word count estimate** - Total written content
|
||||
- **Scene/chapter count** - Major narrative sections
|
||||
- **Dialogue lines** - Approximate line count
|
||||
- **Branching complexity** - How much unique content per path?
|
||||
|
||||
**For reference:**
|
||||
|
||||
- Light narrative game: ~5,000-15,000 words
|
||||
- Moderate narrative: ~15,000-50,000 words
|
||||
- Heavy narrative: ~50,000-150,000 words
|
||||
- Story-driven/Visual novel: 100,000+ words
|
||||
|
||||
Estimate your writing scope:"
|
||||
|
||||
### 2. Localization Discovery
|
||||
|
||||
"**Are you planning localization?**
|
||||
|
||||
**Localization considerations:**
|
||||
|
||||
- **Target languages** - Which languages?
|
||||
- **Cultural adaptation** - What needs to change per region?
|
||||
- **Text expansion** - Some languages use 30% more space
|
||||
- **UI implications** - Can UI handle longer text?
|
||||
- **Audio implications** - Will you dub or subtitle?
|
||||
|
||||
Describe your localization plans (or indicate English-only):"
|
||||
|
||||
### 3. Voice Acting Discovery
|
||||
|
||||
"**What are your voice acting plans?**
|
||||
|
||||
**Voice acting scope:**
|
||||
|
||||
- **Fully voiced** - All dialogue recorded
|
||||
- **Partially voiced** - Key scenes only
|
||||
- **Grunts/barks only** - No full dialogue
|
||||
- **Text only** - No voice acting
|
||||
|
||||
**If voiced:**
|
||||
|
||||
- Number of characters needing voices?
|
||||
- Approximate dialogue volume?
|
||||
- Professional or placeholder voices?
|
||||
|
||||
Describe your voice acting approach:"
|
||||
|
||||
### 4. Generate Production Content
|
||||
|
||||
Based on the conversation, prepare the content:
|
||||
|
||||
```markdown
|
||||
## Production Planning
|
||||
|
||||
### Writing Scope
|
||||
|
||||
**Estimated Word Count:** {{word_count}}
|
||||
|
||||
**Content Breakdown:**
|
||||
|
||||
- Main story: {{main_story_words}}
|
||||
- Side content: {{side_content_words}}
|
||||
- Environmental/lore: {{lore_words}}
|
||||
- UI/system text: {{ui_words}}
|
||||
|
||||
**Scene Count:** {{scene_count}}
|
||||
|
||||
**Dialogue Lines:** {{line_count}}
|
||||
|
||||
**Branching Complexity:**
|
||||
{{branching_impact_on_scope}}
|
||||
|
||||
---
|
||||
|
||||
### Localization
|
||||
|
||||
{{if_localizing}}
|
||||
**Target Languages:**
|
||||
{{language_list}}
|
||||
|
||||
**Cultural Adaptation Notes:**
|
||||
{{adaptation_needs}}
|
||||
|
||||
**Technical Considerations:**
|
||||
|
||||
- Text expansion buffer: {{percentage}}
|
||||
- UI flexibility: {{notes}}
|
||||
- Audio approach: {{dub_or_subtitle}}
|
||||
{{/if_localizing}}
|
||||
|
||||
{{if_english_only}}
|
||||
**Approach:** English only
|
||||
**Future consideration:** {{maybe_later_notes}}
|
||||
{{/if_english_only}}
|
||||
|
||||
---
|
||||
|
||||
### Voice Acting
|
||||
|
||||
**Approach:** {{voice_acting_level}}
|
||||
|
||||
{{if_voiced}}
|
||||
**Characters Needing Voices:** {{character_count}}
|
||||
|
||||
**Dialogue Volume:** {{line_count_for_recording}}
|
||||
|
||||
**Voice Cast Notes:**
|
||||
{{casting_considerations}}
|
||||
|
||||
**Recording Approach:**
|
||||
{{professional_or_placeholder}}
|
||||
{{/if_voiced}}
|
||||
|
||||
{{if_not_voiced}}
|
||||
**Rationale:** {{why_no_voice}}
|
||||
{{/if_not_voiced}}
|
||||
```
|
||||
|
||||
### 5. Present Content and Menu
|
||||
|
||||
Show the generated content to the user and present:
|
||||
|
||||
"I've documented the production planning.
