feat(bmgd): comprehensive BMGD module upgrade (#1151)
* feat(bmgd): comprehensive BMGD module upgrade
## New Agents
- **Game QA (GLaDOS)**: Game QA Architect + Test Automation Specialist
- Engine-specific testing (Unity, Unreal, Godot)
- Knowledge base with 15+ testing topics
- Workflows: test-framework, test-design, automate, playtest-plan, performance-test, test-review
- **Game Solo Dev (Indie)**: Elite Indie Game Developer + Quick Flow Specialist
- Rapid prototyping and iteration focused
- Quick-flow workflows for solo/small team development
## Production Workflow Alignment
Aligned BMGD 4-production workflows with BMM 4-implementation:
### Removed Obsolete Workflows
- story-done (merged into dev-story)
- story-ready (merged into create-story)
- story-context (merged into create-story)
- epic-tech-context (no longer separate workflow)
### Added Workflows
- sprint-status: View sprint progress, surface risks, recommend next action
### Updated Workflows (now standalone, copied from BMM)
- code-review: Adversarial review with instructions.xml
- correct-course: Sprint change management
- create-story: Direct ready-for-dev marking
- dev-story: TDD implementation with instructions.xml
- retrospective: Epic completion review
- sprint-planning: Sprint status generation
## Game Testing Architecture (gametest/)
New knowledge base for game-specific testing:
- qa-index.csv: Knowledge fragment index
- 15 knowledge files covering:
- Engine-specific: Unity, Unreal, Godot testing
- Game-specific: Playtesting, balance, save systems, multiplayer
- Platform: Certification (TRC/XR), localization, input
- General QA: Automation, performance, regression, smoke tests
## Quick-Flow Workflows (bmgd-quick-flow/)
- quick-prototype: Rapid mechanic testing
- quick-dev: Flexible feature implementation
## Documentation
Complete documentation suite in docs/:
- README.md: Documentation index
- quick-start.md: Getting started guide
- agents-guide.md: All 6 agents reference
- workflows-guide.md: Complete workflow reference
- quick-flow-guide.md: Rapid development guide
- game-types-guide.md: 24 game type templates
- glossary.md: Game dev terminology
- troubleshooting.md: Common issues
## Teams & Installer
- Updated team-gamedev.yaml with all 6 agents and workflows
- Updated default-party.csv with Game QA and Game Solo Dev
- Created _module-installer/ with:
- installer.js: Creates directories, logs engine selection
- platform-specifics/: Claude Code and Windsurf handlers
## Agent Updates
All agents now reference standalone BMGD workflows:
- game-architect: correct-course → BMGD
- game-dev: dev-story, code-review → BMGD
- game-scrum-master: All production workflows → BMGD
- game-solo-dev: code-review → BMGD
## Module Configuration
- Added sprint_artifacts alias for workflow compatibility
- All workflows use bmgd/config.yaml
* fix(bmgd): update sprint-status workflow to reference bmgd instead of bmm
Replace all /bmad:bmm:workflows references with /bmad:bmgd:workflows
in the sprint-status workflow instructions.
* feat(bmgd): add workflow-status and create-tech-spec workflows
Add BMGD-native workflow-status and create-tech-spec workflows,
replacing all BMM references with BMGD paths.
