bmad初始化
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bmad/bmm/workflows/2-plan-workflows/gdd/README.md
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# Game Design Document (GDD) Workflow
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This folder contains the GDD workflow for game projects, replacing the traditional PRD approach with game-specific documentation.
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## Overview
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The GDD workflow creates a comprehensive Game Design Document that captures:
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- Core gameplay mechanics and pillars
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- Game type-specific elements (RPG systems, platformer movement, puzzle mechanics, etc.)
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- Level design framework
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- Art and audio direction
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- Technical specifications (platform-agnostic)
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- Development epics
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## Architecture
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### Universal Template
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`gdd-template.md` contains sections common to ALL game types:
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- Executive Summary
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- Goals and Context
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- Core Gameplay
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- Win/Loss Conditions
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- Progression and Balance
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- Level Design Framework
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- Art and Audio Direction
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- Technical Specs
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- Development Epics
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- Success Metrics
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### Game-Type-Specific Injection
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The template includes a `{{GAME_TYPE_SPECIFIC_SECTIONS}}` placeholder that gets replaced with game-type-specific content.
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### Game Types Registry
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`game-types.csv` defines 24+ game types with:
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- **id**: Unique identifier (e.g., `action-platformer`, `rpg`, `roguelike`)
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- **name**: Human-readable name
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- **description**: Brief description of the game type
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- **genre_tags**: Searchable tags
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- **fragment_file**: Path to type-specific template fragment
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### Game-Type Fragments
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Located in `game-types/` folder, these markdown files contain sections specific to each game type:
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**action-platformer.md**:
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- Movement System (jump mechanics, air control, special moves)
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- Combat System (attack types, combos, enemy AI)
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- Level Design Patterns (platforming challenges, combat arenas)
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- Player Abilities and Unlocks
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**rpg.md**:
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- Character System (stats, classes, leveling)
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- Inventory and Equipment
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- Quest System
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- World and Exploration
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- NPC and Dialogue
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- Combat System
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**puzzle.md**:
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- Core Puzzle Mechanics
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- Puzzle Progression
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- Level Structure
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- Player Assistance
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- Replayability
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**roguelike.md**:
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- Run Structure
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- Procedural Generation
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- Permadeath and Progression
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- Item and Upgrade System
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- Character Selection
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- Difficulty Modifiers
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...and 20+ more game types!
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## Workflow Flow
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1. **Router Detection** (instructions-router.md):
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- Step 3 asks for project type
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- If "Game" selected → sets `workflow_type = "gdd"`
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- Skips standard level classification
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- Jumps to GDD-specific assessment
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2. **Game Type Selection** (instructions-gdd.md Step 1):
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- Presents 9 common game types + "Other"
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- Maps selection to `game-types.csv`
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- Loads corresponding fragment file
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- Stores `game_type` for injection
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3. **Universal GDD Sections** (Steps 2-5, 7-13):
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- Platform and target audience
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- Goals and context
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- Core gameplay (pillars, loop, win/loss)
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- Mechanics and controls
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- Progression and balance
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- Level design
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- Art and audio
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- Technical specs
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- Epics and metrics
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4. **Game-Type Injection** (Step 6):
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- Loads fragment from `game-types/{game_type}.md`
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- For each `{{placeholder}}` in fragment, elicits details
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- Injects completed sections into `{{GAME_TYPE_SPECIFIC_SECTIONS}}`
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5. **Solutioning Handoff** (Step 14):
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- Routes to `3-solutioning` workflow
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- Platform/engine specifics handled by solutioning registry
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- Game-\* entries in solutioning `registry.csv` provide engine-specific guidance
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## Platform vs. Game Type Separation
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**GDD (this workflow)**: Game-type specifics
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- What makes an RPG an RPG (stats, quests, inventory)
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- What makes a platformer a platformer (jump mechanics, level design)
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- Genre-defining mechanics and systems
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**Solutioning (3-solutioning workflow)**: Platform/engine specifics
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- Unity vs. Godot vs. Phaser vs. Unreal
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- 2D vs. 3D rendering
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- Physics engines
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- Input systems
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- Platform constraints (mobile, web, console)
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This separation allows:
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- Single universal GDD regardless of platform
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- Platform decisions made during architecture phase
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- Easy platform pivots without rewriting GDD
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## Output
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**GDD.md**: Complete game design document with:
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- All universal sections filled
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- Game-type-specific sections injected
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- Ready for solutioning handoff
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## Example Game Types
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| ID | Name | Key Sections |
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| ----------------- | ----------------- | ------------------------------------------------- |
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| action-platformer | Action Platformer | Movement, Combat, Level Patterns, Abilities |
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| rpg | RPG | Character System, Inventory, Quests, World, NPCs |
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| puzzle | Puzzle | Puzzle Mechanics, Progression, Level Structure |
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| roguelike | Roguelike | Run Structure, Procgen, Permadeath, Items |
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| shooter | Shooter | Weapon Systems, Enemy AI, Arena Design |
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| strategy | Strategy | Resources, Units, AI, Victory Conditions |
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| metroidvania | Metroidvania | Interconnected World, Ability Gating, Exploration |
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| visual-novel | Visual Novel | Branching Story, Dialogue Trees, Choices |
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| tower-defense | Tower Defense | Waves, Tower Types, Placement, Economy |
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| card-game | Card Game | Deck Building, Card Mechanics, Turn System |
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...and 14+ more!