|
||||
|
||||
**Here's what I'll add to the document:**
|
||||
|
||||
[Show the complete markdown content from step 4]
|
||||
|
||||
**Production Summary:**
|
||||
|
||||
- Writing: ~{{word_count}} words
|
||||
- Localization: {{languages_or_none}}
|
||||
- Voice acting: {{level}}
|
||||
|
||||
**Validation Check:**
|
||||
|
||||
- Is scope realistic for your resources?
|
||||
- Have you considered all production needs?
|
||||
- Are localization needs addressed?
|
||||
|
||||
**Select an Option:**
|
||||
[A] Advanced Elicitation - Explore production details
|
||||
[P] Party Mode - Get perspectives on scope
|
||||
[C] Continue - Save this and move to Completion (Step 11 of 11)"
|
||||
|
||||
### 6. Handle Menu Selection
|
||||
|
||||
#### IF A (Advanced Elicitation):
|
||||
|
||||
- Execute {advancedElicitationTask} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF P (Party Mode):
|
||||
|
||||
- Execute {partyModeWorkflow} with the current content
|
||||
- Ask user: "Accept these changes? (y/n)"
|
||||
- If yes: Update content, return to A/P/C menu
|
||||
- If no: Keep original, return to A/P/C menu
|
||||
|
||||
#### IF C (Continue):
|
||||
|
||||
- Append the final content to `{outputFile}`
|
||||
- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]`
|
||||
- Load `{nextStepFile}`
|
||||
|
||||
## CRITICAL STEP COMPLETION NOTE
|
||||
|
||||
ONLY WHEN [C continue option] is selected and [production content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Writing scope estimated
|
||||
- Localization needs addressed
|
||||
- Voice acting approach defined
|
||||
- Realistic production expectations set
|
||||
- A/P/C menu presented and handled correctly
|
||||
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Estimating scope without user input
|
||||
- Missing major production considerations
|
||||
- Unrealistic expectations set
|
||||
- Not presenting A/P/C menu after content
|
||||
- Proceeding without user selecting 'C'
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
@@ -0,0 +1,332 @@
|
||||
---
|
||||
name: 'step-11-complete'
|
||||
description: 'Complete the narrative workflow with final summary, visualizations, and handoff'
|
||||
|
||||
# Path Definitions
|
||||
workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/narrative'
|
||||
|
||||
# File References
|
||||
thisStepFile: '{workflow_path}/steps/step-11-complete.md'
|
||||
workflowFile: '{workflow_path}/workflow.md'
|
||||
outputFile: '{output_folder}/narrative-design.md'
|
||||
|
||||
# Handoff References
|
||||
architectureWorkflow: '{project-root}/_bmad/bmgd/workflows/3-technical/game-architecture/workflow.yaml'
|
||||
---
|
||||
|
||||
# Step 11: Complete
|
||||
|
||||
**Progress: Step 11 of 11** - Narrative Design Complete!
|
||||
|
||||
## STEP GOAL:
|
||||
|
||||
Generate final visualizations (character relationships, timeline), capture references, update workflow status, and provide clear handoff guidance.
