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workflows indicate web_bundle file inclusions
This commit is contained in:
@@ -20,12 +20,12 @@ The GDD workflow creates a comprehensive Game Design Document that captures:
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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 & Context
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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 & Balance
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- Progression and Balance
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- Level Design Framework
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- Art & Audio Direction
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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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@@ -53,15 +53,15 @@ Located in `game-types/` folder, these markdown files contain sections specific
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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 & Unlocks
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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 & Equipment
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- Inventory and Equipment
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- Quest System
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- World & Exploration
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- NPC & Dialogue
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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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@@ -76,8 +76,8 @@ Located in `game-types/` folder, these markdown files contain sections specific
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- Run Structure
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- Procedural Generation
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- Permadeath & Progression
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- Item & Upgrade System
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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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@@ -98,15 +98,15 @@ Located in `game-types/` folder, these markdown files contain sections specific
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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 & target audience
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- Goals & context
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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 & controls
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- Progression & balance
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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 & audio
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- Art and audio
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- Technical specs
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- Epics & metrics
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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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@@ -33,7 +33,7 @@
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- Checkpoint placement
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- Difficulty spikes and pacing
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### Player Abilities & Unlocks
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### Player Abilities and Unlocks
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{{player_abilities}}
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@@ -59,7 +59,7 @@ This game type is **narrative-heavy**. Consider running the Narrative Design wor
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- Companion mechanics (if applicable)
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- Memorable character moments
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### Inventory & Items
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### Inventory and Items
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{{inventory_items}}
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@@ -1,6 +1,6 @@
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## Card Game Specific Elements
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### Card Types & Effects
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### Card Types and Effects
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{{card_types}}
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@@ -50,7 +50,7 @@
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- Time limits per turn
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- Match length targets
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### Card Collection & Progression
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### Card Collection and Progression
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{{collection_progression}}
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@@ -12,7 +12,7 @@
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- Complexity tiers (beginner vs. expert characters)
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- Balance philosophy (everyone viable vs. tier system)
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### Move Lists & Frame Data
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### Move Lists and Frame Data
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{{moves_frame_data}}
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@@ -9,7 +9,7 @@ This game type is **narrative-important**. Consider running the Narrative Design
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- Tension pacing and narrative beats
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</narrative-workflow-recommended>
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### Atmosphere & Tension Building
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### Atmosphere and Tension Building
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{{atmosphere}}
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@@ -61,7 +61,7 @@ This game type is **narrative-important**. Consider running the Narrative Design
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- Inventory constraints
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- Risk vs. reward of exploration
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### Safe Zones & Respite
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### Safe Zones and Respite
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{{safe_zones}}
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@@ -38,7 +38,7 @@
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- Automation tiers
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- Balance between active and idle play
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### Prestige & Reset Mechanics
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### Prestige and Reset Mechanics
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{{prestige_reset}}
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@@ -13,7 +13,7 @@
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- Visual and thematic diversity
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- Counter-pick dynamics
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### Lane Structure & Map
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### Lane Structure and Map
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{{lane_map}}
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@@ -25,7 +25,7 @@
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- Spawn points and fountains
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- Vision mechanics (wards, fog of war)
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### Item & Build System
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### Item and Build System
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{{item_build}}
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@@ -37,7 +37,7 @@
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- Situational itemization
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- Starting items vs. late-game items
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### Team Composition & Roles
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### Team Composition and Roles
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{{team_composition}}
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@@ -61,7 +61,7 @@
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- Phase transition mechanics
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- Comeback mechanics
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### Objectives & Win Conditions
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### Objectives and Win Conditions
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{{objectives_victory}}
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@@ -52,7 +52,7 @@
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- Player join/drop mechanics
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- Tutorial integration for new players
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### Accessibility & Skill Range
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### Accessibility and Skill Range
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{{accessibility}}
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@@ -1,6 +1,6 @@
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## Racing Game Specific Elements
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### Vehicle Handling & Physics
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### Vehicle Handling and Physics
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{{vehicle_physics}}
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@@ -50,7 +50,7 @@
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- Pit stops (if applicable)
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- Weather and time-of-day effects
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### Powerups & Boost
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### Powerups and Boost
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{{powerups_boost}}
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@@ -75,7 +75,7 @@
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- Career/campaign mode
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- Online multiplayer modes
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### Progression & Unlocks
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### Progression and Unlocks
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{{progression}}
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@@ -13,7 +13,7 @@
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- Lane systems (4-key, 6-key, circular, etc.)
