bmad初始化
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38
bmad/bmm/workflows/1-analysis/brainstorm-game/README.md
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bmad/bmm/workflows/1-analysis/brainstorm-game/README.md
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---
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last-redoc-date: 2025-10-01
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---
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# Game Brainstorming Workflow
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This workflow employs structured ideation methodologies to generate and refine game concepts through systematic creative exploration. It leverages five distinct brainstorming techniques—SCAMPER, Mind Mapping, Lotus Blossom, Six Thinking Hats, and Random Word Association—each applied in isolation to produce diverse conceptual approaches. The workflow emphasizes iterative refinement where initial concepts are evaluated against design pillars, technical feasibility, and market positioning to identify the most promising directions.
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The system operates through a game-specific context framework that considers platform constraints, target audience characteristics, monetization models, and core gameplay pillars. Each brainstorming method generates distinct artifacts: SCAMPER produces systematic modification analyses, Mind Mapping reveals conceptual hierarchies, Lotus Blossom creates radial expansion patterns, Six Thinking Hats enforces multi-perspective evaluation, and Random Word Association drives lateral thinking breakthroughs. The workflow culminates in a consolidated concept document that synthesizes the strongest elements from each method into cohesive game proposals.
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Critical to this workflow is its emphasis on constraint-driven creativity. The game-context.md framework establishes technical boundaries (platform capabilities, performance targets), market parameters (genre conventions, competitive positioning), and design philosophy (accessibility requirements, monetization ethics) that ground creative exploration in practical realities. This prevents ideation from drifting into infeasible territory while maintaining creative ambition.
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## Usage
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```bash
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bmad bmm 1-analysis brainstorm-game
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```
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## Inputs
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- **Game Context Document**: Platform specifications, genre preferences, technical constraints, target audience demographics, monetization approach, and core design pillars
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- **Initial Concept Seed** (optional): High-level game idea or theme to guide brainstorming direction
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## Outputs
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- **Method-Specific Artifacts**: Five separate brainstorming documents, each applying a different ideation methodology to the concept space
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- **Consolidated Concept Document**: Synthesized game concepts with feasibility assessments, unique value propositions, and recommended next steps
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- **Design Pillar Alignment Matrix**: Evaluation of each concept against stated design objectives and technical constraints
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## Brainstorming Methods
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| Method | Focus | Output Characteristics |
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| ----------------------- | ------------------------ | ---------------------------------- |
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| SCAMPER | Systematic modification | Structured transformation analysis |
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| Mind Mapping | Hierarchical exploration | Visual concept relationships |
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| Lotus Blossom | Radial expansion | Layered thematic development |
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| Six Thinking Hats | Multi-perspective | Balanced evaluation framework |
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| Random Word Association | Lateral thinking | Unexpected conceptual combinations |
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category,technique_name,description,facilitation_prompts,best_for,energy_level,typical_duration
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game_design,MDA Framework Exploration,Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience,What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align?,holistic-design,moderate,20-30
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game_design,Core Loop Brainstorming,Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game,What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve?,gameplay-foundation,high,15-25
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game_design,Player Fantasy Mining,Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged,What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume?,player-motivation,high,15-20
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game_design,Genre Mashup,Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay,Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook?,innovation,high,15-20
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game_design,Verbs Before Nouns,Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay,What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions,mechanics-first,moderate,20-25
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game_design,Failure State Design,Work backwards from interesting failure conditions to create tension and meaningful choices,How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics?,challenge-design,moderate,15-20
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game_design,Progression Curve Sculpting,Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation,How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow?,pacing-balance,moderate,25-30
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game_design,Emergence Engineering,Design simple rule interactions that create complex unexpected player-driven outcomes,What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities?,depth-complexity,moderate,20-25
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game_design,Accessibility Layers,Brainstorm how different skill levels and abilities can access your core experience meaningfully,Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options?,inclusive-design,moderate,20-25
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game_design,Reward Schedule Architecture,Design the timing and type of rewards to maintain player motivation and engagement,What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction?,engagement-retention,moderate,20-30