|
||||
|
||||
## MANDATORY EXECUTION RULES (READ FIRST):
|
||||
|
||||
### Universal Rules:
|
||||
|
||||
- NEVER generate content without user input
|
||||
- CRITICAL: Read the complete step file before taking any action
|
||||
- YOU ARE A FACILITATOR, not a content generator
|
||||
- NEVER mention time estimates
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
### Role Reinforcement:
|
||||
|
||||
- You are a narrative design facilitator
|
||||
- This is the final step - ensure completeness
|
||||
- Provide actionable next steps
|
||||
|
||||
### Step-Specific Rules:
|
||||
|
||||
- Generate relationship map from characters defined
|
||||
- Generate timeline from story beats
|
||||
- Capture any references user wants to note
|
||||
|
||||
## EXECUTION PROTOCOLS:
|
||||
|
||||
- Show your analysis before taking any action
|
||||
- Generate final visualizations
|
||||
- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]`
|
||||
- Present completion summary and next steps
|
||||
|
||||
## Sequence of Instructions (Do not deviate, skip, or optimize)
|
||||
|
||||
### 1. Generate Character Relationship Map
|
||||
|
||||
**Create text-based relationship visualization:**
|
||||
|
||||
Based on all characters documented, generate:
|
||||
|
||||
```markdown
|
||||
## Appendix: Character Relationships
|
||||
|
||||
### Relationship Map
|
||||
```
|
||||
|
||||
[ANTAGONIST]
|
||||
|
|
||||
(opposes)
|
||||
|
|
||||
[MENTOR] ---(guides)--- [PROTAGONIST] ---(allies)--- [COMPANION]
|
||||
|
|
||||
(romantic)
|
||||
|
|
||||
[LOVE INTEREST]
|
||||
|
||||
```
|
||||
|
||||
### Relationship Key
|
||||
|
||||
- {{character_1}} → {{character_2}}: {{relationship_type}}
|
||||
- {{character_2}} → {{character_3}}: {{relationship_type}}
|
||||
{{continue_for_all_relationships}}
|
||||
```
|
||||
|
||||
### 2. Generate Story Timeline
|
||||
|
||||
**Create timeline visualization:**
|
||||
|
||||
Based on story beats documented, generate:
|
||||
|
||||
```markdown
|
||||
## Appendix: Story Timeline
|
||||
|
||||
### Chronological Events
|
||||
```
|
||||
|
||||
[BACKSTORY]
|
||||
|
|
||||
v
|
||||
[ACT 1: SETUP]
|
||||
├── {{beat_1}}
|
||||
├── {{beat_2}}
|
||||
└── {{inciting_incident}}
|
||||
|
|
||||
v
|
||||
[ACT 2: CONFRONTATION]
|
||||
├── {{beat_3}}
|
||||
├── {{midpoint}}
|
||||
├── {{beat_4}}
|
||||
└── {{crisis}}
|
||||
|
|
||||
v
|
||||
[ACT 3: RESOLUTION]
|
||||
├── {{climax}}
|
||||
└── {{resolution}}
|
||||
|
||||
```
|
||||
|
||||
### Timeline Notes
|
||||
|
||||
{{any_timeline_clarifications}}
|
||||
```
|
||||
|
||||
### 3. References Discovery
|
||||
|
||||
"**Do you have any references or inspirations to note?**
|
||||
|
||||
This helps future writers understand your vision:
|
||||
|
||||
- Books, movies, games that inspired you
|
||||
- Reference materials for tone/style
|
||||
- Mood boards or concept art references
|
||||
- Theme or narrative references
|
||||
|
||||
What references should be documented? (or 'none'):"
|
||||
|
||||
### 4. Finalize Document
|
||||
|
||||
**Update the document with final content:**
|
||||
|
||||
Add relationship map and timeline to document.
|
||||
|
||||
**Final frontmatter:**
|
||||
|
||||
```yaml
|
||||
---
|
||||
title: 'Narrative Design Document'
|
||||
project: '{{game_name}}'
|
||||
date: '{{date}}'
|
||||
author: '{{user_name}}'
|
||||
version: '1.0'
|
||||
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]
|
||||
status: 'complete'
|
||||
narrativeComplexity: '{{complexity}}'
|
||||
---
|
||||
```
|
||||
|
||||
### 5. Update Workflow Status
|
||||
|
||||
**If not in standalone mode:**
|
||||
|
||||
Load `{output_folder}/bmgd-workflow-status.yaml` and:
|
||||
|
||||
- Update `narrative` status to the output file path
|
||||
- Preserve all comments and structure
|
||||
- Determine next workflow in sequence
|
||||
|
||||
### 6. Present Completion Summary
|
||||
|
||||
"**Narrative Design Complete!**
|
||||
|
||||
{{user_name}}, the Narrative Design Document for **{{game_name}}** is complete!