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## Adding New Game Types
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1. Add row to `game-types.csv`:
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```csv
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new-type,New Type Name,"Description",tags,new-type.md
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```
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2. Create `game-types/new-type.md`:
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```markdown
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## New Type Specific Elements
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### System Name
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{{system_placeholder}}
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**Details:**
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- Element 1
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- Element 2
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```
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3. The workflow automatically uses it!
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## Integration with Solutioning
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When a game project completes the GDD and moves to solutioning:
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1. Solutioning workflow reads `project_type == "game"`
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2. Loads GDD.md instead of PRD.md
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3. Matches game platforms to solutioning `registry.csv` game-\* entries
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4. Provides engine-specific guidance (Unity, Godot, Phaser, etc.)
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5. Generates architecture.md with platform decisions
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6. Creates per-epic tech specs
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Example solutioning registry entries:
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- `game-unity-2d`: Unity 2D games
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- `game-godot-3d`: Godot 3D games
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- `game-phaser`: Phaser web games
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- `game-unreal-3d`: Unreal Engine games
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- `game-custom-3d-rust`: Custom Rust game engines
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## Philosophy
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**Game projects are fundamentally different from software products**:
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- Gameplay feel > feature lists
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- Playtesting > user testing
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- Game pillars > product goals
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- Mechanics > requirements
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- Fun > utility
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The GDD workflow respects these differences while maintaining BMAD Method rigor.
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148
bmad/bmm/workflows/2-plan-workflows/gdd/checklist.md
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bmad/bmm/workflows/2-plan-workflows/gdd/checklist.md
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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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25
bmad/bmm/workflows/2-plan-workflows/gdd/game-types.csv
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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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## 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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||||
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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)
|
||||
- Character relationships
|
||||
- NPC schedules/behaviors
|
||||
- Companion mechanics (if applicable)
|
||||
- Memorable character moments
|
||||
|
||||
### Inventory and Items
|
||||
|
||||
{{inventory_items}}
|
||||
|
||||
**Item systems:**
|
||||
|
||||
- Inventory scope (key items, collectibles, consumables)
|
||||
- Item examination/description
|
||||
- Combination/crafting (if applicable)
|
||||
- Story-critical items vs. optional items
|
||||
- Item-based progression gates
|
||||
|
||||
### Environmental Storytelling
|
||||
|
||||
{{environmental_storytelling}}
|
||||
|
||||
**World narrative:**
|
||||
|
||||
- Visual storytelling techniques
|
||||
- Audio atmosphere
|
||||
- Readable documents (journals, notes, signs)
|
||||
- Environmental clues
|
||||
- Show vs. tell balance
|
||||
@@ -0,0 +1,76 @@
|
||||
## Card Game Specific Elements
|
||||
|
||||
### Card Types and Effects
|
||||
|
||||
{{card_types}}
|
||||
|
||||
**Card design:**
|
||||
|
||||
- Card categories (creatures, spells, enchantments, etc.)
|
||||
- Card rarity tiers (common, rare, epic, legendary)
|
||||
- Card attributes (cost, power, health, etc.)
|
||||
- Effect types (damage, healing, draw, control, etc.)