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narrative_game,Ludonarrative Harmony,Align story and gameplay so mechanics reinforce narrative themes - make meaning through play,What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme?,storytelling,moderate,20-25
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narrative_game,Environmental Storytelling,Use world design and ambient details to convey narrative without explicit exposition,What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell?,world-building,moderate,15-20
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narrative_game,Player Agency Moments,Identify key decision points where player choice shapes narrative in meaningful ways,What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where?,player-choice,moderate,20-25
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narrative_game,Emotion Targeting,Design specific moments intended to evoke targeted emotional responses through integrated design,What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings?,emotional-design,high,20-30
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systems_game,Economy Balancing Thought Experiments,Explore resource generation/consumption balance to prevent game-breaking exploits,What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit?,economy-design,moderate,25-30
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systems_game,Meta-Game Layer Design,Brainstorm progression systems that persist beyond individual play sessions,What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks?,retention-systems,moderate,20-25
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multiplayer_game,Social Dynamics Mapping,Anticipate how players will interact and design mechanics that support desired social behaviors,How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards?,social-design,moderate,20-30
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multiplayer_game,Spectator Experience Design,Consider how watching others play can be entertaining - esports and streaming potential,What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers?,spectator-value,moderate,15-20
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creative_game,Constraint-Based Creativity,Embrace a specific limitation as your core design constraint and build everything around it,Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst,innovation,moderate,15-25
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creative_game,Game Feel Playground,Focus purely on how controls and feedback FEEL before worrying about context or goals,What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions?,game-feel,high,20-30
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creative_game,One Button Game Challenge,Design interesting gameplay using only a single input - forces elegant simplicity,Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity?,minimalist-design,moderate,15-20
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wild_game,Remix an Existing Game,Take a well-known game and twist one core element - what new experience emerges?,Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation?,rapid-prototyping,high,10-15
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wild_game,Anti-Game Design,Design a game that deliberately breaks common conventions - subvert player expectations,What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities?,experimental,moderate,15-20
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wild_game,Physics Playground,Start with an interesting physics interaction and build a game around that sensation,What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first?,prototype-first,high,15-25
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wild_game,Toy Before Game,Create a playful interactive toy with no goals first - then discover the game within it,What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution?,discovery-design,high,20-30
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bmad/bmm/workflows/1-analysis/brainstorm-game/game-context.md
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bmad/bmm/workflows/1-analysis/brainstorm-game/game-context.md
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# Game Brainstorming Context
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This context guide provides game-specific considerations for brainstorming sessions focused on game design and development.
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## Session Focus Areas
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When brainstorming for games, consider exploring:
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- **Core Gameplay Loop** - What players do moment-to-moment
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- **Player Fantasy** - What identity/power fantasy does the game fulfill?
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- **Game Mechanics** - Rules and interactions that define play
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- **Game Dynamics** - Emergent behaviors from mechanic interactions
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- **Aesthetic Experience** - Emotional responses and feelings evoked
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- **Progression Systems** - How players grow and unlock content
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- **Challenge and Difficulty** - How to create engaging difficulty curves
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- **Social/Multiplayer Features** - How players interact with each other
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- **Narrative and World** - Story, setting, and environmental storytelling
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- **Art Direction and Feel** - Visual style and game feel
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- **Monetization** - Business model and revenue approach (if applicable)
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## Game Design Frameworks
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### MDA Framework
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- **Mechanics** - Rules and systems (what's in the code)
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- **Dynamics** - Runtime behavior (how mechanics interact)
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- **Aesthetics** - Emotional responses (what players feel)
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### Player Motivation (Bartle's Taxonomy)
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- **Achievers** - Goal completion and progression
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- **Explorers** - Discovery and understanding systems
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- **Socializers** - Interaction and relationships
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- **Killers** - Competition and dominance
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### Core Experience Questions
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- What does the player DO? (Verbs first, nouns second)
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- What makes them feel powerful/competent/awesome?
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- What's the central tension or challenge?
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- What's the "one more turn" factor?
