bmad初始化

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# Game Design Document (GDD) Workflow
This folder contains the GDD workflow for game projects, replacing the traditional PRD approach with game-specific documentation.
## Overview
The GDD workflow creates a comprehensive Game Design Document that captures:
- Core gameplay mechanics and pillars
- Game type-specific elements (RPG systems, platformer movement, puzzle mechanics, etc.)
- Level design framework
- Art and audio direction
- Technical specifications (platform-agnostic)
- Development epics
## Architecture
### Universal Template
`gdd-template.md` contains sections common to ALL game types:
- Executive Summary
- Goals and Context
- Core Gameplay
- Win/Loss Conditions
- Progression and Balance
- Level Design Framework
- Art and Audio Direction
- Technical Specs
- Development Epics
- Success Metrics
### Game-Type-Specific Injection
The template includes a `{{GAME_TYPE_SPECIFIC_SECTIONS}}` placeholder that gets replaced with game-type-specific content.
### Game Types Registry
`game-types.csv` defines 24+ game types with:
- **id**: Unique identifier (e.g., `action-platformer`, `rpg`, `roguelike`)
- **name**: Human-readable name
- **description**: Brief description of the game type
- **genre_tags**: Searchable tags
- **fragment_file**: Path to type-specific template fragment
### Game-Type Fragments
Located in `game-types/` folder, these markdown files contain sections specific to each game type:
**action-platformer.md**:
- Movement System (jump mechanics, air control, special moves)
- Combat System (attack types, combos, enemy AI)
- Level Design Patterns (platforming challenges, combat arenas)
- Player Abilities and Unlocks
**rpg.md**:
- Character System (stats, classes, leveling)
- Inventory and Equipment
- Quest System
- World and Exploration
- NPC and Dialogue
- Combat System
**puzzle.md**:
- Core Puzzle Mechanics
- Puzzle Progression
- Level Structure
- Player Assistance
- Replayability
**roguelike.md**:
- Run Structure
- Procedural Generation
- Permadeath and Progression
- Item and Upgrade System
- Character Selection
- Difficulty Modifiers
...and 20+ more game types!
## Workflow Flow
1. **Router Detection** (instructions-router.md):
- Step 3 asks for project type
- If "Game" selected → sets `workflow_type = "gdd"`
- Skips standard level classification
- Jumps to GDD-specific assessment
2. **Game Type Selection** (instructions-gdd.md Step 1):
- Presents 9 common game types + "Other"
- Maps selection to `game-types.csv`
- Loads corresponding fragment file
- Stores `game_type` for injection
3. **Universal GDD Sections** (Steps 2-5, 7-13):
- Platform and target audience
- Goals and context
- Core gameplay (pillars, loop, win/loss)
- Mechanics and controls
- Progression and balance
- Level design
- Art and audio
- Technical specs
- Epics and metrics
4. **Game-Type Injection** (Step 6):
- Loads fragment from `game-types/{game_type}.md`
- For each `{{placeholder}}` in fragment, elicits details
- Injects completed sections into `{{GAME_TYPE_SPECIFIC_SECTIONS}}`
5. **Solutioning Handoff** (Step 14):
- Routes to `3-solutioning` workflow
- Platform/engine specifics handled by solutioning registry
- Game-\* entries in solutioning `registry.csv` provide engine-specific guidance
## Platform vs. Game Type Separation
**GDD (this workflow)**: Game-type specifics
- What makes an RPG an RPG (stats, quests, inventory)
- What makes a platformer a platformer (jump mechanics, level design)
- Genre-defining mechanics and systems
**Solutioning (3-solutioning workflow)**: Platform/engine specifics
- Unity vs. Godot vs. Phaser vs. Unreal
- 2D vs. 3D rendering
- Physics engines
- Input systems
- Platform constraints (mobile, web, console)
This separation allows:
- Single universal GDD regardless of platform
- Platform decisions made during architecture phase
- Easy platform pivots without rewriting GDD
## Output
**GDD.md**: Complete game design document with:
- All universal sections filled
- Game-type-specific sections injected
- Ready for solutioning handoff
## Example Game Types
| ID | Name | Key Sections |
| ----------------- | ----------------- | ------------------------------------------------- |
| action-platformer | Action Platformer | Movement, Combat, Level Patterns, Abilities |
| rpg | RPG | Character System, Inventory, Quests, World, NPCs |
| puzzle | Puzzle | Puzzle Mechanics, Progression, Level Structure |
| roguelike | Roguelike | Run Structure, Procgen, Permadeath, Items |
| shooter | Shooter | Weapon Systems, Enemy AI, Arena Design |
| strategy | Strategy | Resources, Units, AI, Victory Conditions |
| metroidvania | Metroidvania | Interconnected World, Ability Gating, Exploration |
| visual-novel | Visual Novel | Branching Story, Dialogue Trees, Choices |
| tower-defense | Tower Defense | Waves, Tower Types, Placement, Economy |
| card-game | Card Game | Deck Building, Card Mechanics, Turn System |
...and 14+ more!
## Adding New Game Types
1. Add row to `game-types.csv`:
```csv
new-type,New Type Name,"Description",tags,new-type.md
```
2. Create `game-types/new-type.md`:
```markdown
## New Type Specific Elements
### System Name
{{system_placeholder}}
**Details:**
- Element 1
- Element 2
```
3. The workflow automatically uses it!
## Integration with Solutioning
When a game project completes the GDD and moves to solutioning:
1. Solutioning workflow reads `project_type == "game"`
2. Loads GDD.md instead of PRD.md
3. Matches game platforms to solutioning `registry.csv` game-\* entries
4. Provides engine-specific guidance (Unity, Godot, Phaser, etc.)
5. Generates architecture.md with platform decisions
6. Creates per-epic tech specs
Example solutioning registry entries:
- `game-unity-2d`: Unity 2D games
- `game-godot-3d`: Godot 3D games
- `game-phaser`: Phaser web games
- `game-unreal-3d`: Unreal Engine games
- `game-custom-3d-rust`: Custom Rust game engines
## Philosophy
**Game projects are fundamentally different from software products**:
- Gameplay feel > feature lists
- Playtesting > user testing
- Game pillars > product goals
- Mechanics > requirements
- Fun > utility
The GDD workflow respects these differences while maintaining BMAD Method rigor.