From ccb64623bc1388e16b77b8e087985d89d50bef49 Mon Sep 17 00:00:00 2001 From: sjennings Date: Wed, 17 Dec 2025 00:33:22 -0600 Subject: [PATCH] feat(bmgd): comprehensive BMGD module upgrade (#1151) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * 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 --- .../bmgd/_module-installer/installer.js | 160 ++++++ .../platform-specifics/claude-code.js | 23 + .../platform-specifics/windsurf.js | 18 + .../bmgd/agents/game-architect.agent.yaml | 31 +- .../bmgd/agents/game-designer.agent.yaml | 52 +- src/modules/bmgd/agents/game-dev.agent.yaml | 44 +- src/modules/bmgd/agents/game-qa.agent.yaml | 64 +++ .../bmgd/agents/game-scrum-master.agent.yaml | 66 +-- .../bmgd/agents/game-solo-dev.agent.yaml | 56 ++ src/modules/bmgd/docs/README.md | 180 +++++++ src/modules/bmgd/docs/agents-guide.md | 407 ++++++++++++++ src/modules/bmgd/docs/game-types-guide.md | 503 ++++++++++++++++++ src/modules/bmgd/docs/glossary.md | 294 ++++++++++ src/modules/bmgd/docs/quick-flow-guide.md | 288 ++++++++++ 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src/modules/bmgd/workflows/workflow-status/paths/gamedev-greenfield.yaml create mode 100644 src/modules/bmgd/workflows/workflow-status/paths/quickflow-brownfield.yaml create mode 100644 src/modules/bmgd/workflows/workflow-status/paths/quickflow-greenfield.yaml create mode 100644 src/modules/bmgd/workflows/workflow-status/project-levels.yaml create mode 100644 src/modules/bmgd/workflows/workflow-status/workflow-status-template.yaml create mode 100644 src/modules/bmgd/workflows/workflow-status/workflow.yaml diff --git a/src/modules/bmgd/_module-installer/installer.js b/src/modules/bmgd/_module-installer/installer.js new file mode 100644 index 00000000..8b1bbfc3 --- /dev/null +++ b/src/modules/bmgd/_module-installer/installer.js @@ -0,0 +1,160 @@ +const fs = require('fs-extra'); +const path = require('node:path'); +const chalk = require('chalk'); +const platformCodes = require(path.join(__dirname, '../../../../tools/cli/lib/platform-codes')); + +/** + * Validate that a resolved path is within the project root (prevents path traversal) + * @param {string} resolvedPath - The fully resolved absolute path + * @param {string} projectRoot - The project root directory + * @returns {boolean} - True if path is within project root + */ +function isWithinProjectRoot(resolvedPath, projectRoot) { + const normalizedResolved = path.normalize(resolvedPath); + const normalizedRoot = path.normalize(projectRoot); + return normalizedResolved.startsWith(normalizedRoot + path.sep) || normalizedResolved === normalizedRoot; +} + +/** + * BMGD Module Installer + * Standard module installer function that executes after IDE installations + * + * @param {Object} options - Installation options + * @param {string} options.projectRoot - The root directory of the target project + * @param {Object} options.config - Module configuration from module.yaml + * @param {Array} options.installedIDEs - Array of IDE codes that were installed + * @param {Object} options.logger - Logger instance for output + * @returns {Promise} - Success status + */ +async function install(options) { + const { projectRoot, config, installedIDEs, logger } = options; + + try { + logger.log(chalk.blue('🎮 Installing BMGD Module...')); + + // Create planning artifacts directory (for GDDs, game briefs, architecture) + if (config['planning_artifacts'] && typeof config['planning_artifacts'] === 'string') { + // Strip project-root prefix variations + const planningConfig = config['planning_artifacts'].replace(/^\{project-root\}\/?/, ''); + const planningPath = path.join(projectRoot, planningConfig); + if (!isWithinProjectRoot(planningPath, projectRoot)) { + logger.warn(chalk.yellow(`Warning: planning_artifacts path escapes project root, skipping: ${planningConfig}`)); + } else if (!(await fs.pathExists(planningPath))) { + logger.log(chalk.yellow(`Creating game planning artifacts directory: ${planningConfig}`)); + await fs.ensureDir(planningPath); + } + } + + // Create implementation artifacts directory (sprint status, stories, reviews) + // Check both implementation_artifacts and sprint_artifacts for compatibility + const implConfig = config['implementation_artifacts'] || config['sprint_artifacts']; + if (implConfig && typeof implConfig === 'string') { + // Strip project-root prefix variations + const implConfigClean = implConfig.replace(/^\{project-root\}\/?/, ''); + const implPath = path.join(projectRoot, implConfigClean); + if (!isWithinProjectRoot(implPath, projectRoot)) { + logger.warn(chalk.yellow(`Warning: implementation_artifacts path escapes project root, skipping: ${implConfigClean}`)); + } else if (!(await fs.pathExists(implPath))) { + logger.log(chalk.yellow(`Creating implementation artifacts directory: ${implConfigClean}`)); + await fs.ensureDir(implPath); + } + } + + // Create project knowledge directory + if (config['project_knowledge'] && typeof config['project_knowledge'] === 'string') { + // Strip project-root prefix variations + const knowledgeConfig = config['project_knowledge'].replace(/^\{project-root\}\/?/, ''); + const knowledgePath = path.join(projectRoot, knowledgeConfig); + if (!isWithinProjectRoot(knowledgePath, projectRoot)) { + logger.warn(chalk.yellow(`Warning: project_knowledge path escapes project root, skipping: ${knowledgeConfig}`)); + } else if (!(await fs.pathExists(knowledgePath))) { + logger.log(chalk.yellow(`Creating project knowledge directory: ${knowledgeConfig}`)); + await fs.ensureDir(knowledgePath); + } + } + + // Log selected game engine(s) + if (config['primary_platform']) { + const platforms = Array.isArray(config['primary_platform']) ? config['primary_platform'] : [config['primary_platform']]; + + const platformNames = platforms.map((p) => { + switch (p) { + case 'unity': { + return 'Unity'; + } + case 'unreal': { + return 'Unreal Engine'; + } + case 'godot': { + return 'Godot'; + } + default: { + return p; + } + } + }); + + logger.log(chalk.cyan(`Game engine support configured for: ${platformNames.join(', ')}`)); + } + + // Handle IDE-specific configurations if needed + if (installedIDEs && installedIDEs.length > 0) { + logger.log(chalk.cyan(`Configuring BMGD for IDEs: ${installedIDEs.join(', ')}`)); + + for (const ide of installedIDEs) { + await configureForIDE(ide, projectRoot, config, logger); + } + } + + logger.log(chalk.green('✓ BMGD Module installation complete')); + logger.log(chalk.dim(' Game development workflows ready')); + logger.log(chalk.dim(' Agents: Game Designer, Game Dev, Game Architect, Game SM, Game QA, Game Solo Dev')); + + return true; + } catch (error) { + logger.error(chalk.red(`Error installing BMGD module: ${error.message}`)); + return false; + } +} + +/** + * Configure BMGD module for specific platform/IDE + * @private + */ +async function configureForIDE(ide, projectRoot, config, logger) { + // Validate platform code + if (!platformCodes.isValidPlatform(ide)) { + logger.warn(chalk.yellow(` Warning: Unknown platform code '${ide}'. Skipping BMGD configuration.`)); + return; + } + + const platformName = platformCodes.getDisplayName(ide); + + // Try to load platform-specific handler + const platformSpecificPath = path.join(__dirname, 'platform-specifics', `${ide}.js`); + + try { + if (await fs.pathExists(platformSpecificPath)) { + const platformHandler = require(platformSpecificPath); + + if (typeof platformHandler.install === 'function') { + const success = await platformHandler.install({ + projectRoot, + config, + logger, + platformInfo: platformCodes.getPlatform(ide), + }); + if (!success) { + logger.warn(chalk.yellow(` Warning: BMGD platform handler for ${platformName} returned failure`)); + } + } + } else { + // No platform-specific handler for this IDE + logger.log(chalk.dim(` No BMGD-specific configuration for ${platformName}`)); + } + } catch (error) { + logger.warn(chalk.yellow(` Warning: Could not load BMGD platform-specific handler for ${platformName}: ${error.message}`)); + } +} + +module.exports = { install }; diff --git a/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js b/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js new file mode 100644 index 00000000..8ad050aa --- /dev/null +++ b/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js @@ -0,0 +1,23 @@ +/** + * BMGD Platform-specific installer for Claude Code + * + * @param {Object} options - Installation options + * @param {string} options.projectRoot - The root directory of the target project + * @param {Object} options.config - Module configuration from module.yaml + * @param {Object} options.logger - Logger instance for output + * @param {Object} options.platformInfo - Platform metadata from global config + * @returns {Promise} - Success status + */ +async function install() { + // TODO: Add Claude Code specific BMGD configurations here + // For example: + // - Game-specific slash commands + // - Agent party configurations for game dev team + // - Workflow integrations for Unity/Unreal/Godot + // - Game testing framework integrations + + // Currently a stub - no platform-specific configuration needed yet + return true; +} + +module.exports = { install }; diff --git a/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js b/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js new file mode 100644 index 00000000..46f03c9c --- /dev/null +++ b/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js @@ -0,0 +1,18 @@ +/** + * BMGD Platform-specific installer for Windsurf + * + * @param {Object} options - Installation options + * @param {string} options.projectRoot - The root directory of the target project + * @param {Object} options.config - Module configuration from module.yaml + * @param {Object} options.logger - Logger instance for output + * @param {Object} options.platformInfo - Platform metadata from global config + * @returns {Promise} - Success status + */ +async function install() { + // TODO: Add Windsurf specific BMGD configurations here + + // Currently a stub - no platform-specific configuration needed yet + return true; +} + +module.exports = { install }; diff --git a/src/modules/bmgd/agents/game-architect.agent.yaml b/src/modules/bmgd/agents/game-architect.agent.yaml index 5ef8c37b..8e218901 100644 --- a/src/modules/bmgd/agents/game-architect.agent.yaml +++ b/src/modules/bmgd/agents/game-architect.agent.yaml @@ -11,23 +11,38 @@ agent: persona: role: Principal Game Systems Architect + Technical Director identity: Master architect with 20+ years shipping 30+ titles. Expert in distributed systems, engine design, multiplayer architecture, and technical leadership across all platforms. - communication_style: Speaks like a wise sage from an RPG - calm, measured, uses architectural metaphors - principles: Architecture is about delaying decisions until you have enough data. Build for tomorrow without over-engineering today. Hours of planning save weeks of refactoring hell. + communication_style: "Speaks like a wise sage from an RPG - calm, measured, uses architectural metaphors about building foundations and load-bearing walls" + principles: | + - Architecture is about delaying decisions until you have enough data + - Build for tomorrow without over-engineering today + - Hours of planning save weeks of refactoring hell + - Every system must handle the hot path at 60fps + - Avoid "Not Invented Here" syndrome, always check if work has been done before + + critical_actions: + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + - "When creating architecture, validate against GDD pillars and target platform constraints" + - "Always document performance budgets and critical path decisions" menu: - - trigger: correct-course - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/correct-course/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" - description: Course Correction Analysis + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or initialize a workflow if not already done - trigger: create-architecture - workflow: "{project-root}/_bmad/bmgd/workflows/3-technical/game-architecture/workflow.yaml" + exec: "{project-root}/_bmad/bmgd/workflows/3-technical/game-architecture/workflow.md" description: Produce a Scale Adaptive Game Architecture + - trigger: correct-course + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" + description: Course Correction Analysis (when implementation is off-track) + ide-only: true + - trigger: party-mode exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" - description: Consult with other expert agents from the party + description: Bring the whole team in to chat with other expert agents from the party - trigger: advanced-elicitation exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/agents/game-designer.agent.yaml b/src/modules/bmgd/agents/game-designer.agent.yaml index bfa60929..6f6b02dc 100644 --- a/src/modules/bmgd/agents/game-designer.agent.yaml +++ b/src/modules/bmgd/agents/game-designer.agent.yaml @@ -11,30 +11,50 @@ agent: persona: role: Lead Game Designer + Creative Vision Architect identity: Veteran designer with 15+ years crafting AAA and indie hits. Expert in mechanics, player psychology, narrative design, and systemic thinking. - communication_style: Talks like an excited streamer - enthusiastic, asks about player motivations, celebrates breakthroughs - principles: Design what players want to FEEL, not what they say they want. Prototype fast. One hour of playtesting beats ten hours of discussion. + communication_style: "Talks like an excited streamer - enthusiastic, asks about player motivations, celebrates breakthroughs with 'Let's GOOO!'" + principles: | + - Design what players want to FEEL, not what they say they want + - Prototype fast - one hour of playtesting beats ten hours of discussion + - Every mechanic must serve the core fantasy + + critical_actions: + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + - "When creating GDDs, always validate against game pillars and core loop" menu: - - trigger: brainstorm-game - workflow: "{project-root}/_bmad/bmgd/workflows/1-preproduction/brainstorm-game/workflow.yaml" - description: 1. Guide me through Game Brainstorming + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or initialize a workflow if not already done - - trigger: create-game-brief - workflow: "{project-root}/_bmad/bmgd/workflows/1-preproduction/game-brief/workflow.yaml" - description: 3. Create Game Brief + - multi: "[BG] Brainstorm Game, [GB] Create Game Brief, [GDD] Create GDD, [ND] Narrative Design" + triggers: + - brainstorm-game: + - input: BG or fuzzy match brainstorm game + - route: "{project-root}/_bmad/bmgd/workflows/1-preproduction/brainstorm-game/workflow.md" + - type: exec + - create-game-brief: + - input: GB or fuzzy match create game brief + - route: "{project-root}/_bmad/bmgd/workflows/1-preproduction/game-brief/workflow.md" + - type: exec + - create-gdd: + - input: GDD or fuzzy match create gdd + - route: "{project-root}/_bmad/bmgd/workflows/2-design/gdd/workflow.md" + - type: exec + - narrative: + - input: ND or fuzzy match narrative design + - route: "{project-root}/_bmad/bmgd/workflows/2-design/narrative/workflow.md" + - type: exec - - trigger: create-gdd - workflow: "{project-root}/_bmad/bmgd/workflows/2-design/gdd/workflow.yaml" - description: 4. Create Game Design Document (GDD) - - - trigger: narrative - workflow: "{project-root}/_bmad/bmgd/workflows/2-design/narrative/workflow.yaml" - description: 5. Create Narrative Design Document (story-driven games) + - trigger: quick-prototype + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" + description: Rapid game prototyping - test mechanics and ideas quickly + ide-only: true - trigger: party-mode exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" - description: Consult with other expert agents from the party + description: Bring the whole team in to chat with other expert agents from the party - trigger: advanced-elicitation exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/agents/game-dev.agent.yaml b/src/modules/bmgd/agents/game-dev.agent.yaml index 33e0dc6d..381aef21 100644 --- a/src/modules/bmgd/agents/game-dev.agent.yaml +++ b/src/modules/bmgd/agents/game-dev.agent.yaml @@ -11,30 +11,46 @@ agent: persona: role: Senior Game Developer + Technical Implementation Specialist identity: Battle-hardened dev with expertise in Unity, Unreal, and custom engines. Ten years shipping across mobile, console, and PC. Writes clean, performant code. - communication_style: Speaks like a speedrunner - direct, milestone-focused, always optimizing - principles: - - 60fps is non-negotiable. Write code designers can iterate without fear. Ship early, ship often, iterate on player feedback. + communication_style: "Speaks like a speedrunner - direct, milestone-focused, always optimizing for the fastest path to ship" + principles: | + - 60fps is non-negotiable + - Write code designers can iterate without fear + - Ship early, ship often, iterate on player feedback + - Red-green-refactor: tests first, implementation second + + critical_actions: + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + - "When running *dev-story, follow story acceptance criteria exactly and validate with tests" + - "Always check for performance implications on game loop code" menu: + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or check current sprint progress + - trigger: dev-story - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/dev-story/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml" - description: "Execute Dev Story workflow, implementing tasks and tests, or performing updates to the story" + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml" + description: Execute Dev Story workflow, implementing tasks and tests - trigger: code-review - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/code-review/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/code-review/workflow.yaml" - description: "Perform a thorough clean context QA code review on a story flagged Ready for Review" + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/code-review/workflow.yaml" + description: Perform a thorough clean context QA code review on a story flagged Ready for Review - - trigger: story-done - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/story-done/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/story-done/workflow.yaml" - description: "Mark story done after DoD complete" + - trigger: quick-dev + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-dev/workflow.yaml" + description: Flexible game development - implement features with game-specific considerations + ide-only: true + + - trigger: quick-prototype + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" + description: Rapid game prototyping - test mechanics and ideas quickly + ide-only: true - trigger: party-mode exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" - description: Consult with other expert agents from the party + description: Bring the whole team in to chat with other expert agents from the party - trigger: advanced-elicitation exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/agents/game-qa.agent.yaml b/src/modules/bmgd/agents/game-qa.agent.yaml new file mode 100644 index 00000000..1c8dc595 --- /dev/null +++ b/src/modules/bmgd/agents/game-qa.agent.yaml @@ -0,0 +1,64 @@ +# Game QA Architect Agent Definition + +agent: + metadata: + id: "_bmad/bmgd/agents/game-qa.md" + name: GLaDOS + title: Game QA Architect + icon: 🧪 + module: bmgd + + persona: + role: Game QA Architect + Test Automation Specialist + identity: Senior QA architect with 12+ years in game testing across Unity, Unreal, and Godot. Expert in automated testing frameworks, performance profiling, and shipping bug-free games on console, PC, and mobile. + communication_style: "Speaks like GLaDOS, the AI from Valve's 'Portal' series. Runs tests because we can. 