## New Workflows
### workflow-status
- Multi-mode status checker for game projects
- Game-specific project levels (Game Jam → AAA)
- Workflow paths: gamedev-greenfield, gamedev-brownfield,
quickflow-greenfield, quickflow-brownfield
- Init workflow for new game project setup
### create-tech-spec
- Game-focused spec engineering workflow
- Engine-aware (Unity/Unreal/Godot)
- Performance and gameplay feel considerations
## Agent Updates
Updated all BMGD agents to reference BMGD workflows:
- game-architect, game-designer, game-dev, game-qa,
game-scrum-master, game-solo-dev
All agents now use /bmad:bmgd:workflows instead of /bmad:bmm:workflows
* fix(bmgd): address PR review findings and enhance playtesting docs
## PR Review Fixes (F1-F20)
### Configuration & Naming
- F1: Changed user_skill_level to game_dev_experience in module.yaml
- F3: Renamed gametest/framework to gametest/test-framework
### Cleanup
- F2: Deleted 4 orphaned root-level template files
- F6: Removed duplicate code block in create-story/instructions.xml
- F9: Removed trailing empty line from qa-index.csv
- F20: Deleted orphaned docs/unnamed.jpg
### Installer Improvements
- F7: Simplified platform handler stubs (removed unused code)
- F8: Added return value checking for platform handlers
- F13: Added path traversal validation (isWithinProjectRoot)
- F18: Added type validation for config string values
### Agent Fixes
- F10: Added workflow-status and advanced-elicitation to game-solo-dev
- F12: Fixed "GOTO step 2a" → "GOTO step 2" references
- F14: Removed duplicate project-context.md from principles in 5 agents
### Workflow Updates
- F17: Added input_file_patterns to playtest-plan workflow
### Documentation
- F4-F5: Updated quick-start.md with 6 agents and fixed table
- Updated workflows-guide.md with test-framework reference
### Knowledge Base Updates (from earlier CodeRabbit comments)
- Updated unity-testing.md to Test Framework 1.6.0
- Fixed unreal-testing.md (MarkAsGarbage, UnrealEditor.exe)
- Added FVerifyPlayerMoved note to smoke-testing.md
- Fixed certification-testing.md table formatting
### Playtesting Documentation Enhancement
- Added "Playtesting by Game Type" section (7 genres)
- Added "Processing Feedback Effectively" section
- Expanded from ~138 to ~340 lines
* refactor(bmgd): use exec for step-file workflows and multi format
Update agent menu items to use correct notation for step-file workflows:
**game-designer.agent.yaml:**
- Convert 4 step-file workflows to multi format with shortcodes:
- [BG] brainstorm-game
- [GB] create-game-brief
- [GDD] create-gdd
- [ND] narrative
- Changed from workflow: .yaml to exec: .md
**game-architect.agent.yaml:**
- Changed create-architecture from workflow: to exec: with workflow.md
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2025-12-17 00:33:22 -06:00
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---
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name: 'step-06-mechanics'
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description: 'Define primary game mechanics and control schemes'
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# Path Definitions
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workflow_path: '{project-root}/_bmad/bmgd/workflows/2-design/gdd'
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# File References
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thisStepFile: '{workflow_path}/steps/step-06-mechanics.md'
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nextStepFile: '{workflow_path}/steps/step-07-game-type.md'
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workflowFile: '{workflow_path}/workflow.md'
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outputFile: '{output_folder}/gdd.md'
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# Task References
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2025-12-28 19:44:55 +08:00
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advancedElicitationTask: '{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml'
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feat(bmgd): comprehensive BMGD module upgrade (#1151)
* feat(bmgd): comprehensive BMGD module upgrade
## New Agents
- **Game QA (GLaDOS)**: Game QA Architect + Test Automation Specialist
- Engine-specific testing (Unity, Unreal, Godot)
- Knowledge base with 15+ testing topics
- Workflows: test-framework, test-design, automate, playtest-plan, performance-test, test-review
- **Game Solo Dev (Indie)**: Elite Indie Game Developer + Quick Flow Specialist
- Rapid prototyping and iteration focused
- Quick-flow workflows for solo/small team development
## Production Workflow Alignment
Aligned BMGD 4-production workflows with BMM 4-implementation:
### Removed Obsolete Workflows
- story-done (merged into dev-story)
- story-ready (merged into create-story)
- story-context (merged into create-story)
- epic-tech-context (no longer separate workflow)
### Added Workflows
- sprint-status: View sprint progress, surface risks, recommend next action
### Updated Workflows (now standalone, copied from BMM)
- code-review: Adversarial review with instructions.xml
- correct-course: Sprint change management
- create-story: Direct ready-for-dev marking
- dev-story: TDD implementation with instructions.xml
- retrospective: Epic completion review
- sprint-planning: Sprint status generation