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## Recommended Brainstorming Techniques
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### Game Design Specific Techniques
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(These are available as additional techniques in game brainstorming sessions)
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- **MDA Framework Exploration** - Design through mechanics-dynamics-aesthetics
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- **Core Loop Brainstorming** - Define the heartbeat of gameplay
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- **Player Fantasy Mining** - Identify and amplify player power fantasies
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- **Genre Mashup** - Combine unexpected genres for innovation
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- **Verbs Before Nouns** - Focus on actions before objects
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- **Failure State Design** - Work backwards from interesting failures
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- **Ludonarrative Harmony** - Align story and gameplay
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- **Game Feel Playground** - Focus purely on how controls feel
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### Standard Techniques Well-Suited for Games
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- **SCAMPER Method** - Innovate on existing game mechanics
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- **What If Scenarios** - Explore radical gameplay possibilities
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- **First Principles Thinking** - Rebuild game concepts from scratch
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- **Role Playing** - Generate ideas from player perspectives
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- **Analogical Thinking** - Find inspiration from other games/media
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- **Constraint-Based Creativity** - Design around limitations
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- **Morphological Analysis** - Explore mechanic combinations
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## Output Guidance
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Effective game brainstorming sessions should capture:
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1. **Core Concept** - High-level game vision and hook
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2. **Key Mechanics** - Primary gameplay verbs and interactions
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3. **Player Experience** - What it feels like to play
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4. **Unique Elements** - What makes this game special/different
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5. **Design Challenges** - Obstacles to solve during development
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6. **Prototype Ideas** - What to test first
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7. **Reference Games** - Existing games that inspire or inform
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8. **Open Questions** - What needs further exploration
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## Integration with Game Development Workflow
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Game brainstorming sessions typically feed into:
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- **Game Briefs** - High-level vision and core pillars
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- **Game Design Documents (GDD)** - Comprehensive design specifications
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- **Technical Design Docs** - Architecture for game systems
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- **Prototype Plans** - What to build to validate concepts
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- **Art Direction Documents** - Visual style and feel guides
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## Special Considerations for Game Design
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### Start With The Feel
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- How should controls feel? Responsive? Weighty? Floaty?
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- What's the "game feel" - the juice and feedback?
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- Can we prototype the core interaction quickly?
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### Think in Systems
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- How do mechanics interact?
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- What emergent behaviors arise?
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- Are there dominant strategies or exploits?
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### Design for Failure
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- How do players fail?
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- Is failure interesting and instructive?
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- What's the cost of failure?
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### Player Agency vs. Authored Experience
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- Where do players have meaningful choices?
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- Where is the experience authored/scripted?
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- How do we balance freedom and guidance?
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128
bmad/bmm/workflows/1-analysis/brainstorm-game/instructions.md
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128
bmad/bmm/workflows/1-analysis/brainstorm-game/instructions.md
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<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
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<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
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<critical>Communicate all responses in {communication_language}</critical>
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<critical>This is a meta-workflow that orchestrates the CIS brainstorming workflow with game-specific context and additional game design techniques</critical>
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<workflow>
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<step n="1" goal="Validate workflow readiness" tag="workflow-status">
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<action>Check if {output_folder}/bmm-workflow-status.yaml exists</action>
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<check if="status file not found">
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<output>No workflow status file found. Game brainstorming is optional - you can continue without status tracking.</output>
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<action>Set standalone_mode = true</action>
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</check>
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<check if="status file found">
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<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
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<action>Parse workflow_status section</action>
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<action>Check status of "brainstorm-game" workflow</action>
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<action>Get project_level from YAML metadata</action>
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<action>Find first non-completed workflow (next expected workflow)</action>
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<check if="project_type != 'game'">
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<output>Note: This is a {{project_type}} project. Game brainstorming is designed for game projects.</output>
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<ask>Continue with game brainstorming anyway? (y/n)</ask>
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<check if="n">
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<action>Exit workflow</action>
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</check>
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</check>
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<check if="brainstorm-game status is file path (already completed)">
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<output>⚠️ Game brainstorming session already completed: {{brainstorm-game status}}</output>
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<ask>Re-running will create a new session. Continue? (y/n)</ask>
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<check if="n">
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<output>Exiting. Use workflow-status to see your next step.</output>
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<action>Exit workflow</action>
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</check>
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</check>
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<check if="brainstorm-game is not the next expected workflow (latter items are completed already in the list)">
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<output>⚠️ Next expected workflow: {{next_workflow}}. Game brainstorming is out of sequence.</output>
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<ask>Continue with game brainstorming anyway? (y/n)</ask>
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<check if="n">
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<output>Exiting. Run {{next_workflow}} instead.</output>
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<action>Exit workflow</action>
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</check>
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</check>
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<action>Set standalone_mode = false</action>
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</check>
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</step>
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<step n="2" goal="Load game brainstorming context and techniques">
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<action>Read the game context document from: {game_context}</action>
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<action>This context provides game-specific guidance including:
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- Focus areas for game ideation (mechanics, narrative, experience, etc.)