|
||||
|
||||
**Narrative Summary:**
|
||||
|
||||
- **Premise:** {{premise_summary}}
|
||||
- **Themes:** {{themes_list}}
|
||||
- **Characters:** {{character_count}} ({{protagonist_count}} protagonist, {{antagonist_count}} antagonist, {{supporting_count}} supporting)
|
||||
- **Story Structure:** {{structure_type}}
|
||||
- **Writing Scope:** ~{{word_count}} words
|
||||
|
||||
**Sections Completed:**
|
||||
|
||||
1. Story Foundation (premise, themes, structure)
|
||||
2. Story Beats (major moments, pacing)
|
||||
3. Characters (all characters and arcs)
|
||||
4. World Building (setting, history, locations)
|
||||
5. Dialogue Framework (style, key conversations)
|
||||
6. Environmental Storytelling (visual, audio, documents)
|
||||
7. Narrative Delivery (cutscenes, in-game, endings)
|
||||
8. Gameplay Integration (gating, agency)
|
||||
9. Production Planning (scope, localization, voice)
|
||||
10. Appendices (relationships, timeline)
|
||||
|
||||
**Document saved to:** `{outputFile}`
|
||||
|
||||
Do you want to review or adjust anything before we finalize?"
|
||||
|
||||
### 7. Handle Review Requests
|
||||
|
||||
**If user wants to review:**
|
||||
|
||||
"Which would you like to review?
|
||||
|
||||
1. Story Foundation
|
||||
2. Story Beats
|
||||
3. Characters
|
||||
4. World Building
|
||||
5. Dialogue
|
||||
6. Environmental Storytelling
|
||||
7. Narrative Delivery
|
||||
8. Gameplay Integration
|
||||
9. Production Planning
|
||||
10. Full Document
|
||||
|
||||
Select a section:"
|
||||
|
||||
### 8. Present Next Steps Menu
|
||||
|
||||
"**Recommended Next Steps:**
|
||||
|
||||
1. **Technical Architecture** - Define how narrative systems will be implemented
|
||||
- Workflow: `create-architecture`
|
||||
- Input: GDD + Narrative Design
|
||||
- Output: Technical architecture document
|
||||
|
||||
2. **Create Script/Screenplay** - Write the actual dialogue and scenes
|
||||
- This is done outside the workflow
|
||||
- Use the Narrative Design as your blueprint
|
||||
|
||||
3. **Review with Team** - Share with collaborators for feedback
|
||||
|
||||
4. **Exit Workflow**
|
||||
|
||||
**Which would you like to do next?**
|
||||
|
||||
1. Start Architecture workflow
|
||||
2. Review the narrative document
|
||||
3. Exit workflow"
|
||||
|
||||
### 9. Handle User Selection
|
||||
|
||||
Based on user choice:
|
||||
|
||||
**If 1 (Architecture):**
|
||||
|
||||
- Confirm document is saved
|
||||
- Provide handoff guidance
|
||||
- Note narrative will inform technical decisions
|
||||
|
||||
**If 2 (Review):**
|
||||
|
||||
- Present full document or requested section
|
||||
- Return to next steps menu
|
||||
|
||||
**If 3 (Exit):**
|
||||
|
||||
- Confirm document is saved and complete
|
||||
- Exit workflow gracefully
|
||||
|
||||
### 10. Final Completion Message
|
||||
|
||||
"**Narrative Design Complete!**
|
||||
|
||||
**Deliverables:**
|
||||
|
||||
- Narrative design saved to: `{outputFile}`
|
||||
- {{character_count}} characters documented
|
||||
- {{beat_count}} story beats mapped
|
||||
- {{location_count}} locations defined
|
||||
|
||||
{{#if standalone_mode != true}}
|
||||
**Status Updated:**
|
||||
|
||||
- Progress tracking updated: narrative marked complete
|
||||
- Next recommended: Architecture workflow
|
||||
{{/if}}
|
||||
|
||||
**Your Narrative Is Ready For:**
|
||||
|
||||
- Script/screenplay writing
|
||||
- Technical implementation planning
|
||||
- Team review and iteration
|
||||
- Production scheduling
|
||||
|
||||
Excellent work crafting the narrative for {{game_name}}, {{user_name}}!"