## Game Testing Architecture (gametest/)
New knowledge base for game-specific testing:
- qa-index.csv: Knowledge fragment index
- 15 knowledge files covering:
- Engine-specific: Unity, Unreal, Godot testing
- Game-specific: Playtesting, balance, save systems, multiplayer
- Platform: Certification (TRC/XR), localization, input
- General QA: Automation, performance, regression, smoke tests
## Quick-Flow Workflows (bmgd-quick-flow/)
- quick-prototype: Rapid mechanic testing
- quick-dev: Flexible feature implementation
## Documentation
Complete documentation suite in docs/:
- README.md: Documentation index
- quick-start.md: Getting started guide
- agents-guide.md: All 6 agents reference
- workflows-guide.md: Complete workflow reference
- quick-flow-guide.md: Rapid development guide
- game-types-guide.md: 24 game type templates
- glossary.md: Game dev terminology
- troubleshooting.md: Common issues
## Teams & Installer
- Updated team-gamedev.yaml with all 6 agents and workflows
- Updated default-party.csv with Game QA and Game Solo Dev
- Created _module-installer/ with:
- installer.js: Creates directories, logs engine selection
- platform-specifics/: Claude Code and Windsurf handlers
## Agent Updates
All agents now reference standalone BMGD workflows:
- game-architect: correct-course → BMGD
- game-dev: dev-story, code-review → BMGD
- game-scrum-master: All production workflows → BMGD
- game-solo-dev: code-review → BMGD
## Module Configuration
- Added sprint_artifacts alias for workflow compatibility
- All workflows use bmgd/config.yaml
* fix(bmgd): update sprint-status workflow to reference bmgd instead of bmm
Replace all /bmad:bmm:workflows references with /bmad:bmgd:workflows
in the sprint-status workflow instructions.
* feat(bmgd): add workflow-status and create-tech-spec workflows
Add BMGD-native workflow-status and create-tech-spec workflows,
replacing all BMM references with BMGD paths.
## New Workflows
### workflow-status
- Multi-mode status checker for game projects
- Game-specific project levels (Game Jam → AAA)
- Workflow paths: gamedev-greenfield, gamedev-brownfield,
quickflow-greenfield, quickflow-brownfield
- Init workflow for new game project setup
### create-tech-spec
- Game-focused spec engineering workflow
- Engine-aware (Unity/Unreal/Godot)
- Performance and gameplay feel considerations
## Agent Updates
Updated all BMGD agents to reference BMGD workflows:
- game-architect, game-designer, game-dev, game-qa,
game-scrum-master, game-solo-dev
All agents now use /bmad:bmgd:workflows instead of /bmad:bmm:workflows
* fix(bmgd): address PR review findings and enhance playtesting docs
## PR Review Fixes (F1-F20)
### Configuration & Naming
- F1: Changed user_skill_level to game_dev_experience in module.yaml
- F3: Renamed gametest/framework to gametest/test-framework
### Cleanup
- F2: Deleted 4 orphaned root-level template files
- F6: Removed duplicate code block in create-story/instructions.xml
- F9: Removed trailing empty line from qa-index.csv
- F20: Deleted orphaned docs/unnamed.jpg
### Installer Improvements
- F7: Simplified platform handler stubs (removed unused code)
- F8: Added return value checking for platform handlers
- F13: Added path traversal validation (isWithinProjectRoot)
- F18: Added type validation for config string values
### Agent Fixes
- F10: Added workflow-status and advanced-elicitation to game-solo-dev
- F12: Fixed "GOTO step 2a" → "GOTO step 2" references
- F14: Removed duplicate project-context.md from principles in 5 agents
### Workflow Updates
- F17: Added input_file_patterns to playtest-plan workflow
### Documentation
- F4-F5: Updated quick-start.md with 6 agents and fixed table
- Updated workflows-guide.md with test-framework reference
### Knowledge Base Updates (from earlier CodeRabbit comments)
- Updated unity-testing.md to Test Framework 1.6.0
- Fixed unreal-testing.md (MarkAsGarbage, UnrealEditor.exe)
- Added FVerifyPlayerMoved note to smoke-testing.md
- Fixed certification-testing.md table formatting
### Playtesting Documentation Enhancement
- Added "Playtesting by Game Type" section (7 genres)
- Added "Processing Feedback Effectively" section
- Expanded from ~138 to ~340 lines
* refactor(bmgd): use exec for step-file workflows and multi format
Update agent menu items to use correct notation for step-file workflows:
**game-designer.agent.yaml:**
- Convert 4 step-file workflows to multi format with shortcodes:
- [BG] brainstorm-game
- [GB] create-game-brief
- [GDD] create-gdd
- [ND] narrative
- Changed from workflow: .yaml to exec: .md
**game-architect.agent.yaml:**
- Changed create-architecture from workflow: to exec: with workflow.md
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2025-12-17 00:33:22 -06:00
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partyModeWorkflow: '{project-root}/_bmad/core/workflows/party-mode/workflow.md'
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---
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# Step 6: Game Mechanics
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**Progress: Step 6 of 14** - Next: Game Type Specifics
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## STEP GOAL:
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Define the primary game mechanics that players interact with and the control scheme/input methods for the target platform(s).