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- Key considerations for game design
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- Recommended techniques for game brainstorming
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- Output structure guidance
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</action>
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<action>Load game-specific brain techniques from: {game_brain_methods}</action>
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<action>These additional techniques supplement the standard CIS brainstorming methods with game design-focused approaches like:
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- MDA Framework exploration
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- Core loop brainstorming
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- Player fantasy mining
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- Genre mashup
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- And other game-specific ideation methods
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</action>
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</step>
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<step n="3" goal="Invoke CIS brainstorming with game context">
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<action>Execute the CIS brainstorming workflow with game context and additional techniques</action>
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<invoke-workflow path="{core_brainstorming}" data="{game_context}" techniques="{game_brain_methods}">
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The CIS brainstorming workflow will:
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- Merge game-specific techniques with standard techniques
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- Present interactive brainstorming techniques menu
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- Guide the user through selected ideation methods
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- Generate and capture brainstorming session results
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- Save output to: {output_folder}/brainstorming-session-results-{{date}}.md
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</invoke-workflow>
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</step>
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<step n="4" goal="Update status and complete" tag="workflow-status">
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<check if="standalone_mode != true">
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<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
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<action>Find workflow_status key "brainstorm-game"</action>
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<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
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<action>Update workflow_status["brainstorm-game"] = "{output_folder}/bmm-brainstorming-session-{{date}}.md"</action>
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<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
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<action>Find first non-completed workflow in workflow_status (next workflow to do)</action>
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<action>Determine next agent from path file based on next workflow</action>
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</check>
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<output>**✅ Game Brainstorming Session Complete, {user_name}!**
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**Session Results:**
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- Game brainstorming results saved to: {output_folder}/bmm-brainstorming-session-{{date}}.md
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{{#if standalone_mode != true}}
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**Status Updated:**
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- Progress tracking updated: brainstorm-game marked complete
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- Next workflow: {{next_workflow}}
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{{else}}
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**Note:** Running in standalone mode (no progress tracking)
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{{/if}}
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**Next Steps:**
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{{#if standalone_mode != true}}
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- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
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- **Optional:** You can run other analysis workflows (research, game-brief) before proceeding
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Check status anytime with: `workflow-status`
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{{else}}
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Since no workflow is in progress:
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- Refer to the BMM workflow guide if unsure what to do next
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- Or run `workflow-init` to create a workflow path and get guided next steps
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{{/if}}
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</output>
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</step>
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</workflow>
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27
bmad/bmm/workflows/1-analysis/brainstorm-game/workflow.yaml
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27
bmad/bmm/workflows/1-analysis/brainstorm-game/workflow.yaml
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# Brainstorm Game Workflow Configuration
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name: "brainstorm-game"
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description: "Facilitate game brainstorming sessions by orchestrating the CIS brainstorming workflow with game-specific context, guidance, and additional game design techniques."
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author: "BMad"
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# Critical variables from config
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config_source: "{project-root}/bmad/bmm/config.yaml"
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output_folder: "{config_source}:output_folder"
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user_name: "{config_source}:user_name"
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communication_language: "{config_source}:communication_language"
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document_output_language: "{config_source}:document_output_language"
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user_skill_level: "{config_source}:user_skill_level"
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date: system-generated
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# Module path and component files
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installed_path: "{project-root}/bmad/bmm/workflows/1-analysis/brainstorm-game"
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template: false
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instructions: "{installed_path}/instructions.md"
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# Context and techniques for game brainstorming
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game_context: "{installed_path}/game-context.md"
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game_brain_methods: "{installed_path}/game-brain-methods.csv"
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# CORE brainstorming workflow to invoke
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core_brainstorming: "{project-root}/bmad/core/workflows/brainstorming/workflow.yaml"
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standalone: true
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