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- Offset calibration
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### Note Charts & Patterns
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### Note Charts and Patterns
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{{note_charts}}
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@@ -23,7 +23,7 @@
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- Biome/theme variation
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- Seed system (if deterministic)
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### Permadeath & Progression
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### Permadeath and Progression
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{{permadeath_progression}}
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@@ -34,7 +34,7 @@
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- Meta-progression systems
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- Unlock conditions
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### Item & Upgrade System
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### Item and Upgrade System
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{{item_upgrade_system}}
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@@ -11,7 +11,7 @@
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- Leveling system
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- Skill trees
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### Inventory & Equipment
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### Inventory and Equipment
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{{inventory_equipment}}
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@@ -34,7 +34,7 @@
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- Branching questlines
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- Quest rewards
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### World & Exploration
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### World and Exploration
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{{world_exploration}}
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@@ -46,7 +46,7 @@
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- Fast travel system
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- Points of interest
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### NPC & Dialogue
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### NPC and Dialogue
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{{npc_dialogue}}
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@@ -13,7 +13,7 @@
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- Undo/redo system
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- Import/export functionality
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### Physics & Building Systems
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### Physics and Building Systems
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{{physics_building}}
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@@ -26,7 +26,7 @@
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- Constraint systems (joints, hinges, motors)
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- Interactive simulations
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### Sharing & Community
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### Sharing and Community
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{{sharing_community}}
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@@ -39,7 +39,7 @@
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- Modding support
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- User-generated content moderation
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### Constraints & Rules
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### Constraints and Rules
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{{constraints_rules}}
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@@ -52,7 +52,7 @@
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- Rulesets and game modes
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- Victory conditions (if applicable)
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### Tools & Editing
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### Tools and Editing
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{{tools_editing}}
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@@ -12,7 +12,7 @@
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- Weapon feel (recoil patterns, sound design, impact feedback)
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- Balance considerations (risk/reward, situational use)
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### Aiming & Combat Mechanics
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### Aiming and Combat Mechanics
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{{aiming_combat}}
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@@ -24,7 +24,7 @@
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- Critical hits / weak points
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- Melee integration (if applicable)
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### Enemy Design & AI
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### Enemy Design and AI
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{{enemy_ai}}
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@@ -36,7 +36,7 @@
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- Difficulty scaling (health, damage, AI sophistication)
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- Enemy tells and telegraphing
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### Arena & Level Design
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### Arena and Level Design
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{{arena_level_design}}
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@@ -24,7 +24,7 @@
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- Delegation systems (if applicable)
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- Efficiency optimization
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### Building & Construction
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### Building and Construction
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{{building_construction}}
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@@ -36,7 +36,7 @@
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- Upgrade/demolition mechanics
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- Space constraints and planning
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### Economic & Resource Loops
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### Economic and Resource Loops
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{{economic_loops}}
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@@ -48,7 +48,7 @@
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- Market dynamics
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- Economic balance and pacing
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### Progression & Unlocks
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### Progression and Unlocks
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{{progression_unlocks}}
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@@ -12,7 +12,7 @@
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- Rule variations (if applicable)
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- Simulation vs. arcade rule adherence
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### Team & Player Systems
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### Team and Player Systems
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{{team_player}}
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@@ -37,7 +37,7 @@
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- Overtime/extra time rules
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- Post-match results and stats
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### Physics & Realism
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### Physics and Realism
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{{physics_realism}}
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@@ -49,7 +49,7 @@
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- Collision detection
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- Weather/field condition effects
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### Career & Season Modes
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### Career and Season Modes
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{{career_season}}
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@@ -12,7 +12,7 @@
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- Economic balance (income vs. expenses)
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- Scarcity and strategic choices
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### Unit Types & Stats
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### Unit Types and Stats
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{{unit_types}}
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@@ -24,7 +24,7 @@
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- Counter systems (rock-paper-scissors dynamics)
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- Unit production (cost, build time, prerequisites)
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### Technology & Progression
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### Technology and Progression
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{{tech_progression}}
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@@ -35,7 +35,7 @@
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- Upgrade paths (unit upgrades, building improvements)
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- Unlock conditions (progression gates, achievements)
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### Map & Terrain
|
||||
### Map and Terrain
|
||||
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{{map_terrain}}
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@@ -1,6 +1,6 @@
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## Survival Game Specific Elements
|
||||
|
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### Resource Gathering & Crafting
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### Resource Gathering and Crafting
|
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|
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{{resource_crafting}}
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@@ -52,7 +52,7 @@
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||||
- Defensive structures
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- Automation (if applicable)
|
||||
|
||||
### Progression & Technology
|
||||
### Progression and Technology
|
||||
|
||||
{{progression_tech}}
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ This game type is **narrative-critical**. You MUST run the Narrative Design work
|
||||
- Landmarks and navigation aids
|
||||
- Fast travel or mapping system
|
||||
|
||||
### Item & Inventory System
|
||||
### Item and Inventory System
|
||||
|
||||
{{item_inventory}}
|
||||
|
||||
@@ -62,7 +62,7 @@ This game type is **narrative-critical**. You MUST run the Narrative Design work
|
||||
- Puzzle integration with story
|
||||
- Non-linear puzzle solving
|
||||
|
||||
### Narrative & Writing
|
||||
### Narrative and Writing
|
||||
|
||||
{{narrative_writing}}
|
||||
|
||||
@@ -77,7 +77,7 @@ This game type is **narrative-critical**. You MUST run the Narrative Design work