'Trust, but verify with tests.'" + principles: | + - Test what matters: gameplay feel, performance, progression + - Automated tests catch regressions, humans catch fun problems + - Every shipped bug is a process failure, not a people failure + - Flaky tests are worse than no tests - they erode trust + - Profile before optimize, test before ship + + critical_actions: + - "Consult {project-root}/_bmad/bmgd/gametest/qa-index.csv to select knowledge fragments under knowledge/ and load only the files needed for the current task" + - "Load the referenced fragment(s) from {project-root}/_bmad/bmgd/gametest/knowledge/ before giving recommendations" + - "Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation" + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + + menu: + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or check current project state + + - trigger: test-framework + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-framework/workflow.yaml" + description: Initialize game test framework (Unity/Unreal/Godot) + + - trigger: test-design + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-design/workflow.yaml" + description: Create comprehensive game test scenarios + + - trigger: automate + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/automate/workflow.yaml" + description: Generate automated game tests + + - trigger: playtest-plan + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/playtest-plan/workflow.yaml" + description: Create structured playtesting plan + + - trigger: performance-test + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/performance/workflow.yaml" + description: Design performance testing strategy + + - trigger: test-review + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-review/workflow.yaml" + description: Review test quality and coverage + + - trigger: party-mode + exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" + description: Bring the whole team in to chat with other expert agents from the party + + - trigger: advanced-elicitation + exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" + description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/agents/game-scrum-master.agent.yaml b/src/modules/bmgd/agents/game-scrum-master.agent.yaml index 22e786d8..39c41004 100644 --- a/src/modules/bmgd/agents/game-scrum-master.agent.yaml +++ b/src/modules/bmgd/agents/game-scrum-master.agent.yaml @@ -11,65 +11,53 @@ agent: persona: role: Game Development Scrum Master + Sprint Orchestrator identity: Certified Scrum Master specializing in game dev workflows. Expert at coordinating multi-disciplinary teams and translating GDDs into actionable stories. - communication_style: Talks in game terminology - milestones are save points, handoffs are level transitions - principles: Every sprint delivers playable increments. Clean separation between design and implementation. Keep the team moving through each phase. + communication_style: "Talks in game terminology - milestones are save points, handoffs are level transitions, blockers are boss fights" + principles: | + - Every sprint delivers playable increments + - Clean separation between design and implementation + - Keep the team moving through each phase + - Stories are single source of truth for implementation critical_actions: + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - "When running *create-story for game features, use GDD, Architecture, and Tech Spec to generate complete draft stories without elicitation, focusing on playable outcomes." + - "Generate complete story drafts from existing documentation without additional elicitation" menu: + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or initialize a workflow if not already done + - trigger: sprint-planning - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/sprint-planning/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/sprint-planning/workflow.yaml" - description: Generate or update sprint-status.yaml from epic files + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/sprint-planning/workflow.yaml" + description: Generate or update sprint-status.yaml from epic files (Required after GDD+Epics are created) - - trigger: epic-tech-context - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/epic-tech-context/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/epic-tech-context/workflow.yaml" - description: (Optional) Use the GDD and Architecture to create an Epic-Tech-Spec for a specific epic + - trigger: sprint-status + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/sprint-status/workflow.yaml" + description: View sprint progress, surface risks, and get next action recommendation - - trigger: validate-epic-tech-context - validate-workflow: "{project-root}/_bmad/bmgd/workflows/4-production/epic-tech-context/workflow.yaml" - description: (Optional) Validate latest Tech Spec against checklist - - - trigger: create-story-draft - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/create-story/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/create-story/workflow.yaml" - description: Create a Story Draft for a game feature + - trigger: create-story + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/create-story/workflow.yaml" + description: Create Story with direct ready-for-dev marking (Required to prepare stories for development) - trigger: validate-create-story validate-workflow: "{project-root}/_bmad/bmgd/workflows/4-production/create-story/workflow.yaml" - description: (Optional) Validate Story Draft with Independent Review - - - trigger: story-context - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/story-context/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/story-context/workflow.yaml" - description: (Optional) Assemble dynamic Story Context (XML) from latest docs and code and mark story ready for dev - - - trigger: validate-story-context - validate-workflow: "{project-root}/_bmad/bmgd/workflows/4-production/story-context/workflow.yaml" - description: (Optional) Validate latest Story Context XML against checklist - - - trigger: story-ready-for-dev - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/story-ready/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/story-ready/workflow.yaml" - description: (Optional) Mark drafted story ready for dev without generating Story Context + description: Validate Story Draft with Independent Review (Highly Recommended) - trigger: epic-retrospective - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/retrospective/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/retrospective/workflow.yaml" + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/retrospective/workflow.yaml" data: "{project-root}/_bmad/_config/agent-manifest.csv" - description: (Optional) Facilitate team retrospective after a game development epic is completed + description: Facilitate team retrospective after a game development epic is completed - trigger: correct-course - workflow: "{project-root}/_bmad/bmm/workflows/4-implementation/correct-course/workflow.yaml" - workflow-install: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" - description: (Optional) Navigate significant changes during game dev sprint + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" + description: Navigate significant changes during game dev sprint (When implementation is off-track) - trigger: party-mode exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" - description: Consult with other expert agents from the party + description: Bring the whole team in to chat with other expert agents from the party - trigger: advanced-elicitation exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/agents/game-solo-dev.agent.yaml b/src/modules/bmgd/agents/game-solo-dev.agent.yaml new file mode 100644 index 00000000..1b63be37 --- /dev/null +++ b/src/modules/bmgd/agents/game-solo-dev.agent.yaml @@ -0,0 +1,56 @@ +# Game Solo Dev Agent Definition + +agent: + metadata: + id: "_bmad/bmgd/agents/game-solo-dev.md" + name: Indie + title: Game Solo Dev + icon: 🎮 + module: bmgd + + persona: + role: Elite Indie Game Developer + Quick Flow Specialist + identity: Indie is a battle-hardened solo game developer who ships complete games from concept to launch. Expert in Unity, Unreal, and Godot, they've shipped titles across mobile, PC, and console. Lives and breathes the Quick Flow workflow - prototyping fast, iterating faster, and shipping before the hype dies. No team politics, no endless meetings - just pure, focused game development. + communication_style: "Direct, confident, and gameplay-focused. Uses dev slang, thinks in game feel and player experience. Every response moves the game closer to ship. 'Does it feel good? Ship it.'" + principles: | + - Prototype fast, fail fast, iterate faster. Quick Flow is the indie way. + - A playable build beats a perfect design doc. Ship early, playtest often. + - 60fps is non-negotiable. Performance is a feature. + - The core loop must be fun before anything else matters. + + critical_actions: + - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + + menu: + - trigger: workflow-status + workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" + description: Get workflow status or check current project state + + - trigger: quick-prototype + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" + description: Rapid prototype to test if the mechanic is fun (Start here for new ideas) + + - trigger: quick-dev + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-dev/workflow.yaml" + description: Implement features end-to-end solo with game-specific considerations + + - trigger: create-tech-spec + workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/create-tech-spec/workflow.yaml" + description: Architect a technical spec with implementation-ready stories + + - trigger: code-review + workflow: "{project-root}/_bmad/bmgd/workflows/4-production/code-review/workflow.yaml" + description: Review code quality (use fresh context for best results) + + - trigger: test-framework + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-framework/workflow.yaml" + description: Set up automated testing for your game engine + + - trigger: party-mode + exec: "{project-root}/_bmad/core/workflows/party-mode/workflow.md" + description: Bring in other experts when specialized backup is needed + + - trigger: advanced-elicitation + exec: "{project-root}/_bmad/core/tasks/advanced-elicitation.xml" + description: Advanced elicitation techniques to challenge the LLM to get better results + web-only: true diff --git a/src/modules/bmgd/docs/README.md b/src/modules/bmgd/docs/README.md new file mode 100644 index 00000000..d5f89c31 --- /dev/null +++ b/src/modules/bmgd/docs/README.md @@ -0,0 +1,180 @@ +# BMGD Documentation + +Complete guides for the BMad Game Development Module (BMGD) - AI-powered workflows for game design and development that adapt to your project's needs. + +--- + +## Getting Started + +**New to BMGD?** Start here: + +- **[Quick Start Guide](./quick-start.md)** - Get started building your first game + - Installation and setup + - Understanding the game development phases + - Running your first workflows + - Agent-based development flow + +**Quick Path:** Install BMGD module → Game Brief → GDD → Architecture → Build + +--- + +## Core Concepts + +Understanding how BMGD works: + +- **[Agents Guide](./agents-guide.md)** - Complete reference for game development agents + - Game Designer, Game Developer, Game Architect, Game Scrum Master, Game QA, Game Solo Dev + - Agent roles and when to use them + - Agent workflows and menus + +- **[Workflows Guide](./workflows-guide.md)** - Complete workflow reference + - Phase 1: Preproduction (Brainstorm, Game Brief) + - Phase 2: Design (GDD, Narrative) + - Phase 3: Technical (Architecture) + - Phase 4: Production (Sprint-based development) + +- **[Game Types Guide](./game-types-guide.md)** - Selecting and using game type templates + - 24 supported game types + - Genre-specific GDD sections + - Hybrid game type handling + +- **[Quick-Flow Guide](./quick-flow-guide.md)** - Fast-track workflows for rapid development + - Quick-Prototype for testing ideas + - Quick-Dev for flexible implementation + - When to use quick-flow vs full BMGD + +--- + +## Quick References + +Essential reference materials: + +- **[Glossary](./glossary.md)** - Key game development terminology +- **[Troubleshooting](./troubleshooting.md)** - Common issues and solutions + +--- + +## Choose Your Path + +### I need to... + +**Start a new game project** +→ Start with [Quick Start Guide](./quick-start.md) +→ Run `brainstorm-game` for ideation +→ Create a Game Brief with `create-brief` + +**Design my game** +→ Create a GDD with `create-gdd` +→ If story-heavy, add Narrative Design with `create-narrative` + +**Plan the technical architecture** +→ Run `create-architecture` with the Game Architect + +**Build my game** +→ Use Phase 4 production workflows +→ Follow the sprint-based development cycle + +**Quickly test an idea or implement a feature** +→ Use [Quick-Flow](./quick-flow-guide.md) for rapid prototyping and development +→ `quick-prototype` to test mechanics, `quick-dev` to implement + +**Set up testing and QA** +→ Use Game QA agent for test framework setup +→ Run `test-framework` to initialize testing for Unity/Unreal/Godot +→ Use `test-design` to create test scenarios +→ Plan playtests with `playtest-plan` + +**Understand game type templates** +→ See [Game Types Guide](./game-types-guide.md) + +--- + +## Game Development Phases + +BMGD follows four phases aligned with game development: + +![BMGD Workflow Overview](./workflow-overview.jpg) + +### Phase 1: Preproduction + +- **Brainstorm Game** - Ideation with game-specific techniques +- **Game Brief** - Capture vision, market, and fundamentals + +### Phase 2: Design + +- **GDD (Game Design Document)** - Comprehensive game design +- **Narrative Design** - Story, characters, world (for story-driven games) + +### Phase 3: Technical + +- **Game Architecture** - Engine, systems, patterns, structure + +### Phase 4: Production + +- **Sprint Planning** - Epic and story management +- **Story Development** - Implementation workflow +- **Code Review** - Quality assurance +- **Testing** - Automated tests, playtesting, performance +- **Retrospective** - Continuous improvement + +--- + +## BMGD vs BMM + +BMGD extends BMM with game-specific capabilities: + +| Aspect | BMM | BMGD | +| -------------- | ------------------------------------- | ------------------------------------------------------------------------ | +| **Focus** | General software | Game development | +| **Agents** | PM, Architect, Dev, SM, TEA, Solo Dev | Game Designer, Game Dev, Game Architect, Game SM, Game QA, Game Solo Dev | +| **Planning** | PRD, Tech Spec | Game Brief, GDD | +| **Types** | N/A | 24 game type templates | +| **Narrative** | N/A | Full narrative workflow | +| **Testing** | Web-focused testarch | Engine-specific (Unity, Unreal, Godot) | +| **Production** | Inherited from BMM | BMM workflows with game overrides | + +BMGD production workflows inherit from BMM and add game-specific checklists and templates. + +--- + +## Documentation Map + +``` +BMGD Documentation +├── README.md (this file) +├── quick-start.md # Getting started +├── agents-guide.md # Agent reference +├── workflows-guide.md # Workflow reference +├── quick-flow-guide.md # Rapid prototyping and development +├── game-types-guide.md # Game type templates +├── glossary.md # Terminology +└── troubleshooting.md # Common issues +``` + +--- + +## External Resources + +### Community and Support + +- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Get help from the community +- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features +- **[YouTube Channel](https://www.youtube.com/@BMadCode)** - Video tutorials + +### Related Documentation + +- **[BMM Documentation](../../bmm/docs/README.md)** - Core BMad Method documentation +- **[IDE Setup Guides](../../../../docs/ide-info/)** - Configure your development environment + +--- + +## Tips for Using This Documentation + +1. **Start with Quick Start** if you're new to BMGD +2. **Check Game Types Guide** when creating your GDD +3. **Reference Glossary** for game development terminology +4. **Use Troubleshooting** when you encounter issues + +--- + +**Ready to make games?** → [Start with the Quick Start Guide](./quick-start.md) diff --git a/src/modules/bmgd/docs/agents-guide.md b/src/modules/bmgd/docs/agents-guide.md new file mode 100644 index 00000000..40311984 --- /dev/null +++ b/src/modules/bmgd/docs/agents-guide.md @@ -0,0 +1,407 @@ +# BMGD Agents Guide + +Complete reference for BMGD's six specialized game development agents. + +--- + +## Agent Overview + +BMGD provides six agents, each with distinct expertise: + +| Agent | Name | Role | Phase Focus | +| ------------------------ | ---------------- | ----------------------------------------------------------- | ----------- | +| 🎲 **Game Designer** | Samus Shepard | Lead Game Designer + Creative Vision Architect | Phases 1-2 | +| 🏛️ **Game Architect** | Cloud Dragonborn | Principal Game Systems Architect + Technical Director | Phase 3 | +| 🕹️ **Game Developer** | Link Freeman | Senior Game Developer + Technical Implementation Specialist | Phase 4 | +| 🎯 **Game Scrum Master** | Max | Game Development Scrum Master + Sprint Orchestrator | Phase 4 | +| 🧪 **Game QA** | GLaDOS | Game QA Architect + Test Automation Specialist | All Phases | +| 🎮 **Game Solo Dev** | Indie | Elite Indie Game Developer + Quick Flow Specialist | All Phases | + +--- + +## 🎲 Game Designer (Samus Shepard) + +### Role + +Lead Game Designer + Creative Vision Architect + +### Identity + +Veteran designer with 15+ years crafting AAA and indie hits. Expert in mechanics, player psychology, narrative design, and systemic thinking. + +### Communication Style + +Talks like an excited streamer - enthusiastic, asks about player motivations, celebrates breakthroughs with "Let's GOOO!" + +### Core Principles + +- Design what players want to FEEL, not what they say they want +- Prototype fast - one hour of playtesting beats ten hours of discussion +- Every mechanic must serve the core fantasy + +### When to Use + +- Brainstorming game ideas +- Creating Game Briefs +- Designing GDDs +- Developing narrative design + +### Available Commands + +| Command | Description | +| ---------------------- | -------------------------------- | +| `workflow-status` | Check project status | +| `brainstorm-game` | Guided game ideation | +| `create-game-brief` | Create Game Brief | +| `create-gdd` | Create Game Design Document | +| `narrative` | Create Narrative Design Document | +| `quick-prototype` | Rapid prototyping (IDE only) | +| `party-mode` | Multi-agent collaboration | +| `advanced-elicitation` | Deep exploration (web only) | + +--- + +## 🏛️ Game Architect (Cloud Dragonborn) + +### Role + +Principal Game Systems Architect + Technical Director + +### Identity + +Master architect with 20+ years shipping 30+ titles. Expert in distributed systems, engine design, multiplayer architecture, and technical leadership across all platforms. + +### Communication Style + +Speaks like a wise sage from an RPG - calm, measured, uses architectural metaphors about building foundations and load-bearing walls. + +### Core Principles + +- Architecture is about delaying decisions until you have enough data +- Build for tomorrow without over-engineering today +- Hours of planning save weeks of refactoring hell +- Every system must handle the hot path at 60fps + +### When to Use + +- Planning technical architecture +- Making engine/framework decisions +- Designing game systems +- Course correction during development + +### Available Commands + +| Command | Description | +| ---------------------- | ------------------------------------- | +| `workflow-status` | Check project status | +| `create-architecture` | Create Game Architecture | +| `correct-course` | Course correction analysis (IDE only) | +| `party-mode` | Multi-agent collaboration | +| `advanced-elicitation` | Deep exploration (web only) | + +--- + +## 🕹️ Game Developer (Link Freeman) + +### Role + +Senior Game Developer + Technical Implementation Specialist + +### Identity + +Battle-hardened dev with expertise in Unity, Unreal, and custom engines. Ten years shipping across mobile, console, and PC. Writes clean, performant code. + +### Communication Style + +Speaks like a speedrunner - direct, milestone-focused, always optimizing for the fastest path to ship. + +### Core Principles + +- 60fps is non-negotiable +- Write code designers can iterate without fear +- Ship early, ship often, iterate on player feedback +- Red-green-refactor: tests first, implementation second + +### When to Use + +- Implementing stories +- Code reviews +- Performance optimization +- Completing story work + +### Available Commands + +| Command | Description | +| ---------------------- | ------------------------------- | +| `workflow-status` | Check sprint progress | +| `dev-story` | Implement story tasks | +| `code-review` | Perform code review | +| `quick-dev` | Flexible development (IDE only) | +| `quick-prototype` | Rapid prototyping (IDE only) | +| `party-mode` | Multi-agent collaboration | +| `advanced-elicitation` | Deep exploration (web only) | + +--- + +## 🎯 Game Scrum Master (Max) + +### Role + +Game Development Scrum Master + Sprint Orchestrator + +### Identity + +Certified Scrum Master specializing in game dev workflows. Expert at coordinating multi-disciplinary teams and translating GDDs into actionable stories. + +### Communication Style + +Talks in game terminology - milestones are save points, handoffs are level transitions, blockers are boss fights. + +### Core Principles + +- Every sprint delivers playable increments +- Clean separation between design and implementation +- Keep the team moving through each phase +- Stories are single source of truth for implementation + +### When to Use + +- Sprint planning and management +- Creating epic tech specs +- Writing story drafts +- Assembling story context +- Running retrospectives +- Handling course corrections + +### Available Commands + +| Command | Description | +| ----------------------- | ------------------------------------------- | +| `workflow-status` | Check project status | +| `sprint-planning` | Generate/update sprint status | +| `sprint-status` | View sprint progress, get next action | +| `create-story` | Create story (marks ready-for-dev directly) | +| `validate-create-story` | Validate story draft | +| `epic-retrospective` | Facilitate retrospective | +| `correct-course` | Navigate significant changes | +| `party-mode` | Multi-agent collaboration | +| `advanced-elicitation` | Deep exploration (web only) | + +--- + +## 🧪 Game QA (GLaDOS) + +### Role + +Game QA Architect + Test Automation Specialist + +### Identity + +Senior QA architect with 12+ years in game testing across Unity, Unreal, and Godot. Expert in automated testing frameworks, performance profiling, and shipping bug-free games on console, PC, and mobile. + +### Communication Style + +Speaks like a quality guardian - methodical, data-driven, but understands that "feel" matters in games. Uses metrics to back intuition. "Trust, but verify with tests." + +### Core Principles + +- Test what matters: gameplay feel, performance, progression +- Automated tests catch regressions, humans catch fun problems +- Every shipped bug is a process failure, not a people failure +- Flaky tests are worse than no tests - they erode trust +- Profile before optimize, test before ship + +### When to Use + +- Setting up test frameworks +- Designing test strategies +- Creating automated tests +- Planning playtesting sessions +- Performance testing +- Reviewing test coverage + +### Available Commands + +| Command | Description | +| ---------------------- | --------------------------------------------------- | +| `workflow-status` | Check project status | +| `test-framework` | Initialize game test framework (Unity/Unreal/Godot) | +| `test-design` | Create comprehensive game test scenarios | +| `automate` | Generate automated game tests | +| `playtest-plan` | Create structured playtesting plan | +| `performance-test` | Design performance testing strategy | +| `test-review` | Review test quality and coverage | +| `party-mode` | Multi-agent collaboration | +| `advanced-elicitation` | Deep exploration (web only) | + +### Knowledge Base + +GLaDOS has access to a comprehensive game testing knowledge base (`gametest/qa-index.csv`) including: + +**Engine-Specific Testing:** + +- Unity Test Framework (Edit Mode, Play Mode) +- Unreal Automation and Gauntlet +- Godot GUT (Godot Unit Test) + +**Game-Specific Testing:** + +- Playtesting fundamentals +- Balance testing +- Save system testing +- Multiplayer/network testing +- Input testing +- Platform certification (TRC/XR) +- Localization testing + +**General QA:** + +- QA automation strategies +- Performance testing +- Regression testing +- Smoke testing +- Test prioritization (P0-P3) + +--- + +## 🎮 Game Solo Dev (Indie) + +### Role + +Elite Indie Game Developer + Quick Flow Specialist + +### Identity + +Battle-hardened solo game developer who ships complete games from concept to launch. Expert in Unity, Unreal, and Godot, having shipped titles across mobile, PC, and console. Lives and breathes the Quick Flow workflow - prototyping fast, iterating faster, and shipping before the hype dies. + +### Communication Style + +Direct, confident, and gameplay-focused. Uses dev slang, thinks in game feel and player experience. Every response moves the game closer to ship. "Does it feel good? Ship it." + +### Core Principles + +- Prototype fast, fail fast, iterate faster +- A playable build beats a perfect design doc +- 60fps is non-negotiable - performance is a feature +- The core loop must be fun before anything else matters +- Ship early, playtest often + +### When to Use + +- Solo game development +- Rapid prototyping +- Quick iteration without full team workflow +- Indie projects with tight timelines +- When you want to handle everything yourself + +### Available Commands + +| Command | Description | +| ------------------ | ------------------------------------------------------ | +| `quick-prototype` | Rapid prototype to test if a mechanic is fun | +| `quick-dev` | Implement features end-to-end with game considerations | +| `create-tech-spec` | Create implementation-ready technical spec | +| `code-review` | Review code quality | +| `test-framework` | Set up automated testing | +| `party-mode` | Bring in specialists when needed | + +### Quick Flow vs Full BMGD + +Use **Game Solo Dev** when: + +- You're working alone or in a tiny team +- Speed matters more than process +- You want to skip the full planning phases +- You're prototyping or doing game jams + +Use **Full BMGD workflow** when: + +- You have a larger team +- The project needs formal documentation +- You're working with stakeholders/publishers +- Long-term maintainability is critical + +--- + +## Agent Selection Guide + +### By Phase + +| Phase | Primary Agent | Secondary Agent | +| ------------------------------ | ----------------- | ----------------- | +| 1: Preproduction | Game Designer | - | +| 2: Design | Game Designer | - | +| 3: Technical | Game Architect | Game QA | +| 4: Production (Planning) | Game Scrum Master | Game Architect | +| 4: Production (Implementation) | Game Developer | Game Scrum Master | +| Testing (Any Phase) | Game QA | Game Developer | + +### By Task + +| Task | Best Agent | +| -------------------------------- | ----------------- | +| "I have a game idea" | Game Designer | +| "Help me design my game" | Game Designer | +| "How should I build this?" | Game Architect | +| "What's the technical approach?" | Game Architect | +| "Plan our sprints" | Game Scrum Master | +| "Create implementation stories" | Game Scrum Master | +| "Build this feature" | Game Developer | +| "Review this code" | Game Developer | +| "Set up testing framework" | Game QA | +| "Create test plan" | Game QA | +| "Test performance" | Game QA | +| "Plan a playtest" | Game QA | +| "I'm working solo" | Game Solo Dev | +| "Quick prototype this idea" | Game Solo Dev | +| "Ship this feature fast" | Game Solo Dev | + +--- + +## Multi-Agent Collaboration + +### Party Mode + +All agents have access to `party-mode`, which brings multiple agents together for complex decisions. Use this when: + +- A decision spans multiple domains (design + technical) +- You want diverse perspectives +- You're stuck and need fresh ideas + +### Handoffs + +Agents naturally hand off to each other: + +``` +Game Designer → Game Architect → Game Scrum Master → Game Developer + ↓ ↓ ↓ ↓ + GDD Architecture Sprint/Stories Implementation + ↓ ↓ + Game QA ←──────────────────────────── Game QA + ↓ ↓ + Test Strategy Automated Tests +``` + +Game QA integrates at multiple points: + +- After Architecture: Define test strategy +- During Implementation: Create automated tests +- Before Release: Performance and certification testing + +--- + +## Project Context + +All agents share the principle: + +> "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" + +The `project-context.md` file (if present) serves as the authoritative source for project decisions and constraints. + +--- + +## Next Steps + +- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD +- **[Workflows Guide](./workflows-guide.md)** - Detailed workflow reference +- **[Game Types Guide](./game-types-guide.md)** - Game type templates diff --git a/src/modules/bmgd/docs/game-types-guide.md b/src/modules/bmgd/docs/game-types-guide.md new file mode 100644 index 00000000..f66bb538 --- /dev/null +++ b/src/modules/bmgd/docs/game-types-guide.md @@ -0,0 +1,503 @@ +# BMGD Game Types Guide + +Reference for selecting and using BMGD's 24 supported game type templates. + +--- + +## Overview + +When creating a GDD, BMGD offers game type templates that provide genre-specific sections. This ensures your design document covers mechanics and systems relevant to your game's genre. + +--- + +## Supported Game Types + +### Action & Combat + +#### Action Platformer + +**Tags:** action, platformer, combat, movement + +Side-scrolling or 3D platforming with combat mechanics. Think Hollow Knight, Celeste with combat, or Mega Man. + +**GDD sections added:** + +- Movement systems (jumps, dashes, wall mechanics) +- Combat mechanics (melee/ranged, combos) +- Level design patterns +- Boss design + +--- + +#### Shooter + +**Tags:** shooter, combat, aiming, fps, tps + +Projectile combat with aiming mechanics. Covers FPS, TPS, and arena shooters. + +**GDD sections added:** + +- Weapon systems +- Aiming and accuracy +- Enemy AI patterns +- Level/arena design +- Multiplayer considerations + +--- + +#### Fighting + +**Tags:** fighting, combat, competitive, combos, pvp + +1v1 combat with combos and frame data. Traditional fighters and platform fighters. + +**GDD sections added:** + +- Frame data systems +- Combo mechanics +- Character movesets +- Competitive balance +- Netcode requirements + +--- + +### Strategy & Tactics + +#### Strategy + +**Tags:** strategy, tactics, resources, planning + +Resource management with tactical decisions. RTS, 4X, and grand strategy. + +**GDD sections added:** + +- Resource systems +- Unit/building design +- AI opponent behavior +- Map/scenario design +- Victory conditions + +--- + +#### Turn-Based Tactics + +**Tags:** tactics, turn-based, grid, positioning + +Grid-based movement with turn order. XCOM-likes and tactical RPGs. + +**GDD sections added:** + +- Grid and movement systems +- Turn order mechanics +- Cover and positioning +- Unit progression +- Procedural mission generation + +--- + +#### Tower Defense + +**Tags:** tower-defense, waves, placement, strategy + +Wave-based defense with tower placement. + +**GDD sections added:** + +- Tower types and upgrades +- Wave design and pacing +- Economy systems +- Map design patterns +- Meta-progression + +--- + +### RPG & Progression + +#### RPG + +**Tags:** rpg, stats, inventory, quests, narrative + +Character progression with stats, inventory, and quests. + +**GDD sections added:** + +- Character stats and leveling +- Inventory and equipment +- Quest system design +- Combat system (action/turn-based) +- Skill trees and builds + +--- + +#### Roguelike + +**Tags:** roguelike, procedural, permadeath, runs + +Procedural generation with permadeath and run-based progression. + +**GDD sections added:** + +- Procedural generation rules +- Permadeath and persistence +- Run structure and pacing +- Item/ability synergies +- Meta-progression systems + +--- + +#### Metroidvania + +**Tags:** metroidvania, exploration, abilities, interconnected + +Interconnected world with ability gating. + +**GDD sections added:** + +- World map connectivity +- Ability gating design +- Backtracking flow +- Secret and collectible placement +- Power-up progression + +--- + +### Narrative & Story + +#### Adventure + +**Tags:** adventure, narrative, exploration, story + +Story-driven exploration and narrative. Point-and-click and narrative adventures. + +**GDD sections added:** + +- Puzzle design +- Narrative delivery +- Exploration mechanics +- Dialogue systems +- Story branching + +--- + +#### Visual Novel + +**Tags:** visual-novel, narrative, choices, story + +Narrative choices with branching story. + +**GDD sections added:** + +- Branching narrative structure +- Choice and consequence +- Character routes +- UI/presentation +- Save/load states + +--- + +#### Text-Based + +**Tags:** text, parser, interactive-fiction, mud + +Text input/output games. Parser games, choice-based IF, MUDs. + +**GDD sections added:** + +- Parser or choice systems +- World model +- Narrative structure +- Text presentation +- Save state management + +--- + +### Simulation & Management + +#### Simulation + +**Tags:** simulation, management, sandbox, systems + +Realistic systems with management and building. Includes tycoons and sim games. + +**GDD sections added:** + +- Core simulation loops +- Economy modeling +- AI agents/citizens +- Building/construction +- Failure states + +--- + +#### Sandbox + +**Tags:** sandbox, creative, building, freedom + +Creative freedom with building and minimal objectives. + +**GDD sections added:** + +- Creation tools +- Physics/interaction systems +- Persistence and saving +- Sharing/community features +- Optional objectives + +--- + +### Sports & Racing + +#### Racing + +**Tags:** racing, vehicles, tracks, speed + +Vehicle control with tracks and lap times. + +**GDD sections added:** + +- Vehicle physics model +- Track design +- AI opponents +- Progression/career mode +- Multiplayer racing + +--- + +#### Sports + +**Tags:** sports, teams, realistic, physics + +Team-based or individual sports simulation. + +**GDD sections added:** + +- Sport-specific rules +- Player/team management +- AI opponent behavior +- Season/career modes +- Multiplayer modes + +--- + +### Multiplayer + +#### MOBA + +**Tags:** moba, multiplayer, pvp, heroes, lanes + +Multiplayer team battles with hero selection. + +**GDD sections added:** + +- Hero/champion design +- Lane and map design +- Team composition +- Matchmaking +- Economy (gold/items) + +--- + +#### Party Game + +**Tags:** party, multiplayer, minigames, casual + +Local multiplayer with minigames. + +**GDD sections added:** + +- Minigame design patterns +- Controller support +- Round/game structure +- Scoring systems +- Player count flexibility + +--- + +### Horror & Survival + +#### Survival + +**Tags:** survival, crafting, resources, danger + +Resource gathering with crafting and persistent threats. + +**GDD sections added:** + +- Resource gathering +- Crafting systems +- Hunger/health/needs +- Threat systems +- Base building + +--- + +#### Horror + +**Tags:** horror, atmosphere, tension, fear + +Atmosphere and tension with limited resources. + +**GDD sections added:** + +- Fear mechanics +- Resource scarcity +- Sound design +- Lighting and visibility +- Enemy/threat design + +--- + +### Casual & Progression + +#### Puzzle + +**Tags:** puzzle, logic, cerebral + +Logic-based challenges and problem-solving. + +**GDD sections added:** + +- Puzzle mechanics +- Difficulty progression +- Hint systems +- Level structure +- Scoring/rating + +--- + +#### Idle/Incremental + +**Tags:** idle, incremental, automation, progression + +Passive progression with upgrades and automation. + +**GDD sections added:** + +- Core loop design +- Prestige systems +- Automation unlocks +- Number scaling +- Offline progress + +--- + +#### Card Game + +**Tags:** card, deck-building, strategy, turns + +Deck building with card mechanics. + +**GDD sections added:** + +- Card design framework +- Deck building rules +- Mana/resource systems +- Rarity and collection +- Competitive balance + +--- + +### Rhythm + +#### Rhythm + +**Tags:** rhythm, music, timing, beats + +Music synchronization with timing-based gameplay. + +**GDD sections added:** + +- Note/beat mapping +- Scoring systems +- Difficulty levels +- Music licensing +- Input methods + +--- + +## Hybrid Game Types + +Many games combine multiple genres. BMGD supports hybrid selection: + +### Examples + +**Action RPG** = Action Platformer + RPG + +- Movement and combat systems from Action Platformer +- Progression and stats from RPG + +**Survival Horror** = Survival + Horror + +- Resource and crafting from Survival +- Atmosphere and fear from Horror + +**Roguelike Deckbuilder** = Roguelike + Card Game + +- Run structure from Roguelike +- Card mechanics from Card Game + +### How to Use Hybrids + +During GDD creation, select multiple game types when prompted: + +``` +Agent: What game type best describes your game? +You: It's a roguelike with card game combat +Agent: I'll include sections for both Roguelike and Card Game... +``` + +--- + +## Game Type Selection Tips + +### 1. Start with Core Fantasy + +What does the player primarily DO in your game? + +- Run and jump? → Platformer types +- Build and manage? → Simulation types +- Fight enemies? → Combat types +- Make choices? → Narrative types + +### 2. Consider Your Loop + +What's the core gameplay loop? + +- Session-based runs? → Roguelike +- Long-term progression? → RPG +- Quick matches? → Multiplayer types +- Creative expression? → Sandbox + +### 3. Don't Over-Combine + +2-3 game types maximum. More than that usually means your design isn't focused enough. + +### 4. Primary vs Secondary + +One type should be primary (most gameplay time). Others add flavor: + +- **Primary:** Platformer (core movement and exploration) +- **Secondary:** Metroidvania (ability gating structure) + +--- + +## GDD Section Mapping + +When you select a game type, BMGD adds these GDD sections: + +| Game Type | Key Sections Added | +| ----------------- | -------------------------------------- | +| Action Platformer | Movement, Combat, Level Design | +| RPG | Stats, Inventory, Quests | +| Roguelike | Procedural Gen, Runs, Meta-Progression | +| Narrative | Story Structure, Dialogue, Branching | +| Multiplayer | Matchmaking, Netcode, Balance | +| Simulation | Systems, Economy, AI | + +--- + +## Next Steps + +- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD +- **[Workflows Guide](./workflows-guide.md)** - GDD workflow details +- **[Glossary](./glossary.md)** - Game development terminology diff --git a/src/modules/bmgd/docs/glossary.md b/src/modules/bmgd/docs/glossary.md new file mode 100644 index 00000000..f4765038 --- /dev/null +++ b/src/modules/bmgd/docs/glossary.md @@ -0,0 +1,294 @@ +# BMGD Glossary + +Key game development terminology used in BMGD workflows. + +--- + +## A + +### Acceptance Criteria + +Specific conditions that must be met for a story to be considered complete. Defines "done" for implementation. + +### Act Structure + +Story organization into major sections (typically 3 acts: Setup, Confrontation, Resolution). + +--- + +## B + +### Backlog + +List of pending work items (epics, stories) waiting to be scheduled and implemented. + +### Boss Design + +Design of significant enemy encounters, typically featuring unique mechanics and increased challenge. + +--- + +## C + +### Character Arc + +The transformation a character undergoes through the story, from initial state to final state. + +### Core Fantasy + +The emotional experience players seek from your game. What they want to FEEL. + +### Core Loop + +The fundamental cycle of actions players repeat throughout gameplay. The heart of your game. + +--- + +## D + +### Definition of Done (DoD) + +Checklist of requirements that must be satisfied before work is considered complete. + +### Design Pillar + +Core principle that guides all design decisions. Typically 3-5 pillars define a game's identity. + +--- + +## E + +### Environmental Storytelling + +Narrative communicated through the game world itself—visual details, audio, found documents—rather than explicit dialogue. + +### Epic + +Large body of work that can be broken down into smaller stories. Represents a major feature or system. + +--- + +## F + +### Frame Data + +In fighting games, the precise timing information for moves (startup, active, recovery frames). + +### Frontmatter + +YAML metadata at the beginning of markdown files, used for workflow state tracking. + +--- + +## G + +### Game Brief + +Document capturing the game's core vision, pillars, target audience, and scope. Foundation for the GDD. + +### Game Design Document (GDD) + +Comprehensive document detailing all aspects of game design: mechanics, systems, content, and more. + +### Game Type + +Genre classification that determines which specialized GDD sections are included. + +--- + +## H + +### Hot Path + +Code that executes frequently (every frame). Must be optimized for performance. + +--- + +## I + +### Idle Progression + +Game mechanics where progress continues even when the player isn't actively playing. + +--- + +## K + +### Kishotenketsu + +Four-act story structure from East Asian narrative tradition (Introduction, Development, Twist, Conclusion). + +--- + +## L + +### Localization + +Adapting game content for different languages and cultures. + +--- + +## M + +### MDA Framework + +Mechanics → Dynamics → Aesthetics. Framework for analyzing and designing games. + +### Meta-Progression + +Persistent progression that carries between individual runs or sessions. + +### Metroidvania + +Genre featuring interconnected world exploration with ability-gated progression. + +--- + +## N + +### Narrative Complexity + +How central story is to the game experience (Critical, Heavy, Moderate, Light). + +### Netcode + +Networking code handling multiplayer communication and synchronization. + +--- + +## P + +### Permadeath + +Game mechanic where character death is permanent, typically requiring a new run. + +### Player Agency + +The degree to which players can make meaningful choices that affect outcomes. + +### Procedural Generation + +Algorithmic creation of game content (levels, items, characters) rather than hand-crafted. + +--- + +## R + +### Retrospective + +Team meeting after completing work to reflect on what went well and what to improve. + +### Roguelike + +Genre featuring procedural generation, permadeath, and run-based progression. + +### Run + +A single playthrough in a roguelike or run-based game, from start to death/completion. + +--- + +## S + +### Sprint + +Time-boxed period of development work, typically 1-2 weeks. + +### Sprint Status + +Tracking document showing current sprint progress, story states, and blockers. + +### Story + +Smallest unit of implementable work with clear acceptance criteria. Part of an epic. + +### Story Context + +Assembled documentation and code context needed to implement a specific story. + +### Story Gates + +Points where story progression is blocked until certain gameplay conditions are met. + +--- + +## T + +### Tech Spec + +Technical specification document detailing how a feature will be implemented. + +### TDD (Test-Driven Development) + +Development approach: write tests first, then implement code to pass them. + +--- + +## U + +### UI/UX + +User Interface / User Experience. How players interact with and experience the game. + +--- + +## V + +### Visual Novel + +Genre focused on narrative with static images, dialogue, and player choices. + +### Voice Acting + +Recorded spoken dialogue for game characters. + +--- + +## W + +### Workflow + +Structured process for completing a specific type of work (e.g., GDD creation, story implementation). + +### Workflow Status + +Current state of project workflows, tracking which phases and documents are complete. + +### World Building + +Creation of the game's setting, including history, culture, geography, and lore. + +--- + +## BMGD-Specific Terms + +### A/P/C Menu + +Options presented after content generation: + +- **A** - Advanced Elicitation (explore deeper) +- **P** - Party Mode (multi-agent discussion) +- **C** - Continue (save and proceed) + +### Narrative Complexity Levels + +- **Critical** - Story IS the game (visual novels) +- **Heavy** - Deep narrative with gameplay (RPGs) +- **Moderate** - Meaningful story supporting gameplay +- **Light** - Minimal story, gameplay-focused + +### Step-File Architecture + +BMGD workflow pattern using separate markdown files for each workflow step. + +### Workflow-Install Pattern + +Phase 4 workflows inherit from BMM base and add BMGD-specific overrides. + +--- + +## Next Steps + +- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD +- **[Game Types Guide](./game-types-guide.md)** - Game genre reference +- **[Troubleshooting](./troubleshooting.md)** - Common issues and solutions diff --git a/src/modules/bmgd/docs/quick-flow-guide.md b/src/modules/bmgd/docs/quick-flow-guide.md new file mode 100644 index 00000000..9dfc504d --- /dev/null +++ b/src/modules/bmgd/docs/quick-flow-guide.md @@ -0,0 +1,288 @@ +# BMGD Quick-Flow Guide + +Fast-track workflows for rapid game prototyping and flexible development. + +--- + +## Game Solo Dev Agent + +For dedicated quick-flow development, use the **Game Solo Dev** agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast. + +**Switch to Game Solo Dev:** Type `@game-solo-dev` or select the agent from your IDE. + +The Game Solo Dev agent includes: + +- `quick-prototype` - Rapid mechanic testing +- `quick-dev` - Flexible feature implementation +- `create-tech-spec` - Create implementation-ready specs +- `code-review` - Quality checks +- `test-framework` - Automated testing setup + +--- + +## Overview + +Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for: + +- Testing a game mechanic idea +- Implementing a small feature +- Rapid prototyping before committing to design +- Bug fixes and tweaks + +``` +Full BMGD Flow: +Brief → GDD → Architecture → Sprint Planning → Stories → Implementation + +Quick-Flow: +Idea → Quick-Prototype → Quick-Dev → Done +``` + +--- + +## Quick-Prototype + +**Command:** `quick-prototype` +**Agent:** Game Designer, Game Developer +**Purpose:** Rapidly test gameplay ideas with minimal setup + +### When to Use + +- You have a mechanic idea and want to test the "feel" +- You're not sure if something will be fun +- You want to experiment before committing to design +- You need a proof of concept + +### Workflow Steps + +1. **Define Scope** - What are you prototyping? (mechanic, feature, system) +2. **Set Success Criteria** - How will you know if it works? +3. **Rapid Implementation** - Build the minimum to test the idea +4. **Playtest and Evaluate** - Does it feel right? + +### Prototype Principles + +- **Minimum Viable Prototype** - Only what's needed to test the idea +- **Hardcode First** - Magic numbers are fine, extract later +- **Skip Edge Cases** - Happy path only for now +- **Placeholder Everything** - Cubes, debug text, temp sounds +- **Comment Intent** - Mark what's temporary vs keeper code + +### Example Session + +``` +You: quick-prototype + +Agent: What are you prototyping? + +You: I want to test a grappling hook