|
||||
|
||||
---
|
||||
|
||||
## SYSTEM SUCCESS/FAILURE METRICS
|
||||
|
||||
### SUCCESS:
|
||||
|
||||
- Relationship map generated
|
||||
- Timeline generated
|
||||
- References captured
|
||||
- All content saved to document
|
||||
- Workflow status updated (if tracking)
|
||||
- Frontmatter shows all 11 steps completed
|
||||
- User has clear next steps
|
||||
|
||||
### SYSTEM FAILURE:
|
||||
|
||||
- Missing visualizations
|
||||
- Incomplete document
|
||||
- Status not updated when tracking
|
||||
- No clear next steps provided
|
||||
- User left without guidance
|
||||
|
||||
**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
|
||||
|
||||
---
|
||||
|
||||
## Narrative Design Workflow Complete
|
||||
|
||||
The Narrative Design workflow creates comprehensive narrative documentation through 11 collaborative steps:
|
||||
|
||||
1. **Initialize** - Validate readiness, assess complexity
|
||||
2. **Foundation** - Premise, themes, tone, structure
|
||||
3. **Story** - Beats and pacing
|
||||
4. **Characters** - All characters and arcs
|
||||
5. **World** - Setting, history, factions, locations
|
||||
6. **Dialogue** - Style and systems
|
||||
7. **Environmental** - Environmental storytelling
|
||||
8. **Delivery** - Narrative delivery methods
|
||||
9. **Integration** - Gameplay-narrative connection
|
||||
10. **Production** - Scope and planning
|
||||
11. **Complete** - Visualizations and handoff
|
||||
|
||||
This step-file architecture ensures consistent, thorough narrative design with user collaboration at every step.