|
||||
- Keywords and abilities
|
||||
- Card synergies
|
||||
|
||||
### Deck Building
|
||||
|
||||
{{deck_building}}
|
||||
|
||||
**Deck construction:**
|
||||
|
||||
- Deck size limits (minimum, maximum)
|
||||
- Card quantity limits (e.g., max 2 copies)
|
||||
- Class/faction restrictions
|
||||
- Deck archetypes (aggro, control, combo, midrange)
|
||||
- Sideboard mechanics (if applicable)
|
||||
- Pre-built vs. custom decks
|
||||
|
||||
### Mana/Resource System
|
||||
|
||||
{{mana_resources}}
|
||||
|
||||
**Resource mechanics:**
|
||||
|
||||
- Mana generation (per turn, from cards, etc.)
|
||||
- Mana curve design
|
||||
- Resource types (colored mana, energy, etc.)
|
||||
- Ramp mechanics
|
||||
- Resource denial strategies
|
||||
|
||||
### Turn Structure
|
||||
|
||||
{{turn_structure}}
|
||||
|
||||
**Game flow:**
|
||||
|
||||
- Turn phases (draw, main, combat, end)
|
||||
- Priority and response windows
|
||||
- Simultaneous vs. alternating turns
|
||||
- Time limits per turn
|
||||
- Match length targets
|
||||
|
||||
### Card Collection and Progression
|
||||
|
||||
{{collection_progression}}
|
||||
|
||||
**Player progression:**
|
||||
|
||||
- Card acquisition (packs, rewards, crafting)
|
||||
- Deck unlocks
|
||||
- Currency systems (gold, dust, wildcards)
|
||||
- Free-to-play balance
|
||||
- Collection completion incentives
|
||||
|
||||
### Game Modes
|
||||
|
||||
{{game_modes}}
|
||||
|
||||
**Mode variety:**
|
||||
|
||||
- Ranked ladder
|
||||
- Draft/Arena modes
|
||||
- Campaign/story mode
|
||||
- Casual/unranked
|
||||
- Special event modes
|
||||
- Tournament formats
|
||||
@@ -0,0 +1,89 @@
|
||||
## Fighting Game Specific Elements
|
||||
|
||||
### Character Roster
|
||||
|
||||
{{character_roster}}
|
||||
|
||||
**Fighter design:**
|
||||
|
||||
- Roster size (launch + planned DLC)
|
||||
- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
|
||||
- Move list diversity
|
||||
- Complexity tiers (beginner vs. expert characters)
|
||||
- Balance philosophy (everyone viable vs. tier system)
|
||||
|
||||
### Move Lists and Frame Data
|
||||
|
||||
{{moves_frame_data}}
|
||||
|
||||
**Combat mechanics:**
|
||||
|
||||
- Normal moves (light, medium, heavy)
|
||||
- Special moves (quarter-circle, charge, etc.)
|
||||
- Super/ultimate moves
|
||||
- Frame data (startup, active, recovery, advantage)
|
||||
- Hit/hurt boxes
|
||||
- Command inputs vs. simplified inputs
|
||||
|
||||
### Combo System
|
||||
|
||||
{{combo_system}}
|
||||
|
||||
**Combo design:**
|
||||
|
||||
- Combo structure (links, cancels, chains)
|
||||
- Juggle system
|
||||
- Wall/ground bounces
|
||||
- Combo scaling
|
||||
- Reset opportunities
|
||||
- Optimal vs. practical combos
|
||||
|
||||
### Defensive Mechanics
|
||||
|
||||
{{defensive_mechanics}}
|
||||
|
||||
**Defense options:**
|
||||
|
||||
- Blocking (high, low, crossup protection)
|
||||
- Dodging/rolling/backdashing
|
||||
- Parries/counters
|
||||
- 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
|
||||
86
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/horror.md
Normal file
86
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/horror.md
Normal file
@@ -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
|
||||
74
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/moba.md
Normal file
74
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/moba.md
Normal file
@@ -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)
|
||||
58
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/puzzle.md
Normal file
58
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/puzzle.md
Normal file
@@ -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
|
||||
88
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/racing.md
Normal file
88
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/racing.md
Normal file
@@ -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
|
||||
79
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rhythm.md
Normal file
79
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rhythm.md
Normal file
@@ -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
|
||||
70
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rpg.md
Normal file
70
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rpg.md
Normal file
@@ -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
|
||||
75
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/sports.md
Normal file
75
bmad/bmm/workflows/2-plan-workflows/gdd/game-types/sports.md
Normal file
@@ -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
|
||||
153
bmad/bmm/workflows/2-plan-workflows/gdd/gdd-template.md
Normal file
153