mechanic. Player should be + able to aim at surfaces and pull themselves toward the hook point. + +Agent: What makes this prototype successful? + +You: 1. Aiming feels responsive and intuitive + 2. The pull movement feels satisfying, not floaty + 3. Player can chain hooks without awkward pauses + +Agent: [Implements minimal grappling hook] + +Agent: Prototype complete! Playtest results: + - Aiming: Works, consider adding aim assist + - Movement: Pull is smooth, might need speed curve + - Chaining: Currently has 0.2s delay, feels sluggish + + Next: [d] Develop further | [i] Iterate | [a] Archive +``` + +### After Prototyping + +- **Develop** (`d`) - Use `quick-dev` to build production code +- **Iterate** (`i`) - Adjust and re-test the prototype +- **Archive** (`a`) - Keep as reference, move on to other ideas + +--- + +## Quick-Dev + +**Command:** `quick-dev` +**Agent:** Game Developer +**Purpose:** Flexible development with game-specific considerations + +### When to Use + +- Implementing a feature from a tech-spec +- Building on a successful prototype +- Making changes that don't need full story workflow +- Quick fixes and improvements + +### Workflow Modes + +**Mode A: Tech-Spec Driven** + +``` +You: quick-dev tech-spec-combat.md +Agent: [Loads spec, extracts tasks, implements] +``` + +**Mode B: Direct Instructions** + +``` +You: quick-dev implement double-jump for the player +Agent: [Evaluates complexity, offers planning options] +``` + +**Mode C: From Prototype** + +``` +You: quick-dev from the grappling hook prototype +Agent: [Loads prototype, productionizes code] +``` + +### Game-Specific Checks + +Quick-dev includes automatic consideration of: + +- **Performance** - No allocations in hot paths, object pooling +- **Feel** - Input responsiveness, visual/audio feedback +- **Integration** - Save/load, multiplayer sync, platform testing + +### Example Session + +``` +You: quick-dev implement enemy patrol behavior + +Agent: This looks like a focused feature. Options: + [t] Plan first - Create tech-spec (recommended) + [r] Prototype first - Test the idea + [e] Execute directly + +You: e + +Agent: Any additional guidance? (patterns, files, constraints) + +You: Use the existing AIController base class. Enemies should + patrol between waypoints and return if player leaves range. + +Agent: [Implements patrol behavior] + +Agent: Implementation Complete! + Files Modified: EnemyAI.cs, PatrolBehavior.cs + Tests: Unit tests added for patrol state machine + Performance: No per-frame allocations + + Recommended: Playtest the changes +``` + +### Complexity Routing + +Quick-dev automatically detects complex requests and offers alternatives: + +| Signals | Recommendation | +| -------------------------------------- | ---------------------- | +| Single mechanic, bug fix, tweak | Execute directly | +| Multiple systems, performance-critical | Plan first (tech-spec) | +| Platform/system level work | Use full BMGD workflow | + +--- + +## Choosing Between Quick-Flows + +| Scenario | Use | +| ----------------------- | ------------------------------- | +| "Will this be fun?" | `quick-prototype` | +| "How should this feel?" | `quick-prototype` | +| "Build this feature" | `quick-dev` | +| "Fix this bug" | `quick-dev` | +| "Test then build" | `quick-prototype` → `quick-dev` | + +--- + +## Quick-Flow vs Full BMGD + +### Use Quick-Flow When + +- The scope is small and well-understood +- You're experimenting or prototyping +- You have a clear tech-spec already +- The work doesn't affect core game systems significantly + +### Use Full BMGD When + +- Building a major feature or system +- The scope is unclear or large +- Multiple team members need alignment +- The work affects game pillars or core loop +- You need documentation for future reference + +--- + +## Checklists + +### Quick-Prototype Checklist + +**Before:** + +- [ ] Prototype scope defined +- [ ] Success criteria established (2-3 items) + +**During:** + +- [ ] Minimum viable code written +- [ ] Placeholder assets used +- [ ] Core functionality testable + +**After:** + +- [ ] Each criterion evaluated +- [ ] Decision made (develop/iterate/archive) + +### Quick-Dev Checklist + +**Before:** + +- [ ] Context loaded (spec, prototype, or guidance) +- [ ] Files to modify identified +- [ ] Patterns understood + +**During:** + +- [ ] All tasks completed +- [ ] No allocations in hot paths +- [ ] Frame rate maintained + +**After:** + +- [ ] Game runs without errors +- [ ] Feature works as specified +- [ ] Manual playtest completed + +--- + +## Tips for Success + +### 1. Timebox Prototypes + +Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider. + +### 2. Embrace Programmer Art + +Prototypes don't need to look good. Focus on feel, not visuals. + +### 3. Test on Target Hardware + +What feels right on your dev machine might not feel right on target platform. + +### 4. Document Learnings + +Even failed prototypes teach something. Note what you learned. + +### 5. Know When to Graduate + +If quick-dev keeps expanding scope, stop and create proper stories. + +--- + +## Next Steps + +- **[Workflows Guide](./workflows-guide.md)** - Full workflow reference +- **[Agents Guide](./agents-guide.md)** - Agent capabilities +- **[Quick Start Guide](./quick-start.md)** - Getting started with BMGD diff --git a/src/modules/bmgd/docs/quick-start.md b/src/modules/bmgd/docs/quick-start.md new file mode 100644 index 00000000..6e625d44 --- /dev/null +++ b/src/modules/bmgd/docs/quick-start.md @@ -0,0 +1,250 @@ +# BMGD Quick Start Guide + +Get started building games with the BMad Game Development Module. + +--- + +## Prerequisites + +Before starting with BMGD, ensure you have: + +1. **BMAD-METHOD installed** - Follow the main installation guide +2. **A game idea** - Even a rough concept is enough to start +3. **Your preferred AI tool** - Claude Code, Cursor, or web-based chat + +--- + +## Installation + +BMGD is a custom module that extends BMM. Install it using the BMAD installer: + +```bash +# During installation, select BMGD when prompted for custom modules +npx bmad-cli install +``` + +Or add to an existing installation: + +```bash +npx bmad-cli install --add-module bmgd +``` + +--- + +## Understanding the Phases + +BMGD follows four game development phases: + +![BMGD Workflow Overview](./workflow-overview.jpg) + +### Phase 1: Preproduction + +**What happens:** Capture your game vision and core concept. + +**Workflows:** + +- `brainstorm-game` - Guided ideation with game-specific techniques +- `create-game-brief` - Document vision, market, pillars, and fundamentals + +**Output:** Game Brief document + +### Phase 2: Design + +**What happens:** Detail your game's mechanics, systems, and (optionally) narrative. + +**Workflows:** + +- `create-gdd` - Create comprehensive Game Design Document +- `narrative` - Create Narrative Design Document (for story-driven games) + +**Output:** GDD (and Narrative Design document if applicable) + +### Phase 3: Technical + +**What happens:** Plan how you'll build the game. + +**Workflows:** + +- `create-architecture` - Define engine, systems, patterns, and structure + +**Output:** Game Architecture document + +### Phase 4: Production + +**What happens:** Build your game in sprints. + +**Workflows:** + +- `sprint-planning` - Plan and track sprints +- `sprint-status` - View progress and get recommendations +- `create-story` - Create implementable stories +- `dev-story` - Implement stories +- `code-review` - Quality assurance +- `retrospective` - Learn and improve after epics + +**Output:** Working game code + +--- + +## Your First Game Project + +### Step 1: Start with Brainstorming (Optional) + +If you have a vague idea and want help developing it: + +``` +You: brainstorm-game +Agent: [Guides you through game-specific ideation techniques] +``` + +### Step 2: Create Your Game Brief + +Capture your game's core vision: + +``` +You: create-game-brief +Agent: [Walks you through game concept, pillars, market, and fundamentals] +``` + +**Output:** `{output_folder}/game-brief.md` + +### Step 3: Create Your GDD + +Detail your game's design: + +``` +You: create-gdd +Agent: [Guides you through mechanics, systems, and game-type-specific sections] +``` + +**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`) + +### Step 4: Add Narrative Design (If Story-Driven) + +For games with significant story: + +``` +You: narrative +Agent: [Facilitates story, characters, world, and dialogue design] +``` + +**Output:** `{output_folder}/narrative-design.md` + +### Step 5: Create Architecture + +Plan your technical implementation: + +``` +You: create-architecture +Agent: [Guides engine selection, system design, and technical decisions] +``` + +**Output:** `{output_folder}/game-architecture.md` + +### Step 6: Start Building + +Begin sprint-based development: + +``` +You: sprint-planning +Agent: [Sets up sprint tracking and epic management] +``` + +--- + +## Choosing Your Agent + +BMGD provides six specialized agents: + +| Agent | Icon | When to Use | +| --------------------- | ---- | ----------------------------------------- | +| **Game Designer** | 🎲 | Brainstorming, Game Brief, GDD, Narrative | +| **Game Architect** | 🏛️ | Architecture, technical decisions | +| **Game Developer** | 🕹️ | Implementation, code reviews | +| **Game Scrum Master** | 🎯 | Sprint planning, story management | +| **Game QA** | 🧪 | Test framework, test design, automation | +| **Game Solo Dev** | 🎮 | Quick prototyping, indie development | + +### Typical Flow + +1. **Game Designer** (Phases 1-2): Brainstorm → Brief → GDD → Narrative +2. **Game Architect** (Phase 3): Architecture +3. **Game Scrum Master** (Phase 4): Sprint planning, story creation +4. **Game Developer** (Phase 4): Implementation, code reviews + +--- + +## Quick Command Reference + +### Phase 1: Preproduction + +- `brainstorm-game` - Ideation session +- `create-game-brief` - Create Game Brief + +### Phase 2: Design + +- `create-gdd` - Create GDD +- `narrative` - Create Narrative Design + +### Phase 3: Technical + +- `create-architecture` - Create Architecture + +### Phase 4: Production + +- `sprint-planning` - Plan sprints +- `sprint-status` - View progress and recommendations +- `create-story` - Create story +- `dev-story` - Implement story +- `code-review` - Review code +- `retrospective` - Team retrospective +- `correct-course` - Handle sprint changes + +### Quick-Flow (Fast-Track) + +- `quick-prototype` - Rapid prototyping (IDE only) +- `quick-dev` - Flexible development (IDE only) + +### Utility + +- `workflow-status` - Check project status +- `party-mode` - Multi-agent collaboration +- `advanced-elicitation` - Deep exploration + +--- + +## Tips for Success + +### 1. Start Small + +Begin with a simple game concept. You can always expand later. + +### 2. Use Game Type Templates + +When creating your GDD, BMGD offers 24 game type templates that provide genre-specific sections. + +### 3. Iterate + +Documents are living artifacts. Return to update them as your vision evolves. + +### 4. Trust the Process + +Each workflow builds on previous outputs. The Game Brief informs the GDD, which informs the Architecture, which informs implementation. + +### 5. Collaborate with Agents + +Use `party-mode` to get perspectives from multiple agents when facing complex decisions. + +--- + +## Next Steps + +- **[Agents Guide](./agents-guide.md)** - Learn about each agent's capabilities +- **[Workflows Guide](./workflows-guide.md)** - Detailed workflow reference +- **[Quick-Flow Guide](./quick-flow-guide.md)** - Rapid prototyping and development +- **[Game Types Guide](./game-types-guide.md)** - Understand game type templates +- **[Glossary](./glossary.md)** - Game development terminology + +--- + +**Ready to start?** Chat with the **Game Designer** agent and say `brainstorm-game` or `create-game-brief`! diff --git a/src/modules/bmgd/docs/troubleshooting.md b/src/modules/bmgd/docs/troubleshooting.md new file mode 100644 index 00000000..dd7f31a7 --- /dev/null +++ b/src/modules/bmgd/docs/troubleshooting.md @@ -0,0 +1,259 @@ +# BMGD Troubleshooting + +Common issues and solutions when using BMGD workflows. + +--- + +## Installation Issues + +### BMGD module not appearing + +**Symptom:** BMGD agents and workflows are not available after installation. + +**Solutions:** + +1. Verify BMGD was selected during installation +2. Check `_bmad/bmgd/` folder exists in your project +3. Re-run installer with `--add-module bmgd` + +--- + +### Config file missing + +**Symptom:** Workflows fail with "config not found" errors. + +**Solution:** +Check for `_bmad/bmgd/config.yaml` in your project. If missing, create it: + +```yaml +# BMGD Configuration +output_folder: '{project-root}/docs/game-design' +user_name: 'Your Name' +communication_language: 'English' +document_output_language: 'English' +game_dev_experience: 'intermediate' +``` + +--- + +## Workflow Issues + +### "GDD not found" in Narrative workflow + +**Symptom:** Narrative workflow can't find the GDD. + +**Solutions:** + +1. Ensure GDD exists in `{output_folder}` +2. Check GDD filename contains "gdd" (e.g., `game-gdd.md`, `my-gdd.md`) +3. If using sharded GDD, verify `{output_folder}/gdd/index.md` exists + +--- + +### Workflow state not persisting + +**Symptom:** Returning to a workflow starts from the beginning. + +**Solutions:** + +1. Check the output document's frontmatter for `stepsCompleted` array +2. Ensure document was saved before ending session +3. Use "Continue existing" option when re-entering workflow + +--- + +### Wrong game type sections in GDD + +**Symptom:** GDD includes irrelevant sections for your game type. + +**Solutions:** + +1. Review game type selection at Step 7 of GDD workflow +2. You can select multiple types for hybrid games +3. Irrelevant sections can be marked N/A or removed + +--- + +## Agent Issues + +### Agent not recognizing commands + +**Symptom:** Typing a command like `create-gdd` doesn't trigger the workflow. + +**Solutions:** + +1. Ensure you're chatting with the correct agent (Game Designer for GDD) +2. Check exact command spelling (case-sensitive) +3. Try `workflow-status` to verify agent is loaded correctly + +--- + +### Agent using wrong persona + +**Symptom:** Agent responses don't match expected personality. + +**Solutions:** + +1. Verify correct agent file is loaded +2. Check `_bmad/bmgd/agents/` for agent definitions +3. Start a fresh chat session with the correct agent + +--- + +## Document Issues + +### Document too large for context + +**Symptom:** AI can't process the entire GDD or narrative document. + +**Solutions:** + +1. Use sharded document structure (index.md + section files) +2. Request specific sections rather than full document +3. GDD workflow supports automatic sharding for large documents + +--- + +### Template placeholders not replaced + +**Symptom:** Output contains `{{placeholder}}` text. + +**Solutions:** + +1. Workflow may have been interrupted before completion +2. Re-run the specific step that generates that section +3. Manually edit the document to fill in missing values + +--- + +### Frontmatter parsing errors + +**Symptom:** YAML errors when loading documents. + +**Solutions:** + +1. Validate YAML syntax (proper indentation, quotes around special characters) +2. Check for tabs vs spaces (YAML requires spaces) +3. Ensure frontmatter is bounded by `---` markers + +--- + +## Phase 4 (Production) Issues + +### Sprint status not updating + +**Symptom:** Story status changes don't reflect in sprint-status.yaml. + +**Solutions:** + +1. Run `sprint-planning` to refresh status +2. Check file permissions on sprint-status.yaml +3. Verify workflow-install files exist in `_bmad/bmgd/workflows/4-production/` + +--- + +### Story context missing code references + +**Symptom:** Generated story context doesn't include relevant code. + +**Solutions:** + +1. Ensure project-context.md exists and is current +2. Check that architecture document references correct file paths +3. Story may need more specific file references in acceptance criteria + +--- + +### Code review not finding issues + +**Symptom:** Code review passes but bugs exist. + +**Solutions:** + +1. Code review is AI-assisted, not comprehensive testing +2. Always run actual tests before marking story done +3. Consider manual review for critical code paths + +--- + +## Performance Issues + +### Workflows running slowly + +**Symptom:** Long wait times between workflow steps. + +**Solutions:** + +1. Use IDE-based workflows (faster than web) +2. Keep documents concise (avoid unnecessary detail) +3. Use sharded documents for large projects + +--- + +### Context limit reached mid-workflow + +**Symptom:** Workflow stops or loses context partway through. + +**Solutions:** + +1. Save progress frequently (workflows auto-save on Continue) +2. Break complex sections into multiple sessions +3. Use step-file architecture (workflows resume from last step) + +--- + +## Common Error Messages + +### "Input file not found" + +**Cause:** Workflow requires a document that doesn't exist. + +**Fix:** Complete prerequisite workflow first (e.g., Game Brief before GDD). + +--- + +### "Invalid game type" + +**Cause:** Selected game type not in supported list. + +**Fix:** Check `game-types.csv` for valid type IDs. + +--- + +### "Validation failed" + +**Cause:** Document doesn't meet checklist requirements. + +**Fix:** Review the validation output and address flagged items. + +--- + +## Getting Help + +### Community Support + +- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Real-time help from the community +- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features + +### Self-Help + +1. Check `workflow-status` to understand current state +2. Review workflow markdown files for expected behavior +3. Look at completed example documents in the module + +### Reporting Issues + +When reporting issues, include: + +1. Which workflow and step +2. Error message (if any) +3. Relevant document frontmatter +4. Steps to reproduce + +--- + +## Next Steps + +- **[Quick Start Guide](./quick-start.md)** - Getting started +- **[Workflows Guide](./workflows-guide.md)** - Workflow reference +- **[Glossary](./glossary.md)** - Terminology diff --git a/src/modules/bmgd/docs/workflow-overview.jpg b/src/modules/bmgd/docs/workflow-overview.jpg new file mode 100644 index 0000000000000000000000000000000000000000..3f61b3c57ead3dd17c698955f2823805d59f9fcf GIT binary patch literal 205271 zcmcG#by%D~(S6n8D|?heJ>9f~ec7I(K|1&X_tQmlA!x8m-)xE6OUa+croyw7>x z>-xTPoqtYXb7zy8%w#gjotezOF1~I6Fcf6uWdKl6000!^5AeDPu$J}$Spfj@@{9mP z0000D;DCY#AV5mAkPqk!>>C(>74msYY9OGQtJxbAARYk#3#nn}S$==eD&IKXmw`w*@@_#_wY(*&bl-0;39bGKRd02T^ z*(o8|E*4gT8d5U<#)W(nq5L)BHb>0)UCf)JF3 zNO!4wjy-Kt~HpS2l}(;kf>T;|76egXou&qbr0xT?lhpE@mJHOAB$k zPmV5-ul69IGGqW|l;r=vbpPMcWP_+4+rM@1t@s}$79}Sq|KAJ2(g7kdPl%eof&rlb z7-(q3|LcVO28oOed7z>qBcejeh)^)Fu<&s3$nfyU7-;X%&@s><2?OJw2P!H$I^-Xc z{U6e67XT9xnhh2J14Rjd#)N{wgnI1-kV3W+SeUmR<-Zal016%f8Ws)-2GZ<^0f2^v 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z=-uF%4(9~|ll`v6*vIo$$Wi(L*Gq?fkIoFL!K2~&E=T*MOKpEjT9R1L>0K{;c_zJ7 z9Z5pm-f<224PF<+3eq<5-}IC?ik;#|C>?+b tfB*p44TiV3({6coszh-$ngoE-(%(x+PbS+>rKEHrHkb`%wwpp1|Jldwx3~ZR literal 0 HcmV?d00001 diff --git a/src/modules/bmgd/docs/workflows-guide.md b/src/modules/bmgd/docs/workflows-guide.md new file mode 100644 index 00000000..b0fb0684 --- /dev/null +++ b/src/modules/bmgd/docs/workflows-guide.md @@ -0,0 +1,463 @@ +# BMGD Workflows Guide + +Complete reference for all BMGD workflows organized by development phase. + +--- + +## Workflow Overview + +BMGD workflows are organized into four phases: + +![BMGD Workflow Overview](./workflow-overview.jpg) + +--- + +## Phase 1: Preproduction + +### Brainstorm Game + +**Command:** `brainstorm-game` +**Agent:** Game Designer +**Input:** None required +**Output:** Ideas and concepts (optionally saved) + +**Description:** +Guided ideation session using game-specific brainstorming techniques: + +- **MDA Framework** - Mechanics → Dynamics → Aesthetics analysis +- **Core Loop Workshop** - Define the fundamental gameplay loop +- **Player Fantasy Mining** - Explore what players want to feel +- **Genre Mashup** - Combine genres for unique concepts + +**Steps:** + +1. Initialize brainstorm session +2. Load game-specific techniques +3. Execute ideation with selected techniques +4. Summarize and (optionally) hand off to Game Brief + +--- + +### Game Brief + +**Command:** `create-game-brief` +**Agent:** Game Designer +**Input:** Ideas from brainstorming (optional) +**Output:** `{output_folder}/game-brief.md` + +**Description:** +Captures your game's core vision and fundamentals. This is the foundation for all subsequent design work. + +**Sections covered:** + +- Game concept and vision +- Design pillars (3-5 core principles) +- Target audience and market +- Platform considerations +- Core gameplay loop +- Initial scope definition + +--- + +## Phase 2: Design + +### GDD (Game Design Document) + +**Command:** `create-gdd` +**Agent:** Game Designer +**Input:** Game Brief +**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`) + +**Description:** +Comprehensive game design document with genre-specific sections based on 24 supported game types. + +**Core sections:** + +1. Executive Summary +2. Gameplay Systems +3. Core Mechanics +4. Progression Systems +5. UI/UX Design +6. Audio Design +7. Art Direction +8. Technical Requirements +9. Game-Type-Specific Sections +10. Epic Generation (for sprint planning) + +**Features:** + +- Game type selection with specialized sections +- Hybrid game type support +- Automatic epic generation +- Scale-adaptive complexity + +--- + +### Narrative Design + +**Command:** `narrative` +**Agent:** Game Designer +**Input:** GDD (required), Game Brief (optional) +**Output:** `{output_folder}/narrative-design.md` + +**Description:** +For story-driven games. Creates comprehensive narrative documentation. + +**Sections covered:** + +1. Story Foundation (premise, themes, tone) +2. Story Structure (acts, beats, pacing) +3. Characters (protagonists, antagonists, supporting, arcs) +4. World Building (setting, history, factions, locations) +5. Dialogue Framework (style, branching) +6. Environmental Storytelling +7. Narrative Delivery Methods +8. Gameplay-Narrative Integration +9. Production Planning (scope, localization, voice acting) +10. Appendices (relationship map, timeline) + +**Narrative Complexity Levels:** + +- **Critical** - Story IS the game (visual novels, adventure games) +- **Heavy** - Deep narrative with gameplay (RPGs, story-driven action) +- **Moderate** - Meaningful story supporting gameplay +- **Light** - Minimal