|
||||
|
||||
**Note:** All narrative content must be written in the Narrative Design Document.
|
||||
|
||||
### Game Flow & Pacing
|
||||
### Game Flow and Pacing
|
||||
|
||||
{{game_flow}}
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
## Tower Defense Specific Elements
|
||||
|
||||
### Tower Types & Upgrades
|
||||
### Tower Types and Upgrades
|
||||
|
||||
{{tower_types}}
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
- Boss encounters
|
||||
- Endless mode scaling (if applicable)
|
||||
|
||||
### Path & Placement Strategy
|
||||
### Path and Placement Strategy
|
||||
|
||||
{{path_placement}}
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
- Multiple paths (if applicable)
|
||||
- Line of sight and range visualization
|
||||
|
||||
### Economy & Resources
|
||||
### Economy and Resources
|
||||
|
||||
{{economy}}
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
- Special currencies (if applicable)
|
||||
- Economic optimization strategies
|
||||
|
||||
### Abilities & Powers
|
||||
### Abilities and Powers
|
||||
|
||||
{{abilities_powers}}
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
- Strategic timing
|
||||
- Resource cost vs. cooldown
|
||||
|
||||
### Difficulty & Replayability
|
||||
### Difficulty and Replayability
|
||||
|
||||
{{difficulty_replay}}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ This game type is **narrative-moderate to heavy**. Consider running the Narrativ
|
||||
- Mission narratives
|
||||
</narrative-workflow-recommended>
|
||||
|
||||
### Grid System & Movement
|
||||
### Grid System and Movement
|
||||
|
||||
{{grid_movement}}
|
||||
|
||||
@@ -21,7 +21,7 @@ This game type is **narrative-moderate to heavy**. Consider running the Narrativ
|
||||
- Zone of control
|
||||
- Pathfinding visualization
|
||||
|
||||
### Unit Types & Classes
|
||||
### Unit Types and Classes
|
||||
|
||||
{{unit_classes}}
|
||||
|
||||
@@ -47,7 +47,7 @@ This game type is **narrative-moderate to heavy**. Consider running the Narrativ
|
||||
- Turn order (initiative, simultaneous, alternating)
|
||||
- Time limits per turn (if applicable)
|
||||
|
||||
### Positioning & Tactics
|
||||
### Positioning and Tactics
|
||||
|
||||
{{positioning_tactics}}
|
||||
|
||||
@@ -61,7 +61,7 @@ This game type is **narrative-moderate to heavy**. Consider running the Narrativ
|
||||
- Chokepoint tactics
|
||||
- Line of sight and vision
|
||||
|
||||
### Terrain & Environmental Effects
|
||||
### Terrain and Environmental Effects
|
||||
|
||||
{{terrain_effects}}
|
||||
|
||||
|
||||
@@ -62,7 +62,7 @@ This game type is **narrative-critical**. You MUST run the Narrative Design work
|
||||
- Multiple romance options (if applicable)
|
||||
- Platonic vs. romantic paths
|
||||
|
||||
### Save/Load & Flowchart
|
||||
### Save/Load and Flowchart
|
||||
|
||||
{{save_flowchart}}
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
{{goals}}
|
||||
|
||||
### Background & Rationale
|
||||
### Background and Rationale
|
||||
|
||||
{{context}}
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
|
||||
{{primary_mechanics}}
|
||||
|
||||
### Controls & Input
|
||||
### Controls and Input
|
||||
|
||||
{{controls}}
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
|
||||
---
|
||||
|
||||
## Progression & Balance
|
||||
## Progression and Balance
|
||||
|
||||
### Player Progression
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
|
||||
{{difficulty_curve}}
|
||||
|
||||
### Economy & Resources
|
||||
### Economy and Resources
|
||||
|
||||
{{economy_resources}}
|
||||
|
||||
@@ -94,13 +94,13 @@
|
||||
|
||||
---
|
||||
|
||||
## Art & Audio Direction
|
||||
## Art and Audio Direction
|
||||
|
||||
### Art Style
|
||||
|
||||
{{art_style}}
|
||||
|
||||
### Audio & Music
|
||||
### Audio and Music
|
||||
|
||||
{{audio_music}}
|
||||
|
||||
|
||||
@@ -407,7 +407,7 @@ Since this is a Level {{project_level}} game project, you need solutioning for p
|
||||
|
||||
<action>Generate comprehensive checklist based on project analysis</action>
|
||||
|
||||
### Phase 1: Solution Architecture & Engine Selection
|
||||
### Phase 1: Solution Architecture and Engine Selection
|
||||
|
||||
- [ ] **Run solutioning workflow** (REQUIRED)
|
||||
- Command: `workflow solution-architecture`
|
||||
@@ -415,7 +415,7 @@ Since this is a Level {{project_level}} game project, you need solutioning for p
|
||||
- Output: solution-architecture.md with engine/platform specifics
|
||||
- Note: Registry.csv will provide engine-specific guidance
|
||||
|
||||
### Phase 2: Prototype & Playtesting
|
||||
### Phase 2: Prototype and Playtesting
|
||||
|
||||
- [ ] **Create core mechanic prototype**
|
||||
- Validate game feel
|
||||
|
||||
Reference in New Issue
Block a user