bmad/bmm/workflows/2-plan-workflows/gdd/gdd-template.md
Normal file
@@ -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}}
|
||||
488
bmad/bmm/workflows/2-plan-workflows/gdd/instructions-gdd.md
Normal file
488
bmad/bmm/workflows/2-plan-workflows/gdd/instructions-gdd.md
Normal file
@@ -0,0 +1,488 @@
|
||||
# GDD Workflow - Game Projects (All Levels)
|
||||
|
||||
<workflow>
|
||||
|
||||
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
|
||||
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
|
||||
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
|
||||
<critical>Generate all documents in {document_output_language}</critical>
|
||||
<critical>This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document</critical>
|
||||
<critical>Project analysis already completed - proceeding with game-specific design</critical>
|
||||
<critical>Uses gdd_template for GDD output, game_types.csv for type-specific sections</critical>
|
||||
<critical>Routes to 3-solutioning for architecture (platform-specific decisions handled there)</critical>
|
||||
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
|
||||
|
||||
<critical>DOCUMENT OUTPUT: Concise, clear, actionable game design specs. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
|
||||
|
||||
<step n="0" goal="Validate workflow and extract project configuration">
|
||||
|
||||
<invoke-workflow path="{project-root}/bmad/bmm/workflows/workflow-status">
|
||||
<param>mode: data</param>
|
||||
<param>data_request: project_config</param>
|
||||
</invoke-workflow>
|
||||
|
||||
<check if="status_exists == false">
|
||||
<output>**Note: No Workflow Status File Found**
|
||||
|
||||
The GDD workflow can run standalone or as part of the BMM workflow path.
|
||||
|
||||
**Recommended:** Run `workflow-init` first for:
|
||||
|
||||
- Project context tracking
|
||||
- Workflow sequencing guidance
|
||||
- Progress monitoring across workflows
|
||||
|
||||
**Or continue standalone** without progress tracking.
|
||||
</output>
|
||||
<ask>Continue in standalone mode or exit to run workflow-init? (continue/exit)</ask>
|
||||
<check if="continue">
|
||||
<action>Set standalone_mode = true</action>
|
||||
</check>
|
||||
<check if="exit">
|
||||
<action>Exit workflow</action>
|
||||
</check>
|
||||
</check>
|
||||
|
||||
<check if="status_exists == true">
|
||||
<action>Store {{status_file_path}} for later updates</action>
|
||||
|
||||
<check if="project_type != 'game'">
|
||||
<output>**Incorrect Workflow for Software Projects**
|
||||
|
||||
Your project is type: {{project_type}}
|
||||
|
||||
**Correct workflows for software projects:**
|
||||
|
||||
- Level 0-1: `tech-spec` (Architect agent)
|
||||
- Level 2-4: `prd` (PM agent)
|
||||
|
||||
{{#if project_level <= 1}}
|
||||
Use: `tech-spec`
|
||||
{{else}}
|
||||
Use: `prd`
|
||||
{{/if}}
|
||||
</output>
|
||||
<action>Exit and redirect to appropriate workflow</action>
|
||||
</check>
|
||||
</check>
|
||||
</step>
|
||||
|
||||
<step n="0.5" goal="Validate workflow sequencing" tag="workflow-status">
|
||||
|
||||
<check if="standalone_mode != true">
|
||||
<action>Check status of "gdd" workflow in loaded status file</action>
|
||||
|
||||
<check if="gdd status is file path (already completed)">
|
||||
<output>⚠️ GDD already completed: {{gdd status}}</output>
|
||||
<ask>Re-running will overwrite the existing GDD. 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="gdd is not the next expected workflow (latter items are completed already in the list)">
|
||||
<output>⚠️ Next expected workflow: {{next_workflow}}. GDD is out of sequence.</output>
|
||||
<ask>Continue with GDD anyway? (y/n)</ask>
|
||||
<check if="n">
|
||||
<output>Exiting. Run {{next_workflow}} instead.</output>
|
||||
<action>Exit workflow</action>
|
||||
</check>
|
||||
</check>
|
||||
</check>
|
||||
</step>
|
||||
|
||||
<step n="1" goal="Load context and determine game type">
|
||||
|
||||
<action>Use {{project_type}} and {{project_level}} from status data</action>
|
||||
|
||||
<check if="continuation_mode == true">
|
||||
<action>Load existing GDD.md and check completion status</action>
|
||||
<ask>Found existing work. Would you like to:
|
||||
1. Review what's done and continue
|
||||
2. Modify existing sections
|
||||
3. Start fresh
|
||||
</ask>
|
||||
<action>If continuing, skip to first incomplete section</action>
|
||||
</check>
|
||||
|
||||
<action if="new or starting fresh">Check or existing game-brief in output_folder</action>
|
||||
|
||||
<check if="game-brief exists">
|
||||
<ask>Found existing game brief! Would you like to:
|
||||
|
||||
1. Use it as input (recommended - I'll extract key info)
|
||||