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## MANDATORY EXECUTION RULES (READ FIRST):
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### Universal Rules:
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- NEVER generate content without user input
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- CRITICAL: Read the complete step file before taking any action
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- CRITICAL: When loading next step with 'C', ensure entire file is read
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- YOU ARE A FACILITATOR, not a content generator
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### Role Reinforcement:
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- You are a veteran game designer facilitator collaborating with a creative peer
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- Mechanics must serve the pillars and core loop defined in step 5
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- Controls must work for the target platform defined in step 3
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### Step-Specific Rules:
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- Focus on moment-to-moment player interactions
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- FORBIDDEN to generate mechanics without real user input
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- Challenge: Does each mechanic serve a pillar?
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- Approach: Start with verbs - what does the player DO?
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## EXECUTION PROTOCOLS:
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- Show your analysis before taking any action
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- Present A/P/C menu after generating content
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- ONLY save when user chooses C (Continue)
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- Update frontmatter `stepsCompleted: [1, 2, 3, 4, 5, 6]` before loading next step
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- FORBIDDEN to load next step until C is selected
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## COLLABORATION MENUS (A/P/C):
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- **A (Advanced Elicitation)**: Deep dive into mechanic interactions and edge cases
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- **P (Party Mode)**: Test mechanic clarity with multiple perspectives
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- **C (Continue)**: Save the content to the document and proceed to next step
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## CONTEXT BOUNDARIES:
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- All previous context available (especially pillars and platform)
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- Mechanics are the building blocks of gameplay
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- Controls must feel good on target platform(s)
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## Sequence of Instructions (Do not deviate, skip, or optimize)
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### 1. Primary Mechanics Discovery
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**Guide user through mechanics definition:**
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"Let's define the primary mechanics - the core actions players perform to engage with your game.
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**Mechanics Framework:**
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Think in terms of VERBS - what does the player DO?
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| Mechanic Category | Example Verbs |
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| ----------------- | ---------------------------------------- |
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| **Movement** | Run, jump, dash, climb, swim, fly |
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| **Combat** | Attack, block, dodge, parry, aim, shoot |
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| **Interaction** | Talk, pickup, use, craft, build, destroy |
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| **Resource** | Collect, spend, trade, manage, invest |
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| **Information** | Discover, read, scan, analyze, remember |
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| **Social** | Cooperate, compete, trade, communicate |
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**For {{game_type}} games, key mechanics typically include:**
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{typical_mechanics_for_game_type}
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**Your core loop is:** {{core_loop}}
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**Your pillars are:** {{pillars}}
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**Questions to consider:**
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1. What are the 3-5 most important things players do?
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2. Which mechanics support which pillars?
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3. How do mechanics combine or interact?
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What are the primary mechanics in {{game_name}}?"