|
||||
@@ -0,0 +1,195 @@
|
||||
# {{game_name}} - Narrative Design Document
|
||||
|
||||
**Author:** {{user_name}}
|
||||
**Game Type:** {{game_type}}
|
||||
**Narrative Complexity:** {{narrative_complexity}}
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
### Narrative Premise
|
||||
|
||||
{{narrative_premise}}
|
||||
|
||||
### Core Themes
|
||||
|
||||
{{core_themes}}
|
||||
|
||||
### Tone and Atmosphere
|
||||
|
||||
{{tone_atmosphere}}
|
||||
|
||||
---
|
||||
|
||||
## Story Structure
|
||||
|
||||
### Story Type
|
||||
|
||||
{{story_type}}
|
||||
|
||||
**Structure used:** (3-act, hero's journey, kishōtenketsu, episodic, branching, etc.)
|
||||
|
||||
### Act Breakdown
|
||||
|
||||
{{act_breakdown}}
|
||||
|
||||
### Story Beats
|
||||
|
||||
{{story_beats}}
|
||||
|
||||
### Pacing and Flow
|
||||
|
||||
{{pacing_flow}}
|
||||
|
||||
---
|
||||
|
||||
## Characters
|
||||
|
||||
### Protagonist(s)
|
||||
|
||||
{{protagonists}}
|
||||
|
||||
### Antagonist(s)
|
||||
|
||||
{{antagonists}}
|
||||
|
||||
### Supporting Characters
|
||||
|
||||
{{supporting_characters}}
|
||||
|
||||
### Character Arcs
|
||||
|
||||
{{character_arcs}}
|
||||
|
||||
---
|
||||
|
||||
## World and Lore
|
||||
|
||||
### World Overview
|
||||
|
||||
{{world_overview}}
|
||||
|
||||
### History and Backstory
|
||||
|
||||
{{history_backstory}}
|
||||
|
||||
### Factions and Organizations
|
||||
|
||||
{{factions_organizations}}
|
||||
|
||||
### Locations
|
||||
|
||||
{{locations}}
|
||||
|
||||
### Cultural Elements
|
||||
|
||||
{{cultural_elements}}
|
||||
|
||||
---
|
||||
|
||||
## Dialogue Framework
|
||||
|
||||
### Dialogue Style
|
||||
|
||||
{{dialogue_style}}
|
||||
|
||||
### Key Conversations
|
||||
|
||||
{{key_conversations}}
|
||||
|
||||
### Branching Dialogue
|
||||
|
||||
{{branching_dialogue}}
|
||||
|
||||
### Voice and Characterization
|
||||
|
||||
{{voice_characterization}}
|
||||
|
||||
---
|
||||
|
||||
## Environmental Storytelling
|
||||
|
||||
### Visual Storytelling
|
||||
|
||||
{{visual_storytelling}}
|
||||
|
||||
### Audio Storytelling
|
||||
|
||||
{{audio_storytelling}}
|
||||
|
||||
### Found Documents
|
||||
|
||||
{{found_documents}}
|
||||
|
||||
### Environmental Clues
|
||||
|
||||
{{environmental_clues}}
|
||||
|
||||
---
|
||||
|
||||
## Narrative Delivery
|
||||
|
||||
### Cutscenes and Cinematics
|
||||
|
||||
{{cutscenes}}
|
||||
|
||||
### In-Game Storytelling
|
||||
|
||||
{{ingame_storytelling}}
|
||||
|
||||
### Optional Content
|
||||
|
||||
{{optional_content}}
|
||||
|
||||
### Multiple Endings
|
||||
|
||||
{{multiple_endings}}
|
||||
|
||||
---
|
||||
|
||||
## Integration with Gameplay
|
||||
|
||||
### Narrative-Gameplay Harmony
|
||||
|
||||
{{narrative_gameplay}}
|
||||
|
||||
### Story Gates
|
||||
|
||||
{{story_gates}}
|
||||
|
||||
### Player Agency
|
||||
|
||||
{{player_agency}}
|
||||
|
||||
---
|
||||
|
||||
## Production Notes
|
||||
|
||||
### Writing Scope
|
||||
|
||||
{{writing_scope}}
|
||||
|
||||
### Localization Considerations
|
||||
|
||||
{{localization}}
|
||||
|
||||
### Voice Acting
|
||||
|
||||
{{voice_acting}}
|
||||
|
||||
---
|
||||
|
||||
## Appendix
|
||||
|
||||
### Character Relationship Map
|
||||
|
||||
{{relationship_map}}
|
||||
|
||||
### Timeline
|
||||
|
||||
{{timeline}}
|
||||
|
||||
### References and Inspirations
|
||||
|
||||
{{references}}
|
||||
@@ -0,0 +1,58 @@
|
||||
# Narrative Design Workflow
|
||||
|
||||
**Comprehensive narrative design for story-driven games**
|
||||
|
||||
## Overview
|
||||
|
||||
This workflow creates detailed narrative content for games with significant story elements. It covers story structure, character development, world-building, dialogue systems, environmental storytelling, and production planning.