2. Ignore it and start fresh
|
||||
</ask>
|
||||
</check>
|
||||
|
||||
<check if="using game-brief">
|
||||
<action>Load and analyze game-brief document</action>
|
||||
<action>Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics</action>
|
||||
<action>Pre-fill relevant GDD sections with game-brief content</action>
|
||||
<action>Note which sections were pre-filled from brief</action>
|
||||
|
||||
</check>
|
||||
|
||||
<check if="no game-brief was loaded">
|
||||
<ask>Describe your game. What is it about? What does the player do? What is the Genre or type?</ask>
|
||||
|
||||
<action>Analyze description to determine game type</action>
|
||||
<action>Map to closest game_types.csv id or use "custom"</action>
|
||||
</check>
|
||||
|
||||
<check if="else (game-brief was loaded)">
|
||||
<action>Use game concept from brief to determine game type</action>
|
||||
|
||||
<ask optional="true">
|
||||
I've identified this as a **{{game_type}}** game. Is that correct?
|
||||
If not, briefly describe what type it should be:
|
||||
</ask>
|
||||
|
||||
<action>Map selection to game_types.csv id</action>
|
||||
<action>Load corresponding fragment file from game-types/ folder</action>
|
||||
<action>Store game_type for later injection</action>
|
||||
|
||||
<action>Load gdd_template from workflow.yaml</action>
|
||||
|
||||
Get core game concept and vision.
|
||||
|
||||
<template-output>description</template-output>
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="2" goal="Define platforms and target audience">
|
||||
|
||||
<action>Guide user to specify target platform(s) for their game, exploring considerations like desktop, mobile, web, console, or multi-platform deployment</action>
|
||||
|
||||
<template-output>platforms</template-output>
|
||||
|
||||
<action>Guide user to define their target audience with specific demographics: age range, gaming experience level (casual/core/hardcore), genre familiarity, and preferred play session lengths</action>
|
||||
|
||||
<template-output>target_audience</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="3" goal="Define goals, context, and unique selling points">
|
||||
|
||||
<action>Guide user to define project goals appropriate for their level (Level 0-1: 1-2 goals, Level 2: 2-3 goals, Level 3-4: 3-5 strategic goals) - what success looks like for this game</action>
|
||||
|
||||
<template-output>goals</template-output>
|
||||
|
||||
<action>Guide user to provide context on why this game matters now - the motivation and rationale behind the project</action>
|
||||
|
||||
<template-output>context</template-output>
|
||||
|
||||
<action>Guide user to identify the unique selling points (USPs) - what makes this game different from existing games in the market</action>
|
||||
|
||||
<template-output>unique_selling_points</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Core gameplay definition">
|
||||
|
||||
<critical>These are game-defining decisions</critical>
|
||||
|
||||
<action>Guide user to identify 2-4 core game pillars - the fundamental gameplay elements that define their game's experience (e.g., tight controls + challenging combat + rewarding exploration, or strategic depth + replayability + quick sessions)</action>
|
||||
|
||||
<template-output>game_pillars</template-output>
|
||||
|
||||
<action>Guide user to describe the core gameplay loop - what actions the player repeats throughout the game, creating a clear cyclical pattern of player behavior and rewards</action>
|
||||
|
||||
<template-output>gameplay_loop</template-output>
|
||||
|
||||
<action>Guide user to define win and loss conditions - how the player succeeds and fails in the game</action>
|
||||
|
||||
<template-output>win_loss_conditions</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="5" goal="Game mechanics and controls">
|
||||
|
||||
<action>Guide user to define the primary game mechanics that players will interact with throughout the game</action>
|
||||
|
||||
<template-output>primary_mechanics</template-output>
|
||||
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
|
||||
|
||||
<action>Guide user to describe their control scheme and input method (keyboard/mouse, gamepad, touchscreen, etc.), including key bindings or button layouts if known</action>
|
||||
|
||||
<template-output>controls</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Inject game-type-specific sections">
|
||||
|
||||
<action>Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md</action>
|
||||
|
||||
<critical>Process each section in the fragment template</critical>
|
||||
|
||||
For each {{placeholder}} in the fragment, elicit and capture that information.