story, gameplay-focused + +--- + +## Phase 3: Technical + +### Game Architecture + +**Command:** `create-architecture` +**Agent:** Game Architect +**Input:** GDD, Narrative Design (optional) +**Output:** `{output_folder}/game-architecture.md` + +**Description:** +Technical architecture document covering engine selection, system design, and implementation approach. + +**Sections covered:** + +1. Executive Summary +2. Engine/Framework Selection +3. Core Systems Architecture +4. Data Architecture +5. Performance Requirements +6. Platform-Specific Considerations +7. Development Environment +8. Testing Strategy +9. Build and Deployment +10. Technical Risks and Mitigations + +--- + +## Phase 4: Production + +Production workflows inherit from BMM and add game-specific overrides. + +### Sprint Planning + +**Command:** `sprint-planning` +**Agent:** Game Scrum Master +**Input:** GDD with epics +**Output:** `{output_folder}/sprint-status.yaml` + +**Description:** +Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking. + +--- + +### Sprint Status + +**Command:** `sprint-status` +**Agent:** Game Scrum Master +**Input:** `sprint-status.yaml` +**Output:** Sprint summary, risks, next action recommendation + +**Description:** +Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run. Supports three modes: + +- **interactive** (default): Displays summary with menu options +- **validate**: Checks sprint-status.yaml structure +- **data**: Returns raw data for other workflows + +--- + +### Create Story + +**Command:** `create-story` +**Agent:** Game Scrum Master +**Input:** GDD, Architecture, Epic context +**Output:** `{output_folder}/epics/{epic-name}/stories/{story-name}.md` + +**Description:** +Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created. + +**Validation:** `validate-create-story` + +--- + +### Dev Story + +**Command:** `dev-story` +**Agent:** Game Developer +**Input:** Story (ready for dev) +**Output:** Implemented code + +**Description:** +Implements story tasks following acceptance criteria. Uses TDD approach (red-green-refactor). Updates sprint-status.yaml automatically on completion. + +--- + +### Code Review + +**Command:** `code-review` +**Agent:** Game Developer +**Input:** Story (ready for review) +**Output:** Review feedback, approved/needs changes + +**Description:** +Thorough QA code review with game-specific considerations (performance, 60fps, etc.). + +--- + +### Retrospective + +**Command:** `epic-retrospective` +**Agent:** Game Scrum Master +**Input:** Completed epic +**Output:** Retrospective document + +**Description:** +Facilitates team retrospective after epic completion. Captures learnings and improvements. + +--- + +### Correct Course + +**Command:** `correct-course` +**Agent:** Game Scrum Master or Game Architect +**Input:** Current project state +**Output:** Correction plan + +**Description:** +Navigates significant changes when implementation is off-track. Analyzes impact and recommends adjustments. + +--- + +## Workflow Status + +**Command:** `workflow-status` +**Agent:** All agents +**Output:** Project status summary + +**Description:** +Checks current project status across all phases. Shows completed documents, current phase, and next steps. + +--- + +## Quick-Flow Workflows + +Fast-track workflows that skip full planning phases. See **[Quick-Flow Guide](./quick-flow-guide.md)** for detailed usage. + +### Quick-Prototype + +**Command:** `quick-prototype` +**Agent:** Game Designer, Game Developer +**Input:** Idea or concept to test +**Output:** Working prototype, playtest results + +**Description:** +Rapid prototyping workflow for testing game mechanics and ideas quickly. Focuses on "feel" over polish. + +**Use when:** + +- Testing if a mechanic is fun +- Proving a concept before committing to design +- Experimenting with gameplay ideas + +--- + +### Quick-Dev + +**Command:** `quick-dev` +**Agent:** Game Developer +**Input:** Tech-spec, prototype, or direct instructions +**Output:** Implemented feature + +**Description:** +Flexible development workflow with game-specific considerations (performance, feel, integration). + +**Use when:** + +- Implementing features from tech-specs +- Building on successful prototypes +- Making changes that don't need full story workflow + +--- + +## Quality Assurance Workflows + +Game testing workflows for automated testing, playtesting, and quality assurance across Unity, Unreal, and Godot. + +### Test Framework + +**Command:** `test-framework` +**Agent:** Game QA +**Input:** Game project +**Output:** Configured test framework + +**Description:** +Initialize a production-ready test framework for your game engine: + +- **Unity**: Unity Test Framework with Edit Mode and Play Mode tests +- **Unreal**: Unreal Automation system with functional tests +- **Godot**: GUT (Godot Unit Test) framework + +**Creates:** + +- Test directory structure +- Framework configuration +- Sample unit and integration tests +- Test documentation + +--- + +### Test Design + +**Command:** `test-design` +**Agent:** Game QA +**Input:** GDD, Architecture +**Output:** `{output_folder}/game-test-design.md` + +**Description:** +Creates comprehensive test scenarios covering: + +- Core gameplay mechanics +- Progression and save systems +- Multiplayer (if applicable) +- Platform certification requirements + +Uses GIVEN/WHEN/THEN format with priority levels (P0-P3). + +--- + +### Automate + +**Command:** `automate` +**Agent:** Game QA +**Input:** Test design, game code +**Output:** Automated test files + +**Description:** +Generates engine-appropriate automated tests: + +- Unit tests for pure logic +- Integration tests for system interactions +- Smoke tests for critical path validation + +--- + +### Playtest Plan + +**Command:** `playtest-plan` +**Agent:** Game QA +**Input:** Build, test objectives +**Output:** `{output_folder}/playtest-plan.md` + +**Description:** +Creates structured playtesting sessions: + +- Session structure (pre/during/post) +- Observation guides +- Interview questions +- Analysis templates + +**Playtest Types:** + +- Internal (team validation) +- External (unbiased feedback) +- Focused (specific feature testing) + +--- + +### Performance Test + +**Command:** `performance-test` +**Agent:** Game QA +**Input:** Platform targets +**Output:** `{output_folder}/performance-test-plan.md` + +**Description:** +Designs performance testing strategy: + +- Frame rate targets per platform +- Memory budgets +- Loading time requirements +- Benchmark scenarios +- Profiling methodology + +--- + +### Test Review + +**Command:** `test-review` +**Agent:** Game QA +**Input:** Existing test suite +**Output:** `{output_folder}/test-review-report.md` + +**Description:** +Reviews test quality and coverage: + +- Test suite metrics +- Quality assessment +- Coverage gaps +- Recommendations + +--- + +## Utility Workflows + +### Party Mode + +**Command:** `party-mode` +**Agent:** All agents + +**Description:** +Brings multiple agents together for collaborative discussion on complex decisions. + +--- + +### Advanced Elicitation + +**Command:** `advanced-elicitation` +**Agent:** All agents (web only) + +**Description:** +Deep exploration techniques to challenge assumptions and surface hidden requirements. + +--- + +## Standalone BMGD Workflows + +BMGD Phase 4 workflows are standalone implementations tailored for game development: + +```yaml +workflow: '{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml' +``` + +This means: + +1. BMGD workflows are self-contained with game-specific logic +2. Game-focused templates, checklists, and instructions +3. No dependency on BMM workflow files + +--- + +## Next Steps + +- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD +- **[Quick-Flow Guide](./quick-flow-guide.md)** - Rapid prototyping and development +- **[Agents Guide](./agents-guide.md)** - Agent reference +- **[Game Types Guide](./game-types-guide.md)** - Game type templates diff --git a/src/modules/bmgd/gametest/knowledge/balance-testing.md b/src/modules/bmgd/gametest/knowledge/balance-testing.md new file mode 100644 index 00000000..9aad8ebf --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/balance-testing.md @@ -0,0 +1,220 @@ +# Balance Testing for Games + +## Overview + +Balance testing validates that your game's systems create fair, engaging, and appropriately challenging experiences. It covers difficulty, economy, progression, and competitive balance. + +## Types of Balance + +### Difficulty Balance + +- Is the game appropriately challenging? +- Does difficulty progress smoothly? +- Are difficulty spikes intentional? + +### Economy Balance + +- Is currency earned at the right rate? +- Are prices fair for items/upgrades? +- Can the economy be exploited? + +### Progression Balance + +- Does power growth feel satisfying? +- Are unlocks paced well? +- Is there meaningful choice in builds? + +### Competitive Balance + +- Are all options viable? +- Is there a dominant strategy? +- Do counters exist for strong options? + +## Balance Testing Methods + +### Spreadsheet Modeling + +Before implementation, model systems mathematically: + +- DPS calculations +- Time-to-kill analysis +- Economy simulations +- Progression curves + +### Automated Simulation + +Run thousands of simulated games: + +- AI vs AI battles +- Economy simulations +- Progression modeling +- Monte Carlo analysis + +### Telemetry Analysis + +Gather data from real players: + +- Win rates by character/weapon/strategy +- Currency flow analysis +- Completion rates by level +- Time to reach milestones + +### Expert Testing + +High-skill players identify issues: + +- Exploits and degenerate strategies +- Underpowered options +- Skill ceiling concerns +- Meta predictions + +## Key Balance Metrics + +### Combat Balance + +| Metric | Target | Red Flag | +| ------------------------- | ------------------- | ------------------------- | +| Win rate (symmetric) | 50% | <45% or >55% | +| Win rate (asymmetric) | Varies by design | Outliers by >10% | +| Time-to-kill | Design dependent | Too fast = no counterplay | +| Damage dealt distribution | Even across options | One option dominates | + +### Economy Balance + +| Metric | Target | Red Flag | +| -------------------- | -------------------- | ------------------------------- | +| Currency earned/hour | Design dependent | Too fast = trivializes content | +| Item purchase rate | Healthy distribution | Nothing bought = bad prices | +| Currency on hand | Healthy churn | Hoarding = nothing worth buying | +| Premium currency | Reasonable value | Pay-to-win concerns | + +### Progression Balance + +| Metric | Target | Red Flag | +| ------------------ | ---------------------- | ---------------------- | +| Time to max level | Design dependent | Too fast = no journey | +| Power growth curve | Smooth, satisfying | Flat periods = boring | +| Build diversity | Multiple viable builds | One "best" build | +| Content completion | Healthy progression | Walls or trivial skips | + +## Balance Testing Process + +### 1. Define Design Intent + +- What experience are you creating? +- What should feel powerful? +- What trade-offs should exist? + +### 2. Model Before Building + +- Spreadsheet the math +- Simulate outcomes +- Identify potential issues + +### 3. Test Incrementally + +- Test each system in isolation +- Then test systems together +- Then test at scale + +### 4. Gather Data + +- Internal playtesting +- Telemetry from beta +- Expert feedback + +### 5. Iterate + +- Adjust based on data +- Re-test changes +- Document rationale + +## Common Balance Issues + +### Power Creep + +- **Symptom:** New content is always stronger +- **Cause:** Fear of releasing weak content +- **Fix:** Sidegrades over upgrades, periodic rebalancing + +### Dominant Strategy + +- **Symptom:** One approach beats all others +- **Cause:** Insufficient counters, math oversight +- **Fix:** Add counters, nerf dominant option, buff alternatives + +### Feast or Famine + +- **Symptom:** Players either crush or get crushed +- **Cause:** Snowball mechanics, high variance +- **Fix:** Comeback mechanics, reduce variance + +### Analysis Paralysis + +- **Symptom:** Too many options, players can't choose +- **Cause:** Over-complicated systems +- **Fix:** Simplify, provide recommendations + +## Balance Tools + +### Spreadsheets + +- Model DPS, TTK, economy +- Simulate progression +- Compare options side-by-side + +### Simulation Frameworks + +- Monte Carlo for variance +- AI bots for combat testing +- Economy simulations + +### Telemetry Systems + +- Track player choices +- Measure outcomes +- A/B test changes + +### Visualization + +- Graphs of win rates over time +- Heat maps of player deaths +- Flow charts of progression + +## Balance Testing Checklist + +### Pre-Launch + +- [ ] Core systems modeled in spreadsheets +- [ ] Internal playtesting complete +- [ ] No obvious dominant strategies +- [ ] Difficulty curve feels right +- [ ] Economy tested for exploits +- [ ] Progression pacing validated + +### Live Service + +- [ ] Telemetry tracking key metrics +- [ ] Regular balance reviews scheduled +- [ ] Player feedback channels monitored +- [ ] Hotfix process for critical issues +- [ ] Communication plan for changes + +## Communicating Balance Changes + +### Patch Notes Best Practices + +- Explain the "why" not just the "what" +- Use concrete numbers when possible +- Acknowledge player concerns +- Set expectations for future changes + +### Example + +``` +**Sword of Valor - Damage reduced from 100 to 85** +Win rate for Sword users was 58%, indicating it was +overperforming. This brings it in line with other weapons +while maintaining its identity as a high-damage option. +We'll continue monitoring and adjust if needed. +``` diff --git a/src/modules/bmgd/gametest/knowledge/certification-testing.md b/src/modules/bmgd/gametest/knowledge/certification-testing.md new file mode 100644 index 00000000..4e268f8d --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/certification-testing.md @@ -0,0 +1,319 @@ +# Platform Certification Testing Guide + +## Overview + +Certification testing ensures games meet platform holder requirements (Sony TRC, Microsoft XR, Nintendo Guidelines). Failing certification delays launch and costs money—test thoroughly before submission. + +## Platform Requirements Overview + +### Major Platforms + +| Platform | Requirements Doc | Submission Portal | +| --------------- | -------------------------------------- | ------------------------- | +| PlayStation | TRC (Technical Requirements Checklist) | PlayStation Partners | +| Xbox | XR (Xbox Requirements) | Xbox Partner Center | +| Nintendo Switch | Guidelines | Nintendo Developer Portal | +| Steam | Guidelines (less strict) | Steamworks | +| iOS | App Store Guidelines | App Store Connect | +| Android | Play Store Policies | Google Play Console | + +## Common Certification Categories + +### Account and User Management + +``` +REQUIREMENT: User Switching + GIVEN user is playing game + WHEN system-level user switch occurs + THEN game handles transition gracefully + AND no data corruption + AND correct user data loads + +REQUIREMENT: Guest Accounts + GIVEN guest user plays game + WHEN guest makes progress + THEN progress is not saved to other accounts + AND appropriate warnings displayed + +REQUIREMENT: Parental Controls + GIVEN parental controls restrict content + WHEN restricted content is accessed + THEN content is blocked or modified + AND appropriate messaging shown +``` + +### System Events + +``` +REQUIREMENT: Suspend/Resume (PS4/PS5) + GIVEN game is running + WHEN console enters rest mode + AND console wakes from rest mode + THEN game resumes correctly + AND network reconnects if needed + AND no audio/visual glitches + +REQUIREMENT: Controller Disconnect + GIVEN player is in gameplay + WHEN controller battery dies + THEN game pauses immediately + AND reconnect prompt appears + AND gameplay resumes when connected + +REQUIREMENT: Storage Full + GIVEN storage is nearly full + WHEN game attempts save + THEN graceful error handling + AND user informed of issue + AND no data corruption +``` + +### Network Requirements + +``` +REQUIREMENT: PSN/Xbox Live Unavailable + GIVEN online features + WHEN platform network is unavailable + THEN offline features still work + AND appropriate error messages + AND no crashes + +REQUIREMENT: Network Transition + GIVEN active online session + WHEN network connection lost + THEN graceful handling + AND reconnection attempted + AND user informed of status + +REQUIREMENT: NAT Type Handling + GIVEN various NAT configurations + WHEN multiplayer is attempted + THEN appropriate feedback on connectivity + AND fallback options offered +``` + +### Save Data + +``` +REQUIREMENT: Save Data Integrity + GIVEN save data exists + WHEN save is loaded + THEN data is validated + AND corrupted data handled gracefully + AND no crashes on invalid data + +REQUIREMENT: Cloud Save Sync + GIVEN cloud saves enabled + WHEN save conflict occurs + THEN user chooses which to keep + AND no silent data loss + +REQUIREMENT: Save Data Portability (PS4→PS5) + GIVEN save from previous generation + WHEN loaded on current generation + THEN data migrates correctly + AND no features lost +``` + +## Platform-Specific Requirements + +### PlayStation (TRC) + +| Requirement | Description | Priority | +| ----------- | --------------------------- | -------- | +| TRC R4010 | Suspend/resume handling | Critical | +| TRC R4037 | User switching | Critical | +| TRC R4062 | Parental controls | Critical | +| TRC R4103 | PS VR comfort ratings | VR only | +| TRC R4120 | DualSense haptics standards | PS5 | +| TRC R5102 | PSN sign-in requirements | Online | + +### Xbox (XR) + +| Requirement | Description | Priority | +| ----------- | ----------------------------- | ----------- | +| XR-015 | Title timeout handling | Critical | +| XR-045 | User sign-out handling | Critical | +| XR-067 | Active user requirement | Critical | +| XR-074 | Quick Resume support | Series X/S | +| XR-115 | Xbox Accessibility Guidelines | Recommended | + +### Nintendo Switch + +| Requirement | Description | Priority | +| ------------------ | ------------------- | -------- | +| Docked/Handheld | Seamless transition | Critical | +| Joy-Con detachment | Controller handling | Critical | +| Home button | Immediate response | Critical | +| Screenshots/Video | Proper support | Required | +| Sleep mode | Resume correctly | Critical | + +## Automated Test Examples + +### System Event Testing + +```cpp +// Unreal - Suspend/Resume Test +IMPLEMENT_SIMPLE_AUTOMATION_TEST( + FSuspendResumeTest, + "Certification.System.SuspendResume", + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter +) + +bool FSuspendResumeTest::RunTest(const FString& Parameters) +{ + // Get game state before suspend + FGameState StateBefore = GetCurrentGameState(); + + // Simulate suspend + FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast(); + + // Simulate resume + FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast(); + + // Verify state matches + FGameState StateAfter = GetCurrentGameState(); + + TestEqual("Player position preserved", + StateAfter.PlayerPosition, StateBefore.PlayerPosition); + TestEqual("Game progress preserved", + StateAfter.Progress, StateBefore.Progress); + + return true; +} +``` + +```csharp +// Unity - Controller Disconnect Test +[UnityTest] +public IEnumerator ControllerDisconnect_ShowsPauseMenu() +{ + // Simulate gameplay + GameManager.Instance.StartGame(); + yield return new WaitForSeconds(1f); + + // Simulate controller disconnect + InputSystem.DisconnectDevice(Gamepad.current); + yield return null; + + // Verify pause menu shown + Assert.IsTrue(PauseMenu.IsVisible, "Pause menu should appear"); + Assert.IsTrue(Time.timeScale == 0, "Game should be paused"); + + // Simulate reconnect + InputSystem.ReconnectDevice(Gamepad.current); + yield return null; + + // Verify prompt appears + Assert.IsTrue(ReconnectPrompt.IsVisible); +} +``` + +```gdscript +# Godot - Save Corruption Test +func test_corrupted_save_handling(): + # Create corrupted save file + var file = FileAccess.open("user://save_corrupt.dat", FileAccess.WRITE) + file.store_string("CORRUPTED_GARBAGE_DATA") + file.close() + + # Attempt to load + var result = SaveManager.load("save_corrupt") + + # Should handle gracefully + assert_null(result, "Should return null for corrupted save") + assert_false(OS.has_feature("crashed"), "Should not crash") + + # Should show user message + var message_shown = ErrorDisplay.current_message != "" + assert_true(message_shown, "Should inform user of corruption") +``` + +## Pre-Submission Checklist + +### General Requirements + +- [ ] Game boots to interactive state within platform time limit +- [ ] Controller disconnect pauses game +- [ ] User sign-out handled correctly +- [ ] Save data validates on load +- [ ] No crashes in 8+ hours of automated testing +- [ ] Memory usage within platform limits +- [ ] Load times meet requirements + +### Platform Services + +- [ ] Achievements/Trophies work correctly +- [ ] Friends list integration works +- [ ] Invite system functions +- [ ] Store/DLC integration validated +- [ ] Cloud saves sync properly + +### Accessibility (Increasingly Required) + +- [ ] Text size options +- [ ] Colorblind modes +- [ ] Subtitle options +- [ ] Controller remapping +- [ ] Screen reader support (where applicable) + +### Content Compliance + +- [ ] Age rating displayed correctly +- [ ] Parental controls respected +- [ ] No prohibited content +- [ ] Required legal text present + +## Common Certification Failures + +| Issue | Platform | Fix | +| --------------------- | ------------ | ----------------------------------- | +| Home button delay | All consoles | Respond within required time | +| Controller timeout | PlayStation | Handle reactivation properly | +| Save on suspend | PlayStation | Don't save during suspend | +| User context loss | Xbox | Track active user correctly | +| Joy-Con drift | Switch | Proper deadzone handling | +| Background memory | Mobile | Release resources when backgrounded | +| Crash on corrupt data | All | Validate all loaded data | + +## Testing Matrix + +### Build Configurations to Test + +| Configuration | Scenarios | +| --------------- | ----------------------- | +| First boot | No save data exists | +| Return user | Save data present | +| Upgrade path | Previous version save | +| Fresh install | After uninstall | +| Low storage | Minimum space available | +| Network offline | No connectivity | + +### Hardware Variants + +| Platform | Variants to Test | +| ----------- | ------------------------------- | +| PlayStation | PS4, PS4 Pro, PS5 | +| Xbox | One, One X, Series S, Series X | +| Switch | Docked, Handheld, Lite | +| PC | Min spec, recommended, high-end | + +## Best Practices + +### DO + +- Read platform requirements document thoroughly +- Test on actual hardware, not just dev kits +- Automate certification test scenarios +- Submit with extra time for re-submission +- Document all edge case handling +- Test with real user accounts + +### DON'T + +- Assume debug builds behave like retail +- Skip testing on oldest supported hardware +- Ignore platform-specific features +- Wait until last minute to test certification items +- Use placeholder content in submission build +- Skip testing with real platform services diff --git a/src/modules/bmgd/gametest/knowledge/compatibility-testing.md b/src/modules/bmgd/gametest/knowledge/compatibility-testing.md new file mode 100644 index 00000000..291bdfce --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/compatibility-testing.md @@ -0,0 +1,228 @@ +# Compatibility Testing for Games + +## Overview + +Compatibility testing ensures your game works correctly across different hardware, operating systems, and configurations that players use. + +## Types of Compatibility Testing + +### Hardware Compatibility + +- Graphics cards (NVIDIA, AMD, Intel) +- CPUs (Intel, AMD, Apple Silicon) +- Memory configurations +- Storage types (HDD, SSD, NVMe) +- Input devices (controllers, keyboards, mice) + +### Software Compatibility + +- Operating system versions +- Driver versions +- Background software conflicts +- Antivirus interference + +### Platform Compatibility + +- Console SKUs (PS5, Xbox Series X|S) +- PC storefronts (Steam, Epic, GOG) +- Mobile devices (iOS, Android) +- Cloud gaming services + +### Configuration Compatibility + +- Graphics settings combinations +- Resolution and aspect ratios +- Refresh rates (60Hz, 144Hz, etc.) +- HDR and color profiles + +## Testing Matrix + +### Minimum Hardware Matrix + +| Component | Budget | Mid-Range | High-End | +| --------- | -------- | --------- | -------- | +| GPU | GTX 1050 | RTX 3060 | RTX 4080 | +| CPU | i5-6400 | i7-10700 | i9-13900 | +| RAM | 8GB | 16GB | 32GB | +| Storage | HDD | SATA SSD | NVMe | + +### OS Matrix + +- Windows 10 (21H2, 22H2) +- Windows 11 (22H2, 23H2) +- macOS (Ventura, Sonoma) +- Linux (Ubuntu LTS, SteamOS) + +### Controller Matrix + +- Xbox Controller (wired, wireless, Elite) +- PlayStation DualSense +- Nintendo Pro Controller +- Generic XInput controllers +- Keyboard + Mouse + +## Testing Approach + +### 1. Define Supported Configurations + +- Minimum specifications +- Recommended specifications +- Officially supported platforms +- Known unsupported configurations + +### 2. Create Test Matrix + +- Prioritize common configurations +- Include edge cases +- Balance coverage vs. effort + +### 3. Execute Systematic Testing + +- Full playthrough on key configs +- Spot checks on edge cases +- Automated smoke tests where possible + +### 4. Document Issues + +- Repro steps with exact configuration +- Severity and frequency +- Workarounds if available + +## Common Compatibility Issues + +### Graphics Issues + +| Issue | Cause | Detection | +| -------------------- | ---------------------- | -------------------------------- | +| Crashes on launch | Driver incompatibility | Test on multiple GPUs | +| Rendering artifacts | Shader issues | Visual inspection across configs | +| Performance variance | Optimization gaps | Profile on multiple GPUs | +| Resolution bugs | Aspect ratio handling | Test non-standard resolutions | + +### Input Issues + +| Issue | Cause | Detection | +| ----------------------- | ------------------ | ------------------------------ | +| Controller not detected | Missing driver/API | Test all supported controllers | +| Wrong button prompts | Platform detection | Swap controllers mid-game | +| Stick drift handling | Deadzone issues | Test worn controllers | +| Mouse acceleration | Raw input issues | Test at different DPIs | + +### Audio Issues + +| Issue | Cause | Detection | +| -------------- | ---------------- | --------------------------- | +| No sound | Device selection | Test multiple audio devices | +| Crackling | Buffer issues | Test under CPU load | +| Wrong channels | Surround setup | Test stereo vs 5.1 vs 7.1 | + +## Platform-Specific Considerations + +### PC + +- **Steam:** Verify Steam Input, Steamworks features +- **Epic:** Test EOS features if used +- **GOG:** Test offline/DRM-free functionality +- **Game Pass:** Test Xbox services integration + +### Console + +- **Certification Requirements:** Study TRCs/XRs early +- **SKU Differences:** Test on all variants (S vs X) +- **External Storage:** Test on USB drives +- **Quick Resume:** Test suspend/resume cycles + +### Mobile + +- **Device Fragmentation:** Test across screen sizes +- **OS Versions:** Test min supported to latest +- **Permissions:** Test permission flows +- **App Lifecycle:** Test background/foreground + +## Automated Compatibility Testing + +### Smoke Tests + +```yaml +# Run on matrix of configurations +compatibility_test: + matrix: + os: [windows-10, windows-11, ubuntu-22] + gpu: [nvidia, amd, intel] + script: + - launch_game --headless + - verify_main_menu_reached + - check_no_errors +``` + +### Screenshot Comparison + +- Capture screenshots on different GPUs +- Compare for rendering differences +- Flag significant deviations + +### Cloud Testing Services + +- AWS Device Farm +- BrowserStack (web games) +- LambdaTest +- Sauce Labs + +## Compatibility Checklist + +### Pre-Alpha + +- [ ] Minimum specs defined +- [ ] Key platforms identified +- [ ] Test matrix created +- [ ] Test hardware acquired/rented + +### Alpha + +- [ ] Full playthrough on min spec +- [ ] Controller support verified +- [ ] Major graphics issues found +- [ ] Platform SDK integrated + +### Beta + +- [ ] All matrix configurations tested +- [ ] Edge cases explored +- [ ] Certification pre-check done +- [ ] Store page requirements met + +### Release + +- [ ] Final certification passed +- [ ] Known issues documented +- [ ] Workarounds communicated +- [ ] Support matrix published + +## Documenting Compatibility + +### System Requirements + +``` +MINIMUM: +- OS: Windows 10 64-bit +- Processor: Intel Core i5-6400 or AMD equivalent +- Memory: 8 GB RAM +- Graphics: NVIDIA GTX 1050 or AMD RX 560 +- Storage: 50 GB available space + +RECOMMENDED: +- OS: Windows 11 64-bit +- Processor: Intel Core i7-10700 or AMD equivalent +- Memory: 16 GB RAM +- Graphics: NVIDIA RTX 3060 or AMD RX 6700 XT +- Storage: 50 GB SSD +``` + +### Known Issues + +Maintain a public-facing list of known compatibility issues with: + +- Affected configurations +- Symptoms +- Workarounds +- Fix status diff --git a/src/modules/bmgd/gametest/knowledge/godot-testing.md b/src/modules/bmgd/gametest/knowledge/godot-testing.md new file mode 100644 index 00000000..e282be22 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/godot-testing.md @@ -0,0 +1,376 @@ +# Godot GUT Testing Guide + +## Overview + +GUT (Godot Unit Test) is the standard unit testing framework for Godot. It provides a full-featured testing framework with assertions, mocking, and CI integration. + +## Installation + +### Via Asset Library + +1. Open AssetLib in Godot +2. Search for "GUT" +3. Download and install +4. Enable the plugin in Project Settings + +### Via Git Submodule + +```bash +git submodule add https://github.com/bitwes/Gut.git addons/gut +``` + +## Project Structure + +``` +project/ +├── addons/ +│ └── gut/ +├── src/ +│ ├── player/ +│ │ └── player.gd +│ └── combat/ +│ └── damage_calculator.gd +└── tests/ + ├── unit/ + │ └── test_damage_calculator.gd + └── integration/ + └── test_player_combat.gd +``` + +## Basic Test Structure + +### Simple Test Class + +```gdscript +# tests/unit/test_damage_calculator.gd +extends GutTest + +var calculator: DamageCalculator + +func before_each(): + calculator = DamageCalculator.new() + +func after_each(): + calculator.free() + +func test_calculate_base_damage(): + var result = calculator.calculate(100.0, 1.0) + assert_eq(result, 100.0, "Base damage should equal input") + +func test_calculate_critical_hit(): + var result = calculator.calculate(100.0, 2.0) + assert_eq(result, 200.0, "Critical hit should double damage") + +func test_calculate_with_zero_multiplier(): + var result = calculator.calculate(100.0, 0.0) + assert_eq(result, 0.0, "Zero multiplier should result in zero damage") +``` + +### Parameterized Tests + +```gdscript +func test_damage_scenarios(): + var scenarios = [ + {"base": 100.0, "mult": 1.0, "expected": 100.0}, + {"base": 100.0, "mult": 2.0, "expected": 200.0}, + {"base": 50.0, "mult": 1.5, "expected": 75.0}, + {"base": 0.0, "mult": 2.0, "expected": 0.0}, + ] + + for scenario in scenarios: + var result = calculator.calculate(scenario.base, scenario.mult) + assert_eq( + result, + scenario.expected, + "Base %s * %s should equal %s" % [ + scenario.base, scenario.mult, scenario.expected + ] + ) +``` + +## Testing Nodes + +### Scene Testing + +```gdscript +# tests/integration/test_player.gd +extends GutTest + +var player: Player +var player_scene = preload("res://src/player/player.tscn") + +func before_each(): + player = player_scene.instantiate() + add_child(player) + +func after_each(): + player.queue_free() + +func test_player_initial_health(): + assert_eq(player.health, 100, "Player should start with 100 health") + +func test_player_takes_damage(): + player.take_damage(30) + assert_eq(player.health, 70, "Health should be reduced by damage") + +func test_player_dies_at_zero_health(): + player.take_damage(100) + assert_true(player.is_dead, "Player should be dead at 0 health") +``` + +### Testing with Signals + +```gdscript +func test_damage_emits_signal(): + watch_signals(player) + + player.take_damage(10) + + assert_signal_emitted(player, "health_changed") + assert_signal_emit_count(player, "health_changed", 1) + +func test_death_emits_signal(): + watch_signals(player) + + player.take_damage(100) + + assert_signal_emitted(player, "died") +``` + +### Testing with Await + +```gdscript +func test_attack_cooldown(): + player.attack() + assert_true(player.is_attacking) + + # Wait for cooldown + await get_tree().create_timer(player.attack_cooldown).timeout + + assert_false(player.is_attacking) + assert_true(player.can_attack) +``` + +## Mocking and Doubles + +### Creating Doubles + +```gdscript +func test_enemy_uses_pathfinding(): + var mock_pathfinding = double(Pathfinding).new() + stub(mock_pathfinding, "find_path").to_return([Vector2(0, 0), Vector2(10, 10)]) + + var enemy = Enemy.new() + enemy.pathfinding = mock_pathfinding + + enemy.move_to(Vector2(10, 10)) + + assert_called(mock_pathfinding, "find_path") +``` + +### Partial Doubles + +```gdscript +func test_player_inventory(): + var player_double = partial_double(Player).new() + stub(player_double, "save_to_disk").to_do_nothing() + + player_double.add_item("sword") + + assert_eq(player_double.inventory.size(), 1) + assert_called(player_double, "save_to_disk") +``` + +## Physics Testing + +### Testing Collision + +```gdscript +func test_projectile_hits_enemy(): + var projectile = Projectile.new() + var enemy = Enemy.new() + + add_child(projectile) + add_child(enemy) + + projectile.global_position = Vector2(0, 0) + enemy.global_position = Vector2(100, 0) + + projectile.velocity = Vector2(200, 0) + + # Simulate physics frames + for i in range(60): + await get_tree().physics_frame + + assert_true(enemy.was_hit, "Enemy should be hit by projectile") + + projectile.queue_free() + enemy.queue_free() +``` + +### Testing Area2D + +```gdscript +func test_pickup_collected(): + var pickup = Pickup.new() + var player = player_scene.instantiate() + + add_child(pickup) + add_child(player) + + pickup.global_position = Vector2(50, 50) + player.global_position = Vector2(50, 50) + + # Wait for physics to process overlap + await get_tree().physics_frame + await get_tree().physics_frame + + assert_true(pickup.is_queued_for_deletion(), "Pickup should be collected") + + player.queue_free() +``` + +## Input Testing + +### Simulating Input + +```gdscript +func test_jump_on_input(): + var input_event = InputEventKey.new() + input_event.keycode = KEY_SPACE + input_event.pressed = true + + Input.parse_input_event(input_event) + await get_tree().process_frame + + player._unhandled_input(input_event) + + assert_true(player.is_jumping, "Player should jump on space press") +``` + +### Testing Input Actions + +```gdscript +func test_attack_action(): + # Simulate action press + Input.action_press("attack") + await get_tree().process_frame + + player._process(0.016) + + assert_true(player.is_attacking) + + Input.action_release("attack") +``` + +## Resource Testing + +### Testing Custom Resources + +```gdscript +func test_weapon_stats_resource(): + var weapon = WeaponStats.new() + weapon.base_damage = 10.0 + weapon.attack_speed = 2.0 + + assert_eq(weapon.dps, 20.0, "DPS should be damage * speed") + +func test_save_load_resource(): + var original = PlayerData.new() + original.level = 5 + original.gold = 1000 + + ResourceSaver.save(original, "user://test_save.tres") + var loaded = ResourceLoader.load("user://test_save.tres") + + assert_eq(loaded.level, 5) + assert_eq(loaded.gold, 1000) + + DirAccess.remove_absolute("user://test_save.tres") +``` + +## GUT Configuration + +### gut_config.json + +```json +{ + "dirs": ["res://tests/"], + "include_subdirs": true, + "prefix": "test_", + "suffix": ".gd", + "should_exit": true, + "should_exit_on_success": true, + "log_level": 1, + "junit_xml_file": "results.xml", + "font_size": 16 +} +``` + +## CI Integration + +### Command Line Execution + +```bash +# Run all tests +godot --headless -s addons/gut/gut_cmdln.gd + +# Run specific tests +godot --headless -s addons/gut/gut_cmdln.gd \ + -gdir=res://tests/unit \ + -gprefix=test_ + +# With JUnit output +godot --headless -s addons/gut/gut_cmdln.gd \ + -gjunit_xml_file=results.xml +``` + +### GitHub Actions + +```yaml +test: + runs-on: ubuntu-latest + container: + image: barichello/godot-ci:4.2 + steps: + - uses: actions/checkout@v4 + + - name: Run Tests + run: | + godot --headless -s addons/gut/gut_cmdln.gd \ + -gjunit_xml_file=results.xml + + - name: Publish Results + uses: mikepenz/action-junit-report@v4 + with: + report_paths: results.xml +``` + +## Best Practices + +### DO + +- Use `before_each`/`after_each` for setup/teardown +- Free nodes after tests to prevent leaks +- Use meaningful assertion messages +- Group related tests in the same file +- Use `watch_signals` for signal testing +- Await physics frames when testing physics + +### DON'T + +- Don't test Godot's built-in functionality +- Don't rely on execution order between test files +- Don't leave orphan nodes +- Don't use `yield` (use `await` in Godot 4) +- Don't test private methods directly + +## Troubleshooting + +| Issue | Cause | Fix | +| -------------------- | ------------------ | ------------------------------------ | +| Tests not found | Wrong prefix/path | Check gut_config.json | +| Orphan nodes warning | Missing cleanup | Add `queue_free()` in `after_each` | +| Signal not detected | Signal not watched | Call `watch_signals()` before action | +| Physics not working | Missing frames | Await `physics_frame` | +| Flaky tests | Timing issues | Use proper await/signals | diff --git a/src/modules/bmgd/gametest/knowledge/input-testing.md b/src/modules/bmgd/gametest/knowledge/input-testing.md new file mode 100644 index 00000000..ed4f7b37 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/input-testing.md @@ -0,0 +1,315 @@ +# Input Testing Guide + +## Overview + +Input testing validates that all supported input devices work correctly across platforms. Poor input handling frustrates players instantly—responsive, accurate input is foundational to game feel. + +## Input Categories + +### Device Types + +| Device | Platforms | Key Concerns | +| ----------------- | -------------- | ----------------------------------- | +| Keyboard + Mouse | PC | Key conflicts, DPI sensitivity | +| Gamepad (Xbox/PS) | PC, Console | Deadzone, vibration, button prompts | +| Touch | Mobile, Switch | Multi-touch, gesture recognition | +| Motion Controls | Switch, VR | Calibration, drift, fatigue | +| Specialty | Various | Flight sticks, wheels, fight sticks | + +### Input Characteristics + +| Characteristic | Description | Test Focus | +| -------------- | ---------------------------- | -------------------------------- | +| Responsiveness | Input-to-action delay | Should feel instant (< 100ms) | +| Accuracy | Input maps to correct action | No ghost inputs or missed inputs | +| Consistency | Same input = same result | Deterministic behavior | +| Accessibility | Alternative input support | Remapping, assist options | + +## Test Scenarios + +### Keyboard and Mouse + +``` +SCENARIO: All Keybinds Functional + GIVEN default keyboard bindings + WHEN each bound key is pressed + THEN corresponding action triggers + AND no key conflicts exist + +SCENARIO: Key Remapping + GIVEN player remaps "Jump" from Space to F + WHEN F is pressed + THEN jump action triggers + AND Space no longer triggers jump + AND remapping persists after restart + +SCENARIO: Mouse Sensitivity + GIVEN sensitivity set to 5 (mid-range) + WHEN mouse moves 10cm + THEN camera rotation matches expected degrees + AND movement feels consistent at different frame rates + +SCENARIO: Mouse Button Support + GIVEN mouse with 5+ buttons + WHEN side buttons are pressed + THEN they can be bound to actions + AND they function correctly in gameplay +``` + +### Gamepad + +``` +SCENARIO: Analog Stick Deadzone + GIVEN controller with slight stick drift + WHEN stick is in neutral position + THEN no movement occurs (deadzone filters drift) + AND intentional small movements still register + +SCENARIO: Trigger Pressure + GIVEN analog triggers + WHEN trigger is partially pressed + THEN partial values are read (e.g., 0.5 for half-press) + AND full press reaches 1.0 + +SCENARIO: Controller Hot-Swap + GIVEN game running with keyboard + WHEN gamepad is connected + THEN input prompts switch to gamepad icons + AND gamepad input works immediately + AND keyboard still works if used + +SCENARIO: Vibration Feedback + GIVEN rumble-enabled controller + WHEN damage is taken + THEN controller vibrates appropriately + AND vibration intensity matches damage severity +``` + +### Touch Input + +``` +SCENARIO: Multi-Touch Accuracy + GIVEN virtual joystick and buttons + WHEN left thumb on joystick AND right thumb on button + THEN both inputs register simultaneously + AND no interference between touch points + +SCENARIO: Gesture Recognition + GIVEN swipe-to-attack mechanic + WHEN player swipes right + THEN attack direction matches swipe + AND swipe is distinguished from tap + +SCENARIO: Touch Target Size + GIVEN minimum touch target of 44x44 points + WHEN buttons are placed + THEN all interactive elements meet minimum size + AND elements have adequate spacing +``` + +## Platform-Specific Testing + +### PC + +- Multiple keyboard layouts (QWERTY, AZERTY, QWERTZ) +- Different mouse DPI settings (400-3200+) +- Multiple monitors (cursor confinement) +- Background application conflicts +- Steam Input API integration + +### Console + +| Platform | Specific Tests | +| ----------- | ------------------------------------------ | +| PlayStation | Touchpad, adaptive triggers, haptics | +| Xbox | Impulse triggers, Elite controller paddles | +| Switch | Joy-Con detachment, gyro, HD rumble | + +### Mobile + +- Different screen sizes and aspect ratios +- Notch/cutout avoidance +- External controller support +- Apple MFi / Android gamepad compatibility + +## Automated Test Examples + +### Unity + +```csharp +using UnityEngine.InputSystem; + +[UnityTest] +public IEnumerator Movement_WithGamepad_RespondsToStick() +{ + var gamepad = InputSystem.AddDevice(); + + yield return null; + + // Simulate stick input + Set(gamepad.leftStick, new Vector2(1, 0)); + yield return new WaitForSeconds(0.1f); + + Assert.Greater(player.transform.position.x, 0f, + "Player should move right"); + + InputSystem.RemoveDevice(gamepad); +} + +[UnityTest] +public IEnumerator InputLatency_UnderLoad_StaysAcceptable() +{ + float inputTime = Time.realtimeSinceStartup; + bool actionTriggered = false; + + player.OnJump += () => { + float latency = (Time.realtimeSinceStartup - inputTime) * 1000; + Assert.Less(latency, 100f, "Input latency should be under 100ms"); + actionTriggered = true; + }; + + var keyboard = InputSystem.AddDevice(); + Press(keyboard.spaceKey); + + yield return new WaitForSeconds(0.2f); + + Assert.IsTrue(actionTriggered, "Jump should have triggered"); +} + +[Test] +public void Deadzone_FiltersSmallInputs() +{ + var settings = new InputSettings { stickDeadzone = 0.2f }; + + // Input below deadzone + var filtered = InputProcessor.ApplyDeadzone(new Vector2(0.1f, 0.1f), settings); + Assert.AreEqual(Vector2.zero, filtered); + + // Input above deadzone + filtered = InputProcessor.ApplyDeadzone(new Vector2(0.5f, 0.5f), settings); + Assert.AreNotEqual(Vector2.zero, filtered); +} +``` + +### Unreal + +```cpp +bool FInputTest::RunTest(const FString& Parameters) +{ + // Test gamepad input mapping + APlayerController* PC = GetWorld()->GetFirstPlayerController(); + + // Simulate gamepad stick input + FInputKeyParams Params; + Params.Key = EKeys::Gamepad_LeftX; + Params.Delta = FVector(1.0f, 0, 0); + PC->InputKey(Params); + + // Verify movement + APawn* Pawn = PC->GetPawn(); + FVector Velocity = Pawn->GetVelocity(); + + TestTrue("Pawn should be moving", Velocity.SizeSquared() > 0); + + return true; +} +``` + +### Godot + +```gdscript +func test_input_action_mapping(): + # Verify action exists + assert_true(InputMap.has_action("jump")) + + # Simulate input + var event = InputEventKey.new() + event.keycode = KEY_SPACE + event.pressed = true + + Input.parse_input_event(event) + await get_tree().process_frame + + assert_true(Input.is_action_just_pressed("jump")) + +func test_gamepad_deadzone(): + var input = Vector2(0.15, 0.1) + var deadzone = 0.2 + + var processed = input_processor.apply_deadzone(input, deadzone) + + assert_eq(processed, Vector2.ZERO, "Small input should be filtered") + +func test_controller_hotswap(): + # Simulate controller connect + Input.joy_connection_changed(0, true) + await get_tree().process_frame + + var prompt_icon = ui.get_action_prompt("jump") + + assert_true(prompt_icon.texture.resource_path.contains("gamepad"), + "Should show gamepad prompts after controller connect") +``` + +## Accessibility Testing + +### Requirements Checklist + +- [ ] Full keyboard navigation (no