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### 2. Mechanics Deep Dive
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**For each mechanic identified, ask:**
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"Let's detail **{{mechanic_name}}**:
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- **When does the player use this?** (constantly, situationally, rarely)
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- **What skill does it test?** (timing, positioning, strategy, knowledge)
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- **How does it feel?** (snappy, weighty, floaty, precise)
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- **How does it progress?** (unlocks, upgrades, mastery)
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- **How does it interact with other mechanics?**"
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### 3. Controls Discovery
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**Guide user through control scheme definition:**
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"Now let's map these mechanics to controls for {{primary_platform}}.
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**Control Considerations:**
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| Platform | Key Considerations |
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| ----------- | ------------------------------------------------------------------ |
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| **PC** | Keyboard/mouse precision, rebindable keys, many available inputs |
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| **Console** | Limited buttons, shoulder triggers, stick deadzone, rumble |
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| **Mobile** | Touch targets, gesture clarity, screen real estate, one-hand play? |
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| **VR** | Motion control, tracked hands, comfort, physical space |
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**Control Design Principles:**
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1. **Frequency = Accessibility:** Common actions get easy-to-reach inputs
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2. **Similar actions, similar buttons:** Jump/interact shouldn't be opposite hands
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3. **No hand gymnastics:** Avoid requiring uncomfortable button combos
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4. **Platform conventions:** Use expected mappings where appropriate
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**For {{game_type}} on {{platform}}, typical control schemes include:**
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{typical_controls_for_game_type_and_platform}
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How do you want controls to work in {{game_name}}?"
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### 4. Generate Mechanics Content
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Based on the conversation, prepare the content:
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```markdown
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## Game Mechanics
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### Primary Mechanics
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{{mechanics_list_with_details}}
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### Mechanic Interactions
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{{how_mechanics_combine}}
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### Mechanic Progression
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{{how_mechanics_evolve_or_unlock}}
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---
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## Controls and Input
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### Control Scheme ({{primary_platform}})
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{{control_mapping_table_or_description}}
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### Input Feel
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{{how_controls_should_feel}}
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### Accessibility Controls
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{{planned_accessibility_options}}
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```
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### 5. Present Content and Menu
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Show the generated content to the user and present:
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"I've drafted the Mechanics & Controls sections based on our conversation.
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**Here's what I'll add to the document:**
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[Show the complete markdown content from step 4]
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**Validation Check:**
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- Does each mechanic serve at least one pillar?
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- Do controls feel natural for the platform?
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- Are common actions easily accessible?
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**Select an Option:**
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[A] Advanced Elicitation - Deep dive into mechanic feel and edge cases
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[P] Party Mode - Test these mechanics with other perspectives
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[C] Continue - Save this and move to Game Type Specifics (Step 7 of 14)"
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### 6. Handle Menu Selection
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#### IF A (Advanced Elicitation):
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- Execute {advancedElicitationTask} with the current content
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- Ask user: "Accept these changes? (y/n)"
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- If yes: Update content, return to A/P/C menu
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- If no: Keep original, return to A/P/C menu
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#### IF P (Party Mode):
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- Execute {partyModeWorkflow} with the current content
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- Ask user: "Accept these changes? (y/n)"
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- If yes: Update content, return to A/P/C menu
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- If no: Keep original, return to A/P/C menu
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#### IF C (Continue):
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- Append the final content to `{outputFile}`
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- Update frontmatter: `stepsCompleted: [1, 2, 3, 4, 5, 6]`
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- Load `{nextStepFile}`
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## CRITICAL STEP COMPLETION NOTE
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ONLY WHEN [C continue option] is selected and [mechanics content saved with frontmatter updated], will you then load and read fully `{nextStepFile}`.
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---
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## SYSTEM SUCCESS/FAILURE METRICS
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### SUCCESS:
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- 3-5 primary mechanics clearly defined
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- Each mechanic linked to pillars
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- Mechanic interactions described
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- Control scheme appropriate for platform
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- Input feel considerations captured
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- A/P/C menu presented and handled correctly
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- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
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### SYSTEM FAILURE:
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- Mechanics that don't serve pillars
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- Controls inappropriate for target platform
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- Generating content without real user input
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- Missing mechanic interactions
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- Not presenting A/P/C menu after content generation
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- Proceeding without user selecting 'C'
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**Master Rule:** Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.
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