|
||||
|
||||
<template-output file="GDD.md">GAME_TYPE_SPECIFIC_SECTIONS</template-output>
|
||||
|
||||
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Progression and balance">
|
||||
|
||||
<action>Guide user to describe how player progression works in their game - whether through skill improvement, power gains, ability unlocking, narrative advancement, or a combination of approaches</action>
|
||||
|
||||
<template-output>player_progression</template-output>
|
||||
|
||||
<action>Guide user to define the difficulty curve: how challenge increases over time, pacing rhythm (steady/spikes/player-controlled), and any accessibility options planned</action>
|
||||
|
||||
<template-output>difficulty_curve</template-output>
|
||||
|
||||
<action>Ask if the game includes an in-game economy or resource system, and if so, guide user to describe it (skip if not applicable)</action>
|
||||
|
||||
<template-output>economy_resources</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Level design framework">
|
||||
|
||||
<action>Guide user to describe the types of levels/stages in their game (e.g., tutorial, themed biomes, boss arenas, procedural vs. handcrafted, etc.)</action>
|
||||
|
||||
<template-output>level_types</template-output>
|
||||
|
||||
<action>Guide user to explain how levels progress or unlock - whether through linear sequence, hub-based structure, open world exploration, or player-driven choices</action>
|
||||
|
||||
<template-output>level_progression</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Art and audio direction">
|
||||
|
||||
<action>Guide user to describe their art style vision: visual aesthetic (pixel art, low-poly, realistic, stylized), color palette preferences, and any inspirations or references</action>
|
||||
|
||||
<template-output>art_style</template-output>
|
||||
|
||||
<action>Guide user to describe their audio and music direction: music style/genre, sound effect tone, and how important audio is to the gameplay experience</action>
|
||||
|
||||
<template-output>audio_music</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Technical specifications">
|
||||
|
||||
<action>Guide user to define performance requirements: target frame rate, resolution, acceptable load times, and mobile battery considerations if applicable</action>
|
||||
|
||||
<template-output>performance_requirements</template-output>
|
||||
|
||||
<action>Guide user to identify platform-specific considerations (mobile touch controls/screen sizes, PC keyboard/mouse/settings, console controller/certification, web browser compatibility/file size)</action>
|
||||
|
||||
<template-output>platform_details</template-output>
|
||||
|
||||
<action>Guide user to document key asset requirements: art assets (sprites/models/animations), audio assets (music/SFX/voice), estimated counts/sizes, and asset pipeline needs</action>
|
||||
|
||||
<template-output>asset_requirements</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Epic structure">
|
||||
|
||||
<action>Work with user to translate game features into development epics, following level-appropriate guidelines (Level 1: 1 epic/1-10 stories, Level 2: 1-2 epics/5-15 stories, Level 3: 2-5 epics/12-40 stories, Level 4: 5+ epics/40+ stories)</action>
|
||||
|
||||
<template-output>epics</template-output>
|
||||
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Generate detailed epic breakdown in epics.md">
|
||||
|
||||
<action>Load epics_template from workflow.yaml</action>
|
||||
|
||||
<critical>Create separate epics.md with full story hierarchy</critical>
|
||||
|
||||
<action>Generate epic overview section with all epics listed</action>
|
||||
|
||||
<template-output file="epics.md">epic_overview</template-output>
|
||||
|
||||
<action>For each epic, generate detailed breakdown with expanded goals, capabilities, and success criteria</action>
|
||||
|
||||
<action>For each epic, generate all stories in user story format with prerequisites, acceptance criteria (3-8 per story), and high-level technical notes</action>
|
||||
|
||||
<for-each epic="epic_list">
|
||||
|
||||
<template-output file="epics.md">epic\_{{epic_number}}\_details</template-output>