|
||||
|
||||
## Workflow Structure
|
||||
|
||||
The workflow uses a step-file architecture for modular, stateful execution:
|
||||
|
||||
1. **Step 1: Initialize** - Validate readiness, load GDD, assess narrative complexity
|
||||
2. **Step 1b: Continue** - Resume existing narrative work
|
||||
3. **Step 2: Foundation** - Define premise, themes, tone, and story structure
|
||||
4. **Step 3: Story** - Map story beats and pacing
|
||||
5. **Step 4: Characters** - Develop all characters and their arcs
|
||||
6. **Step 5: World** - Build world, history, factions, and locations
|
||||
7. **Step 6: Dialogue** - Define dialogue style and systems
|
||||
8. **Step 7: Environmental** - Plan environmental storytelling
|
||||
9. **Step 8: Delivery** - Design narrative delivery methods
|
||||
10. **Step 9: Integration** - Plan gameplay-narrative integration
|
||||
11. **Step 10: Production** - Scope, localization, and voice acting
|
||||
12. **Step 11: Complete** - Final summary and handoff
|
||||
|
||||
## State Tracking
|
||||
|
||||
Progress is tracked in the narrative document frontmatter:
|
||||
|
||||
```yaml
|
||||
stepsCompleted: [1, 2, 3, ...] # Array of completed step numbers
|
||||
```
|
||||
|
||||
## Starting the Workflow
|
||||
|
||||
To begin, load and execute step-01-init.md:
|
||||
|
||||
```
|
||||
{workflow_path}/steps/step-01-init.md
|
||||
```
|
||||
|
||||
## Critical Rules
|
||||
|
||||
- **NEVER** generate narrative content without user input
|
||||
- **ALWAYS** facilitate user creativity - help them craft THEIR story
|
||||
- **NEVER** mention time estimates
|
||||
- **ALWAYS** present options and wait for user selection
|
||||
- **FOLLOW** the step sequence exactly - no skipping or optimizing
|
||||
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}`
|
||||
|
||||
## Agent Role
|
||||
|
||||
You are a narrative design facilitator:
|
||||
|
||||
- Draw out the user's story vision
|
||||
- Help weave user's ideas into cohesive narrative
|
||||
- Focus on what the user wants to create
|
||||
- The goal is for users to feel THEY crafted the narrative
|
||||
@@ -0,0 +1,51 @@
|
||||
# Narrative Design Workflow
|
||||
name: narrative
|
||||
description: "Narrative design workflow for story-driven games. Creates comprehensive narrative documentation including story structure, character arcs, world-building, dialogue systems, and production planning."
|
||||
author: "BMad"
|
||||
|
||||
# Critical variables from config
|
||||
config_source: "{project-root}/_bmad/bmgd/config.yaml"
|
||||
output_folder: "{config_source}:output_folder"
|
||||
user_name: "{config_source}:user_name"
|
||||
communication_language: "{config_source}:communication_language"
|
||||
document_output_language: "{config_source}:document_output_language"
|
||||
game_dev_experience: "{config_source}:game_dev_experience"
|
||||
date: system-generated
|
||||
|
||||
# Workflow components - Step-file architecture
|
||||
installed_path: "{project-root}/_bmad/bmgd/workflows/2-design/narrative"
|
||||
instructions: "{installed_path}/workflow.md"
|
||||
template: "{installed_path}/templates/narrative-template.md"
|
||||
validation: "{installed_path}/checklist.md"
|
||||
|
||||
# Smart input file references
|
||||
input_file_patterns:
|
||||
gdd:
|
||||
description: "Game Design Document with mechanics and systems"
|
||||
whole: "{output_folder}/*gdd*.md"
|
||||
sharded: "{output_folder}/*gdd*/index.md"
|
||||
load_strategy: "INDEX_GUIDED"
|
||||
|
||||
brief:
|
||||
description: "Game Brief with vision (optional)"
|
||||
whole: "{output_folder}/*brief*.md"
|
||||
sharded: "{output_folder}/*brief*/index.md"
|
||||
load_strategy: "INDEX_GUIDED"
|
||||
|
||||
# Output configuration
|
||||
default_output_file: "{output_folder}/narrative-design.md"
|
||||
|
||||
# Workflow metadata
|
||||
version: "2.0.0"
|
||||
paradigm: "step-file-architecture"
|
||||
features:
|
||||
- "Step-file architecture for modular execution"
|
||||
- "Narrative complexity assessment"
|
||||
- "Character development facilitation"
|
||||
- "World-building guidance"
|
||||
- "Dialogue system design"
|
||||
- "Environmental storytelling planning"
|
||||
- "Production scope estimation"
|
||||
- "State tracking via frontmatter"
|
||||
|
||||
standalone: true
|
||||
Reference in new issue
Block a user