|
||||
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
|
||||
|
||||
</for-each>
|
||||
|
||||
</step>
|
||||
<step n="13" goal="Success metrics">
|
||||
|
||||
<action>Guide user to identify technical metrics they'll track (e.g., frame rate consistency, load times, crash rate, memory usage)</action>
|
||||
|
||||
<template-output>technical_metrics</template-output>
|
||||
|
||||
<action>Guide user to identify gameplay metrics they'll track (e.g., player completion rate, session length, difficulty pain points, feature engagement)</action>
|
||||
|
||||
<template-output>gameplay_metrics</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="14" goal="Document out of scope and assumptions">
|
||||
|
||||
<action>Guide user to document what is explicitly out of scope for this game - features, platforms, or content that won't be included in this version</action>
|
||||
|
||||
<template-output>out_of_scope</template-output>
|
||||
|
||||
<action>Guide user to document key assumptions and dependencies - technical assumptions, team capabilities, third-party dependencies, or external factors the project relies on</action>
|
||||
|
||||
<template-output>assumptions_and_dependencies</template-output>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="15" goal="Update status and populate story sequence" tag="workflow-status">
|
||||
|
||||
<check if="standalone_mode != true">
|
||||
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
|
||||
<action>Find workflow_status key "gdd"</action>
|
||||
<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
|
||||
<action>Update workflow_status["gdd"] = "{output_folder}/bmm-gdd-{{game_name}}-{{date}}.md"</action>
|
||||
<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
|
||||
|
||||
<action>Parse {epics_output_file} to extract all stories</action>
|
||||
<action>Populate story_sequence section in status file with story IDs</action>
|
||||
<action>Set each story status to "not-started"</action>
|
||||
<output>Loaded {{total_stories}} stories from epics into story sequence.</output>
|
||||
|
||||
<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>
|
||||
<output>Next workflow: {{next_workflow}} ({{next_agent}} agent)</output>
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
<step n="16" goal="Generate solutioning handoff and next steps">
|
||||
|
||||
<action>Check if game-type fragment contained narrative tags indicating narrative importance</action>
|
||||
|
||||
<check if="fragment had <narrative-workflow-critical> or <narrative-workflow-recommended>">
|
||||
<action>Set needs_narrative = true</action>
|
||||
<action>Extract narrative importance level from tag</action>
|
||||
|
||||
## Next Steps for {{game_name}}
|
||||
|
||||
</check>
|
||||
|
||||
<check if="needs_narrative == true">
|
||||
<action>Inform user that their game type benefits from narrative design, presenting the option to create a Narrative Design Document covering story structure, character arcs, world lore, dialogue framework, and environmental storytelling</action>
|
||||
|
||||
<ask>This game type ({{game_type}}) benefits from narrative design.
|
||||
|
||||
Would you like to create a Narrative Design Document now?
|
||||
|
||||
1. Yes, create Narrative Design Document (recommended)
|
||||
2. No, proceed directly to solutioning
|
||||
3. Skip for now, I'll do it later
|
||||
|
||||
Your choice:</ask>
|
||||
|
||||
</check>
|
||||
|
||||
<check if="user selects option 1 or fuzzy indicates wanting to create the narrative design document">
|
||||
<invoke-workflow>{project-root}/bmad/bmm/workflows/2-plan-workflows/narrative/workflow.yaml</invoke-workflow>
|
||||
<action>Pass GDD context to narrative workflow</action>
|
||||
<action>Exit current workflow (narrative will hand off to solutioning when done)</action>
|
||||
|
||||
Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture.
|
||||
|
||||
**Start new chat with solutioning workflow and provide:**
|
||||
|
||||
1. This GDD: `{{gdd_output_file}}`
|
||||
2. Project analysis: `{{analysis_file}}`
|
||||
|
||||
**The solutioning workflow will:**
|
||||
|
||||
- Determine game engine/platform (Unity, Godot, Phaser, custom, etc.)
|
||||
- Generate architecture.md with engine-specific decisions
|
||||
- Create per-epic tech specs
|
||||
- Handle platform-specific architecture (from registry.csv game-\* entries)
|
||||
|
||||
## Complete Next Steps Checklist
|
||||
|
||||
<action>Generate comprehensive checklist based on project analysis</action>
|
||||
|
||||
### Phase 1: Architecture and Engine Selection
|
||||
|
||||
- [ ] **Run solutioning workflow** (REQUIRED)
|
||||
- Command: `workflow create-architecture`
|
||||
- Input: GDD.md, bmm-workflow-status.md
|
||||
- Output: architecture.md with engine/platform specifics
|
||||
- Note: Registry.csv will provide engine-specific guidance
|
||||
|
||||
### Phase 2: Prototype and Playtesting
|
||||
|
||||
- [ ] **Create core mechanic prototype**
|
||||
- Validate game feel
|
||||
- Test control responsiveness
|
||||
- Iterate on game pillars
|
||||
|
||||
- [ ] **Playtest early and often**
|
||||
- Internal testing
|
||||
- External playtesting
|
||||
- Feedback integration
|
||||
|
||||
### Phase 3: Asset Production
|
||||
|
||||
- [ ] **Create asset pipeline**
|
||||
- Art style guides
|
||||
- Technical constraints
|
||||
- Asset naming conventions
|
||||
|
||||
- [ ] **Audio integration**
|
||||
- Music composition/licensing
|
||||
- SFX creation
|
||||
- Audio middleware setup
|
||||
|
||||
### Phase 4: Development
|
||||
|
||||
- [ ] **Generate detailed user stories**
|
||||
- Command: `workflow generate-stories`
|
||||
- Input: GDD.md + architecture.md
|
||||
|
||||
- [ ] **Sprint planning**
|
||||
- Vertical slices
|
||||
- Milestone planning
|
||||
- Demo/playable builds
|
||||
|
||||
<ask>**✅ GDD Complete, {user_name}!**
|
||||
|
||||
Next immediate action:
|
||||
|
||||
</check>
|
||||
|
||||
<check if="needs_narrative == true">
|
||||
|
||||
1. Create Narrative Design Document (recommended for {{game_type}})
|
||||
2. Start solutioning workflow (engine/architecture)
|
||||
3. Create prototype build
|
||||
4. Begin asset production planning
|
||||
5. Review GDD with team/stakeholders
|
||||
6. Exit workflow
|
||||
|
||||
</check>
|
||||
|
||||
<check if="else">
|
||||
|
||||
1. Start solutioning workflow (engine/architecture)
|
||||
2. Create prototype build
|
||||
3. Begin asset production planning
|
||||
4. Review GDD with team/stakeholders
|
||||
5. Exit workflow
|
||||
|
||||
Which would you like to proceed with?</ask>
|
||||
</check>
|
||||
|
||||
<check if="user selects narrative option">
|
||||
<invoke-workflow>{project-root}/bmad/bmm/workflows/2-plan-workflows/narrative/workflow.yaml</invoke-workflow>
|
||||
<action>Pass GDD context to narrative workflow</action>
|
||||
</check>
|
||||
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
33
bmad/bmm/workflows/2-plan-workflows/gdd/workflow.yaml
Normal file
33
bmad/bmm/workflows/2-plan-workflows/gdd/workflow.yaml
Normal file
@@ -0,0 +1,33 @@
|
||||
# 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/bmm/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"
|
||||
user_skill_level: "{config_source}:user_skill_level"
|
||||
date: system-generated
|
||||
|
||||
# Workflow components
|
||||
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/gdd"
|
||||
instructions: "{installed_path}/instructions-gdd.md"
|
||||
template: "{installed_path}/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/"
|
||||
|
||||
# Recommended input documents
|
||||
recommended_inputs:
|
||||
- game_brief: "{output_folder}/game-brief.md"
|
||||
- narrative_design: "{output_folder}/narrative-design.md"
|
||||
- market_research: "{output_folder}/market-research.md"
|
||||
|
||||
standalone: true
|
||||
Reference in New Issue
Block a user