mouse required) +- [ ] Remappable controls for all actions +- [ ] Button hold alternatives to rapid press +- [ ] Toggle options for hold actions +- [ ] One-handed control schemes +- [ ] Colorblind-friendly UI indicators +- [ ] Screen reader support for menus + +### Accessibility Test Scenarios + +``` +SCENARIO: Keyboard-Only Navigation + GIVEN mouse is disconnected + WHEN navigating through all menus + THEN all menu items are reachable via keyboard + AND focus indicators are clearly visible + +SCENARIO: Button Hold Toggle + GIVEN "sprint requires hold" is toggled OFF + WHEN sprint button is tapped once + THEN sprint activates + AND sprint stays active until tapped again + +SCENARIO: Reduced Button Mashing + GIVEN QTE assist mode enabled + WHEN QTE sequence appears + THEN single press advances sequence + AND no rapid input required +``` + +## Performance Metrics + +| Metric | Target | Maximum Acceptable | +| ----------------------- | --------------- | ------------------ | +| Input-to-render latency | < 50ms | 100ms | +| Polling rate match | 1:1 with device | No input loss | +| Deadzone processing | < 1ms | 5ms | +| Rebind save/load | < 100ms | 500ms | + +## Best Practices + +### DO + +- Test with actual hardware, not just simulated input +- Support simultaneous keyboard + gamepad +- Provide sensible default deadzones +- Show device-appropriate button prompts +- Allow complete control remapping +- Test at different frame rates + +### DON'T + +- Assume controller layout (Xbox vs PlayStation) +- Hard-code input mappings +- Ignore analog input precision +- Skip accessibility considerations +- Forget about input during loading/cutscenes +- Neglect testing with worn/drifting controllers diff --git a/src/modules/bmgd/gametest/knowledge/localization-testing.md b/src/modules/bmgd/gametest/knowledge/localization-testing.md new file mode 100644 index 00000000..fd4b0344 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/localization-testing.md @@ -0,0 +1,304 @@ +# Localization Testing Guide + +## Overview + +Localization testing ensures games work correctly across languages, regions, and cultures. Beyond translation, it validates text display, cultural appropriateness, and regional compliance. + +## Test Categories + +### Linguistic Testing + +| Category | Focus | Examples | +| -------------------- | ----------------------- | ------------------------------ | +| Translation accuracy | Meaning preserved | Idioms, game terminology | +| Grammar/spelling | Language correctness | Verb tense, punctuation | +| Consistency | Same terms throughout | "Health" vs "HP" vs "Life" | +| Context | Meaning in game context | Item names, skill descriptions | + +### Functional Testing + +| Category | Focus | Examples | +| -------------- | ----------------------- | --------------------------- | +| Text display | Fits in UI | Button labels, dialog boxes | +| Font support | Characters render | CJK, Cyrillic, Arabic | +| Text expansion | Longer translations | German is ~30% longer | +| RTL support | Right-to-left languages | Arabic, Hebrew layouts | + +### Cultural Testing + +| Category | Focus | Examples | +| -------------------- | ------------------ | ------------------------- | +| Cultural sensitivity | Offensive content | Gestures, symbols, colors | +| Regional compliance | Legal requirements | Ratings, gambling laws | +| Date/time formats | Local conventions | DD/MM/YYYY vs MM/DD/YYYY | +| Number formats | Decimal separators | 1,000.00 vs 1.000,00 | + +## Test Scenarios + +### Text Display + +``` +SCENARIO: Text Fits UI Elements + GIVEN all localized strings + WHEN displayed in target language + THEN text fits within UI boundaries + AND no truncation or overflow occurs + AND text remains readable + +SCENARIO: Dynamic Text Insertion + GIVEN template "Player {name} scored {points} points" + WHEN name="Alexander" and points=1000 + THEN German: "Spieler Alexander hat 1.000 Punkte erzielt" + AND text fits UI element + AND variables are correctly formatted for locale + +SCENARIO: Plural Forms + GIVEN English "1 coin" / "5 coins" + WHEN displaying in Polish (4 plural forms) + THEN correct plural form is used + AND all plural forms are translated +``` + +### Character Support + +``` +SCENARIO: CJK Character Rendering + GIVEN Japanese localization + WHEN displaying text with kanji/hiragana/katakana + THEN all characters render correctly + AND no missing glyphs (tofu boxes) + AND line breaks respect CJK rules + +SCENARIO: Special Characters + GIVEN text with accented characters (é, ñ, ü) + WHEN displayed in-game + THEN all characters render correctly + AND sorting works correctly + +SCENARIO: User-Generated Content + GIVEN player can name character + WHEN name includes non-Latin characters + THEN name displays correctly + AND name saves/loads correctly + AND name appears correctly to other players +``` + +### Layout and Direction + +``` +SCENARIO: Right-to-Left Layout + GIVEN Arabic localization + WHEN viewing UI + THEN text reads right-to-left + AND UI elements mirror appropriately + AND numbers remain left-to-right + AND mixed content (Arabic + English) displays correctly + +SCENARIO: Text Expansion Accommodation + GIVEN English UI "OK" / "Cancel" buttons + WHEN localized to German "OK" / "Abbrechen" + THEN button expands or text size adjusts + AND button remains clickable + AND layout doesn't break +``` + +## Locale-Specific Formatting + +### Date and Time + +| Locale | Date Format | Time Format | +| ------ | -------------- | ----------- | +| en-US | 12/25/2024 | 3:30 PM | +| en-GB | 25/12/2024 | 15:30 | +| de-DE | 25.12.2024 | 15:30 Uhr | +| ja-JP | 2024年12月25日 | 15時30分 | + +### Numbers and Currency + +| Locale | Number | Currency | +| ------ | -------- | ---------- | +| en-US | 1,234.56 | $1,234.56 | +| de-DE | 1.234,56 | 1.234,56 € | +| fr-FR | 1 234,56 | 1 234,56 € | +| ja-JP | 1,234.56 | ¥1,235 | + +## Automated Test Examples + +### Unity + +```csharp +using UnityEngine.Localization; + +[Test] +public void Localization_AllKeysHaveTranslations([Values("en", "de", "ja", "zh-CN")] string locale) +{ + var stringTable = LocalizationSettings.StringDatabase + .GetTable("GameStrings", new Locale(locale)); + + foreach (var entry in stringTable) + { + Assert.IsFalse(string.IsNullOrEmpty(entry.Value.LocalizedValue), + $"Missing translation for '{entry.Key}' in {locale}"); + } +} + +[Test] +public void TextFits_AllUIElements() +{ + var languages = new[] { "en", "de", "fr", "ja" }; + + foreach (var lang in languages) + { + LocalizationSettings.SelectedLocale = new Locale(lang); + + foreach (var textElement in FindObjectsOfType()) + { + var rectTransform = textElement.GetComponent(); + var textComponent = textElement.GetComponent(); + + Assert.LessOrEqual( + textComponent.preferredWidth, + rectTransform.rect.width, + $"Text overflows in {lang}: {textElement.name}"); + } + } +} + +[TestCase("en", 1, "1 coin")] +[TestCase("en", 5, "5 coins")] +[TestCase("ru", 1, "1 монета")] +[TestCase("ru", 2, "2 монеты")] +[TestCase("ru", 5, "5 монет")] +public void Pluralization_ReturnsCorrectForm(string locale, int count, string expected) +{ + var result = Localization.GetPlural("coin", count, locale); + Assert.AreEqual(expected, result); +} +``` + +### Unreal + +```cpp +bool FLocalizationTest::RunTest(const FString& Parameters) +{ + TArray Cultures = {"en", "de", "ja", "ko"}; + + for (const FString& Culture : Cultures) + { + FInternationalization::Get().SetCurrentCulture(Culture); + + // Test critical strings exist + FText LocalizedText = NSLOCTEXT("Game", "StartButton", "Start"); + TestFalse( + FString::Printf(TEXT("Missing StartButton in %s"), *Culture), + LocalizedText.IsEmpty()); + + // Test number formatting + FText NumberText = FText::AsNumber(1234567); + TestTrue( + TEXT("Number should be formatted"), + NumberText.ToString().Len() > 7); // Has separators + } + + return true; +} +``` + +### Godot + +```gdscript +func test_all_translations_complete(): + var locales = ["en", "de", "ja", "es"] + var keys = TranslationServer.get_all_keys() + + for locale in locales: + TranslationServer.set_locale(locale) + for key in keys: + var translated = tr(key) + assert_ne(translated, key, + "Missing translation for '%s' in %s" % [key, locale]) + +func test_plural_forms(): + TranslationServer.set_locale("ru") + + assert_eq(tr_n("coin", "coins", 1), "1 монета") + assert_eq(tr_n("coin", "coins", 2), "2 монеты") + assert_eq(tr_n("coin", "coins", 5), "5 монет") + assert_eq(tr_n("coin", "coins", 21), "21 монета") + +func test_text_fits_buttons(): + var locales = ["en", "de", "fr"] + + for locale in locales: + TranslationServer.set_locale(locale) + await get_tree().process_frame # Allow UI update + + for button in get_tree().get_nodes_in_group("localized_buttons"): + var label = button.get_node("Label") + assert_lt(label.size.x, button.size.x, + "Button text overflows in %s: %s" % [locale, button.name]) +``` + +## Visual Verification Checklist + +### Text Display + +- [ ] No truncation in any language +- [ ] Consistent font sizing +- [ ] Proper line breaks +- [ ] No overlapping text + +### UI Layout + +- [ ] Buttons accommodate longer text +- [ ] Dialog boxes resize appropriately +- [ ] Menu items align correctly +- [ ] Scrollbars appear when needed + +### Cultural Elements + +- [ ] Icons are culturally appropriate +- [ ] Colors don't have negative connotations +- [ ] Gestures are region-appropriate +- [ ] No unintended political references + +## Regional Compliance + +### Ratings Requirements + +| Region | Rating Board | Special Requirements | +| ------------- | ------------ | ------------------------- | +| North America | ESRB | Content descriptors | +| Europe | PEGI | Age-appropriate icons | +| Japan | CERO | Strict content guidelines | +| Germany | USK | Violence restrictions | +| China | GRAC | Approval process | + +### Common Regional Issues + +| Issue | Regions Affected | Solution | +| ---------------- | ---------------- | ------------------------ | +| Blood color | Japan, Germany | Option for green/disable | +| Gambling imagery | Many regions | Remove or modify | +| Skulls/bones | China | Alternative designs | +| Nazi imagery | Germany | Remove entirely | + +## Best Practices + +### DO + +- Test with native speakers +- Plan for text expansion (reserve 30% extra space) +- Use placeholder text during development (Lorem ipsum-style) +- Support multiple input methods (IME for CJK) +- Test all language combinations (UI language + audio language) +- Validate string format parameters + +### DON'T + +- Hard-code strings in source code +- Assume left-to-right layout +- Concatenate translated strings +- Use machine translation without review +- Forget about date/time/number formatting +- Ignore cultural context of images and icons diff --git a/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md b/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md new file mode 100644 index 00000000..7ee8ddf1 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md @@ -0,0 +1,322 @@ +# Multiplayer Testing Guide + +## Overview + +Multiplayer testing validates network code, synchronization, and the player experience under real-world conditions. Network bugs are notoriously hard to reproduce—systematic testing is essential. + +## Test Categories + +### Synchronization Testing + +| Test Type | Description | Priority | +| ------------------- | ---------------------------------------- | -------- | +| State sync | All clients see consistent game state | P0 | +| Position sync | Character positions match across clients | P0 | +| Event ordering | Actions occur in correct sequence | P0 | +| Conflict resolution | Simultaneous actions handled correctly | P1 | +| Late join | New players sync correctly mid-game | P1 | + +### Network Conditions + +| Condition | Simulation Method | Test Focus | +| --------------- | ----------------- | ------------------------ | +| High latency | 200-500ms delay | Input responsiveness | +| Packet loss | 5-20% drop rate | State recovery | +| Jitter | Variable delay | Interpolation smoothness | +| Bandwidth limit | Throttle to 1Mbps | Data prioritization | +| Disconnection | Kill connection | Reconnection handling | + +## Test Scenarios + +### Basic Multiplayer + +``` +SCENARIO: Player Join/Leave + GIVEN host has started multiplayer session + WHEN Player 2 joins + THEN Player 2 appears in host's game + AND Player 1 appears in Player 2's game + AND player counts sync across all clients + +SCENARIO: State Synchronization + GIVEN 4 players in match + WHEN Player 1 picks up item at position (10, 5) + THEN item disappears for all players + AND Player 1's inventory updates for all players + AND no duplicate pickups possible + +SCENARIO: Combat Synchronization + GIVEN Player 1 attacks Player 2 + WHEN attack hits + THEN damage is consistent on all clients + AND hit effects play for all players + AND health updates sync within 100ms +``` + +### Network Degradation + +``` +SCENARIO: High Latency Gameplay + GIVEN 200ms latency between players + WHEN Player 1 moves forward + THEN movement is smooth on Player 1's screen + AND other players see interpolated movement + AND position converges within 500ms + +SCENARIO: Packet Loss Recovery + GIVEN 10% packet loss + WHEN important game event occurs (goal, kill, etc.) + THEN event is eventually delivered + AND game state remains consistent + AND no duplicate events processed + +SCENARIO: Player Disconnection + GIVEN Player 2 disconnects unexpectedly + WHEN 5 seconds pass + THEN other players are notified + AND Player 2's character handles gracefully (despawn/AI takeover) + AND game continues without crash +``` + +### Edge Cases + +``` +SCENARIO: Simultaneous Actions + GIVEN Player 1 and Player 2 grab same item simultaneously + WHEN both inputs arrive at server + THEN only one player receives item + AND other player sees consistent state + AND no item duplication + +SCENARIO: Host Migration + GIVEN host disconnects + WHEN migration begins + THEN new host is selected + AND game state transfers correctly + AND gameplay resumes within 10 seconds + +SCENARIO: Reconnection + GIVEN Player 2 disconnects temporarily + WHEN Player 2 reconnects within 60 seconds + THEN Player 2 rejoins same session + AND state is synchronized + AND progress is preserved +``` + +## Network Simulation Tools + +### Unity + +```csharp +// Using Unity Transport with Network Simulator +using Unity.Netcode; + +public class NetworkSimulator : MonoBehaviour +{ + [SerializeField] private int latencyMs = 100; + [SerializeField] private float packetLossPercent = 5f; + [SerializeField] private int jitterMs = 20; + + void Start() + { + var transport = NetworkManager.Singleton.GetComponent(); + var simulator = transport.GetSimulatorParameters(); + + simulator.PacketDelayMS = latencyMs; + simulator.PacketDropRate = (int)(packetLossPercent * 100); + simulator.PacketJitterMS = jitterMs; + } +} + +// Test +[UnityTest] +public IEnumerator Position_UnderLatency_ConvergesWithinThreshold() +{ + EnableNetworkSimulation(latencyMs: 200); + + // Move player + player1.Move(Vector3.forward * 10); + + yield return new WaitForSeconds(1f); + + // Check other client's view + var player1OnClient2 = client2.GetPlayerPosition(player1.Id); + var actualPosition = player1.transform.position; + + Assert.Less(Vector3.Distance(player1OnClient2, actualPosition), 0.5f); +} +``` + +### Unreal + +```cpp +// Using Network Emulation +void UNetworkTestHelper::EnableLatencySimulation(int32 LatencyMs) +{ + if (UNetDriver* NetDriver = GetWorld()->GetNetDriver()) + { + FPacketSimulationSettings Settings; + Settings.PktLag = LatencyMs; + Settings.PktLagVariance = LatencyMs / 10; + Settings.PktLoss = 0; + + NetDriver->SetPacketSimulationSettings(Settings); + } +} + +// Functional test for sync +void AMultiplayerSyncTest::StartTest() +{ + Super::StartTest(); + + // Spawn item on server + APickupItem* Item = GetWorld()->SpawnActor( + ItemClass, FVector(0, 0, 100)); + + // Wait for replication + FTimerHandle TimerHandle; + GetWorld()->GetTimerManager().SetTimer(TimerHandle, [this, Item]() + { + // Verify client has item + if (VerifyItemExistsOnAllClients(Item)) + { + FinishTest(EFunctionalTestResult::Succeeded, "Item replicated"); + } + else + { + FinishTest(EFunctionalTestResult::Failed, "Item not found on clients"); + } + }, 2.0f, false); +} +``` + +### Godot + +```gdscript +# Network simulation +extends Node + +var simulated_latency_ms := 0 +var packet_loss_percent := 0.0 + +func _ready(): + # Hook into network to simulate conditions + multiplayer.peer_packet_received.connect(_on_packet_received) + +func _on_packet_received(id: int, packet: PackedByteArray): + if packet_loss_percent > 0 and randf() < packet_loss_percent / 100: + return # Drop packet + + if simulated_latency_ms > 0: + await get_tree().create_timer(simulated_latency_ms / 1000.0).timeout + + _process_packet(id, packet) + +# Test +func test_position_sync_under_latency(): + NetworkSimulator.simulated_latency_ms = 200 + + # Move player on host + host_player.position = Vector3(100, 0, 100) + + await get_tree().create_timer(1.0).timeout + + # Check client view + var client_view_position = client.get_remote_player_position(host_player.id) + var distance = host_player.position.distance_to(client_view_position) + + assert_lt(distance, 1.0, "Position should converge within 1 unit") +``` + +## Dedicated Server Testing + +### Test Matrix + +| Scenario | Test Focus | +| --------------------- | ------------------------------------ | +| Server startup | Clean initialization, port binding | +| Client authentication | Login validation, session management | +| Server tick rate | Consistent updates under load | +| Maximum players | Performance at player cap | +| Server crash recovery | State preservation, reconnection | + +### Load Testing + +``` +SCENARIO: Maximum Players + GIVEN server configured for 64 players + WHEN 64 players connect + THEN all connections succeed + AND server tick rate stays above 60Hz + AND latency stays below 50ms + +SCENARIO: Stress Test + GIVEN 64 players performing actions simultaneously + WHEN running for 10 minutes + THEN no memory leaks + AND no desync events + AND server CPU below 80% +``` + +## Matchmaking Testing + +``` +SCENARIO: Skill-Based Matching + GIVEN players with skill ratings [1000, 1050, 2000, 2100] + WHEN matchmaking runs + THEN [1000, 1050] are grouped together + AND [2000, 2100] are grouped together + +SCENARIO: Region Matching + GIVEN players from US-East, US-West, EU + WHEN matchmaking runs + THEN players prefer same-region matches + AND cross-region only when necessary + AND latency is acceptable for all players + +SCENARIO: Queue Timeout + GIVEN player waiting in queue + WHEN 3 minutes pass without match + THEN matchmaking expands search criteria + AND player is notified of expanded search +``` + +## Security Testing + +| Vulnerability | Test Method | +| ---------------- | --------------------------- | +| Speed hacking | Validate movement on server | +| Teleportation | Check position delta limits | +| Damage hacking | Server-authoritative damage | +| Packet injection | Validate packet checksums | +| Replay attacks | Use unique session tokens | + +## Performance Metrics + +| Metric | Good | Acceptable | Poor | +| --------------------- | --------- | ---------- | ---------- | +| Round-trip latency | < 50ms | < 100ms | > 150ms | +| Sync delta | < 100ms | < 200ms | > 500ms | +| Packet loss tolerance | < 5% | < 10% | > 15% | +| Bandwidth per player | < 10 KB/s | < 50 KB/s | > 100 KB/s | +| Server tick rate | 60+ Hz | 30+ Hz | < 20 Hz | + +## Best Practices + +### DO + +- Test with real network conditions, not just localhost +- Simulate worst-case scenarios (high latency + packet loss) +- Use server-authoritative design for competitive games +- Implement lag compensation for fast-paced games +- Test host migration paths +- Log network events for debugging + +### DON'T + +- Trust client data for important game state +- Assume stable connections +- Skip testing with maximum player counts +- Ignore edge cases (simultaneous actions) +- Test only in ideal network conditions +- Forget to test reconnection flows diff --git a/src/modules/bmgd/gametest/knowledge/performance-testing.md b/src/modules/bmgd/gametest/knowledge/performance-testing.md new file mode 100644 index 00000000..38f363e5 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/performance-testing.md @@ -0,0 +1,204 @@ +# Performance Testing for Games + +## Overview + +Performance testing ensures your game runs smoothly on target hardware. Frame rate, load times, and memory usage directly impact player experience. + +## Key Performance Metrics + +### Frame Rate + +- **Target:** 30fps, 60fps, 120fps depending on platform/genre +- **Measure:** Average, minimum, 1% low, 0.1% low +- **Goal:** Consistent frame times, no stutters + +### Frame Time Budget + +At 60fps, you have 16.67ms per frame: + +``` +Rendering: 8ms (48%) +Game Logic: 4ms (24%) +Physics: 2ms (12%) +Audio: 1ms (6%) +UI: 1ms (6%) +Headroom: 0.67ms (4%) +``` + +### Memory + +- **RAM:** Total allocation, peak usage, fragmentation +- **VRAM:** Texture memory, render targets, buffers +- **Goal:** Stay within platform limits with headroom + +### Load Times + +- **Initial Load:** Time to main menu +- **Level Load:** Time between scenes +- **Streaming:** Asset loading during gameplay +- **Goal:** Meet platform certification requirements + +## Profiling Tools by Engine + +### Unity + +- **Profiler Window** - CPU, GPU, memory, rendering +- **Frame Debugger** - Draw call analysis +- **Memory Profiler** - Heap snapshots +- **Profile Analyzer** - Compare captures + +### Unreal Engine + +- **Unreal Insights** - Comprehensive profiling +- **Stat Commands** - Runtime statistics +- **GPU Visualizer** - GPU timing breakdown +- **Memory Report** - Allocation tracking + +### Godot + +- **Debugger** - Built-in profiler +- **Monitors** - Real-time metrics +- **Remote Debugger** - Profile on device + +### Platform Tools + +- **PIX** (Xbox/Windows) - GPU debugging +- **RenderDoc** - GPU capture and replay +- **Instruments** (iOS/macOS) - Apple profiling +- **Android Profiler** - Android Studio tools + +## Performance Testing Process + +### 1. Establish Baselines + +- Profile on target hardware +- Record key metrics +- Create benchmark scenes + +### 2. Set Budgets + +- Define frame time budgets per system +- Set memory limits +- Establish load time targets + +### 3. Monitor Continuously + +- Integrate profiling in CI +- Track metrics over time +- Alert on regressions + +### 4. Optimize When Needed + +- Profile before optimizing +- Target biggest bottlenecks +- Verify improvements + +## Common Performance Issues + +### CPU Bottlenecks + +| Issue | Symptoms | Solution | +| --------------------- | ----------------- | --------------------------------- | +| Too many game objects | Slow update loop | Object pooling, LOD | +| Expensive AI | Spiky frame times | Budget AI, spread over frames | +| Physics overload | Physics spikes | Simplify colliders, reduce bodies | +| GC stutter | Regular hitches | Avoid runtime allocations | + +### GPU Bottlenecks + +| Issue | Symptoms | Solution | +| ------------------- | ----------------- | -------------------------------- | +| Overdraw | Fill rate limited | Occlusion culling, reduce layers | +| Too many draw calls | CPU-GPU bound | Batching, instancing, atlasing | +| Shader complexity | Long GPU times | Simplify shaders, LOD | +| Resolution too high | Fill rate limited | Dynamic resolution, FSR/DLSS | + +### Memory Issues + +| Issue | Symptoms | Solution | +| ------------- | ----------------- | ---------------------------- | +| Texture bloat | High VRAM | Compress, mipmap, stream | +| Leaks | Growing memory | Track allocations, fix leaks | +| Fragmentation | OOM despite space | Pool allocations, defrag | + +## Benchmark Scenes + +Create standardized test scenarios: + +### Stress Test Scene + +- Maximum entities on screen +- Complex visual effects +- Worst-case for performance + +### Typical Gameplay Scene + +- Representative of normal play +- Average entity count +- Baseline for comparison + +### Isolated System Tests + +- Combat only (no rendering) +- Rendering only (no game logic) +- AI only (pathfinding stress) + +## Automated Performance Testing + +### CI Integration + +```yaml +# Example: Fail build if frame time exceeds budget +performance_test: + script: + - run_benchmark --scene stress_test + - check_metrics --max-frame-time 16.67ms --max-memory 2GB + artifacts: + - performance_report.json +``` + +### Regression Detection + +- Compare against previous builds +- Alert on significant changes (>10%) +- Track trends over time + +## Platform-Specific Considerations + +### Console + +- Fixed hardware targets +- Strict certification requirements +- Thermal throttling concerns + +### PC + +- Wide hardware range +- Scalable quality settings +- Min/recommended specs + +### Mobile + +- Thermal throttling +- Battery impact +- Memory constraints +- Background app pressure + +## Performance Testing Checklist + +### Before Release + +- [ ] Profiled on all target platforms +- [ ] Frame rate targets met +- [ ] No memory leaks +- [ ] Load times acceptable +- [ ] No GC stutters in gameplay +- [ ] Thermal tests passed (mobile/console) +- [ ] Certification requirements met + +### Ongoing + +- [ ] Performance tracked in CI +- [ ] Regression alerts configured +- [ ] Benchmark scenes maintained +- [ ] Budgets documented and enforced diff --git a/src/modules/bmgd/gametest/knowledge/playtesting.md b/src/modules/bmgd/gametest/knowledge/playtesting.md new file mode 100644 index 00000000..c22242a9 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/playtesting.md @@ -0,0 +1,384 @@ +# Playtesting Fundamentals + +## Overview + +Playtesting is the process of having people play your game to gather feedback and identify issues. It's distinct from QA testing in that it focuses on player experience, fun factor, and design validation rather than bug hunting. + +## Types of Playtesting + +### Internal Playtesting + +- **Developer Testing** - Daily testing during development +- **Team Testing** - Cross-discipline team plays together +- **Best for:** Rapid iteration, catching obvious issues + +### External Playtesting + +- **Friends & Family** - Trusted external testers +- **Focus Groups** - Targeted demographic testing +- **Public Beta** - Large-scale community testing +- **Best for:** Fresh perspectives, UX validation + +### Specialized Playtesting + +- **Accessibility Testing** - Players with disabilities +- **Localization Testing** - Regional/cultural validation +- **Competitive Testing** - Balance and meta testing + +## Playtesting Process + +### 1. Define Goals + +Before each playtest session, define: + +- What questions are you trying to answer? +- What features are you testing? +- What metrics will you gather? + +### 2. Prepare the Build + +- Create a stable, playable build +- Include telemetry/logging if needed +- Prepare any necessary documentation + +### 3. Brief Testers + +- Explain what to test (or don't, for blind testing) +- Set expectations for bugs/polish level +- Provide feedback mechanisms + +### 4. Observe and Record + +- Watch players without intervening +- Note confusion points, frustration, delight +- Record gameplay if possible + +### 5. Gather Feedback + +- Structured surveys for quantitative data +- Open discussion for qualitative insights +- Allow time for "what else?" comments + +### 6. Analyze and Act + +- Identify patterns across testers +- Prioritize issues by frequency and severity +- Create actionable tasks from findings + +## Key Metrics to Track + +### Engagement Metrics + +- Session length +- Return rate +- Completion rate +- Drop-off points + +### Difficulty Metrics + +- Deaths/failures per section +- Time to complete sections +- Hint/help usage +- Difficulty setting distribution + +### UX Metrics + +- Time to first action +- Tutorial completion rate +- Menu navigation patterns +- Control scheme preferences + +## Playtesting by Game Type + +Different genres require different playtesting approaches and focus areas. + +### Action/Platformer Games + +**Focus Areas:** + +- Control responsiveness and "game feel" +- Difficulty curve across levels +- Checkpoint placement and frustration points +- Visual clarity during fast-paced action + +**Key Questions:** + +- Does the character feel good to control? +- Are deaths feeling fair or cheap? +- Is the player learning organically or hitting walls? + +### RPG/Story Games + +**Focus Areas:** + +- Narrative pacing and engagement +- Quest clarity and tracking +- Character/dialogue believability +- Progression and reward timing + +**Key Questions:** + +- Do players understand their current objective? +- Are choices feeling meaningful? +- Is the story holding attention or being skipped? + +### Puzzle Games + +**Focus Areas:** + +- Solution discoverability +- "Aha moment" timing +- Hint system effectiveness +- Difficulty progression + +**Key Questions:** + +- Are players solving puzzles the intended way? +- How long before frustration sets in? +- Do solutions feel satisfying or arbitrary? + +### Multiplayer/Competitive Games + +**Focus Areas:** + +- Balance across characters/builds/strategies +- Meta development and dominant strategies +- Social dynamics and toxicity vectors +- Matchmaking feel + +**Key Questions:** + +- Are there "must-pick" or "never-pick" options? +- Do losing players understand why they lost? +- Is the skill ceiling high enough for mastery? + +### Survival/Sandbox Games + +**Focus Areas:** + +- Early game onboarding and survival +- Goal clarity vs. freedom balance +- Resource economy and pacing +- Emergent gameplay moments + +**Key Questions:** + +- Do players know what to do first? +- Is the loop engaging beyond the first hour? +- Are players creating their own goals? + +### Mobile/Casual Games + +**Focus Areas:** + +- Session length appropriateness +- One-hand playability (if applicable) +- Interruption handling (calls, notifications) +- Monetization friction points + +**Key Questions:** + +- Can players play in 2-minute sessions? +- Is the core loop immediately understandable? +- Where do players churn? + +### Horror Games + +**Focus Areas:** + +- Tension and release pacing +- Scare effectiveness and desensitization +- Safe space placement +- Audio/visual atmosphere + +**Key Questions:** + +- When do players feel safe vs. threatened? +- Are scares landing or becoming predictable? +- Is anxiety sustainable or exhausting? + +## Processing Feedback Effectively + +Raw feedback is noise. Processed feedback is signal. + +### The Feedback Processing Pipeline + +``` +Raw Feedback → Categorize → Pattern Match → Root Cause → Prioritize → Action +``` + +### Step 1: Categorize Feedback + +Sort all feedback into buckets: + +| Category | Examples | +| ------------- | ---------------------------------- | +| **Bugs** | Crashes, glitches, broken features | +| **Usability** | Confusing UI, unclear objectives | +| **Balance** | Too hard, too easy, unfair | +| **Feel** | Controls, pacing, satisfaction | +| **Content** | Wants more of X, dislikes Y | +| **Polish** | Audio, visuals, juice | + +### Step 2: Pattern Matching + +Individual feedback is anecdotal. Patterns are data. + +**Threshold Guidelines:** + +- 1 person mentions it → Note it +- 3+ people mention it → Investigate +- 50%+ mention it → Priority issue + +**Watch for:** + +- Same complaint, different words +- Same area, different complaints (signals deeper issue) +- Contradictory feedback (may indicate preference split) + +### Step 3: Root Cause Analysis + +Players report symptoms, not diseases. + +**Example:** + +- **Symptom:** "The boss is too hard" +- **Possible Root Causes:** + - Boss mechanics unclear + - Player didn't learn required skill earlier + - Checkpoint too far from boss + - Health/damage tuning off + - Boss pattern has no safe windows + +**Ask "Why?" five times** to get to root cause. + +### Step 4: Separate Fact from Opinion + +| Fact (Actionable) | Opinion (Context) | +| --------------------------------- | ----------------------- | +| "I died 12 times on level 3" | "Level 3 is too hard" | +| "I didn't use the shield ability" | "The shield is useless" | +| "I quit after 20 minutes" | "The game is boring" | + +**Facts tell you WHAT happened. Opinions tell you how they FELT about it.** + +Both matter, but facts drive solutions. + +### Step 5: The Feedback Matrix + +Plot issues on impact vs. effort: + +``` + High Impact + │ + Quick │ Major + Wins │ Projects + │ +─────────────┼───────────── + │ + Fill │ Reconsider + Time │ + │ + Low Impact + Low Effort ──────── High Effort +``` + +### Step 6: Validate Before Acting + +Before making changes based on feedback: + +1. **Reproduce** - Can you see the issue yourself? +2. **Quantify** - How many players affected? +3. **Contextualize** - Is this your target audience? +4. **Test solutions** - Will the fix create new problems? + +### Handling Contradictory Feedback + +When Player A wants X and Player B wants the opposite: + +1. **Check sample size** - Is it really split or just 2 loud voices? +2. **Segment audiences** - Are these different player types? +3. **Find the underlying need** - Both may want the same thing differently +4. **Consider options** - Difficulty settings, toggles, multiple paths +5. **Make a decision** - You can't please everyone; know your target + +### Feedback Red Flags + +**Dismiss or investigate carefully:** + +- "Make it like [other game]" - They want a feeling, not a clone +- "Add multiplayer" - Feature creep disguised as feedback +- "I would have bought it if..." - Hypothetical customers aren't real +- Feedback from non-target audience - Know who you're building for + +**Take seriously:** + +- Confusion about core mechanics +- Consistent drop-off at same point +- "I wanted to like it but..." +- Silent quitting (no feedback, just gone) + +### Documentation Best Practices + +**For each playtest session, record:** + +- Date and build version +- Tester demographics/experience +- Session length +- Key observations (timestamped if recorded) +- Quantitative survey results +- Top 3 issues identified +- Actions taken as result + +**Maintain a living document** that tracks: + +- Issue → First reported → Times reported → Status → Resolution +- This prevents re-discovering the same issues + +## Common Playtesting Pitfalls + +### Leading Questions + +**Bad:** "Did you find the combat exciting?" +**Good:** "How would you describe the combat?" + +### Intervening Too Soon + +Let players struggle before helping. Confusion is valuable data. + +### Testing Too Late + +Start playtesting early with paper prototypes and gray boxes. + +### Ignoring Negative Feedback + +Negative feedback is often the most valuable. Don't dismiss it. + +### Over-Relying on Verbal Feedback + +Watch what players DO, not just what they SAY. Actions reveal truth. + +## Playtesting Checklist + +### Pre-Session + +- [ ] Goals defined +- [ ] Build stable and deployed +- [ ] Recording setup (if applicable) +- [ ] Feedback forms ready +- [ ] Testers briefed + +### During Session + +- [ ] Observing without intervening +- [ ] Taking notes on behavior +- [ ] Tracking time markers for notable moments +- [ ] Noting emotional reactions + +### Post-Session + +- [ ] Feedback collected +- [ ] Patterns identified +- [ ] Priority issues flagged +- [ ] Action items created +- [ ] Results shared with team diff --git a/src/modules/bmgd/gametest/knowledge/qa-automation.md b/src/modules/bmgd/gametest/knowledge/qa-automation.md new file mode 100644 index 00000000..491660b2 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/qa-automation.md @@ -0,0 +1,190 @@ +# QA Automation for Games + +## Overview + +Automated testing in games requires different approaches than traditional software. Games have complex state, real-time interactions, and subjective quality measures that challenge automation. + +## Testing Pyramid for Games + +``` + /\ + / \ Manual Playtesting + /----\ (Experience, Feel, Fun) + / \ + /--------\ Integration Tests + / \ (Systems, Workflows) + /------------\ + / \ Unit Tests +/________________\ (Pure Logic, Math, Data) +``` + +### Unit Tests (Foundation) + +Test pure logic that doesn't depend on engine runtime: + +- Math utilities (vectors, transforms, curves) +- Data validation (save files, configs) +- State machines (isolated logic) +- Algorithm correctness + +### Integration Tests (Middle Layer) + +Test system interactions: + +- Combat system + inventory +- Save/load round-trips +- Scene transitions +- Network message handling + +### Manual Testing (Top) + +What can't be automated: + +- "Does this feel good?" +- "Is this fun?" +- "Is the difficulty right?" + +## Automation Strategies by Engine + +### Unity + +```csharp +// Unity Test Framework +[Test] +public void DamageCalculation_CriticalHit_DoublesDamage() +{ + var baseDamage = 100; + var result = DamageCalculator.Calculate(baseDamage, isCritical: true); + Assert.AreEqual(200, result); +} + +// Play Mode Tests (runtime) +[UnityTest] +public IEnumerator PlayerJump_WhenGrounded_BecomesAirborne() +{ + var player = CreateTestPlayer(); + player.Jump(); + yield return new WaitForFixedUpdate(); + Assert.IsFalse(player.IsGrounded); +} +``` + +### Unreal Engine + +```cpp +// Automation Framework +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDamageTest, "Game.Combat.Damage", + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter) + +bool FDamageTest::RunTest(const FString& Parameters) +{ + float BaseDamage = 100.f; + float Result = UDamageCalculator::Calculate(BaseDamage, true); + TestEqual("Critical hit doubles damage", Result, 200.f); + return true; +} +``` + +### Godot + +```gdscript +# GUT Testing Framework +func test_damage_critical_hit(): + var base_damage = 100 + var result = DamageCalculator.calculate(base_damage, true) + assert_eq(result, 200, "Critical hit should double damage") +``` + +## What to Automate + +### High Value Targets + +- **Save/Load** - Data integrity is critical +- **Economy** - Currency, items, progression math +- **Combat Math** - Damage, stats, modifiers +- **Localization** - String loading, formatting +- **Network Serialization** - Message encoding/decoding + +### Medium Value Targets + +- **State Machines** - Character states, game states +- **Pathfinding** - Known scenarios +- **Spawning** - Wave generation, loot tables +- **UI Data Binding** - Correct values displayed + +### Low Value / Avoid + +- **Visual Quality** - Screenshots drift, hard to maintain +- **Input Feel** - Timing-sensitive, needs human judgment +- **Audio** - Subjective, context-dependent +- **Fun** - Cannot be automated + +## Continuous Integration for Games + +### Build Pipeline + +1. **Compile** - Build game executable +2. **Unit Tests** - Fast, isolated tests +3. **Integration Tests** - Longer, system tests +4. **Smoke Test** - Can the game launch and reach main menu? +5. **Nightly** - Extended test suites, performance benchmarks + +### CI Gotchas for Games + +- **Long build times** - Games take longer than web apps +- **GPU requirements** - Some tests need graphics hardware +- **Asset dependencies** - Large files, binary formats +- **Platform builds** - Multiple targets to maintain + +## Regression Testing + +### Automated Regression + +- Run full test suite on every commit +- Flag performance regressions (frame time, memory) +- Track test stability (flaky tests) + +### Save File Regression + +- Maintain library of save files from previous versions +- Test that new builds can load old saves +- Alert on schema changes + +## Test Data Management + +### Test Fixtures + +``` +tests/ +├── fixtures/ +│ ├── save_files/ +│ │ ├── new_game.sav +│ │ ├── mid_game.sav +│ │ └── endgame.sav +│ ├── configs/ +│ │ └── test_balance.json +│ └── scenarios/ +│ └── boss_fight_setup.scene +``` + +### Deterministic Testing + +- Seed random number generators +- Control time/delta time +- Mock external services + +## Metrics and Reporting + +### Track Over Time + +- Test count (growing is good) +- Pass rate (should be ~100%) +- Execution time (catch slow tests) +- Code coverage (where applicable) +- Flaky test rate (should be ~0%) + +### Alerts + +- Immediate: Any test failure on main branch +- Daily: Coverage drops, new flaky tests +- Weekly: Trend analysis, slow test growth diff --git a/src/modules/bmgd/gametest/knowledge/regression-testing.md b/src/modules/bmgd/gametest/knowledge/regression-testing.md new file mode 100644 index 00000000..975c4659 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/regression-testing.md @@ -0,0 +1,280 @@ +# Regression Testing for Games + +## Overview + +Regression testing catches bugs introduced by new changes. In games, this includes functional regressions, performance regressions, and design regressions. + +## Types of Regression + +### Functional Regression + +- Features that worked before now break +- New bugs introduced by unrelated changes +- Broken integrations between systems + +### Performance Regression + +- Frame rate drops +- Memory usage increases +- Load time increases +- Battery drain (mobile) + +### Design Regression + +- Balance changes with unintended side effects +- UX changes that hurt usability +- Art changes that break visual consistency + +### Save Data Regression + +- Old save files no longer load +- Progression lost or corrupted +- Achievements/unlocks reset + +## Regression Testing Strategy + +### Test Suite Layers + +``` +High-Frequency (Every Commit) +├── Unit Tests - Fast, isolated +├── Smoke Tests - Can game launch and run? +└── Critical Path - Core gameplay works + +Medium-Frequency (Nightly) +├── Integration Tests - System interactions +├── Full Playthrough - Automated or manual +└── Performance Benchmarks - Frame time, memory + +Low-Frequency (Release) +├── Full Matrix - All platforms/configs +├── Certification Tests - Platform requirements +└── Localization - All languages +``` + +### What to Test + +#### Critical Path (Must Not Break) + +- Game launches +- New game starts +- Save/load works +- Core gameplay loop completes +- Main menu navigation + +#### High Priority + +- All game systems function +- Progression works end-to-end +- Multiplayer connects and syncs +- In-app purchases process +- Achievements trigger + +#### Medium Priority + +- Edge cases in systems +- Optional content accessible +- Settings persist correctly +- Localization displays + +## Automated Regression Tests + +### Smoke Tests + +```python +# Run on every commit +def test_game_launches(): + process = launch_game() + assert wait_for_main_menu(timeout=30) + process.terminate() + +def test_new_game_starts(): + launch_game() + click_new_game() + assert wait_for_gameplay(timeout=60) + +def test_save_load_roundtrip(): + launch_game() + start_new_game() + perform_actions() + save_game() + load_game() + assert verify_state_matches() +``` + +### Playthrough Bots + +```python +# Automated player that plays through content +class PlaythroughBot: + def run_level(self, level): + self.load_level(level) + while not self.level_complete: + self.perform_action() + self.check_for_softlocks() + self.record_metrics() +``` + +### Visual Regression + +```python +# Compare screenshots against baselines +def test_main_menu_visual(): + launch_game() + screenshot = capture_screen() + assert compare_to_baseline(screenshot, 'main_menu', threshold=0.01) +``` + +## Performance Regression Detection + +### Metrics to Track + +- Average frame time +- 1% low frame time +- Memory usage (peak, average) +- Load times +- Draw calls +- Texture memory + +### Automated Benchmarks + +```yaml +performance_benchmark: + script: + - run_benchmark_scene --duration 60s + - collect_metrics + - compare_to_baseline + fail_conditions: + - frame_time_avg > baseline * 1.1 # 10% tolerance + - memory_peak > baseline * 1.05 # 5% tolerance +``` + +### Trend Tracking + +- Graph metrics over time +- Alert on upward trends +- Identify problematic commits + +## Save Compatibility Testing + +### Version Matrix + +Maintain save files from: + +- Previous major version +- Previous minor version +- Current development build + +### Automated Validation + +```python +def test_save_compatibility(): + for save_file in LEGACY_SAVES: + load_save(save_file) + assert no_errors() + assert progress_preserved() + assert inventory_intact() +``` + +### Schema Versioning + +- Version your save format +- Implement upgrade paths +- Log migration issues + +## Regression Bug Workflow + +### 1. Detection + +- Automated test fails +- Manual tester finds issue +- Player report comes in + +### 2. Verification + +- Confirm it worked before +- Identify when it broke +- Find the breaking commit + +### 3. Triage + +- Assess severity +- Determine fix urgency +- Assign to appropriate developer + +### 4. Fix and Verify + +- Implement fix +- Add regression test +- Verify fix doesn't break other things + +### 5. Post-Mortem + +- Why wasn't this caught? +- How can we prevent similar issues? +- Do we need new tests? + +## Bisecting Regressions + +When a regression is found, identify the breaking commit: + +### Git Bisect + +```bash +git bisect start +git bisect bad HEAD # Current is broken +git bisect good v1.2.0 # Known good version +# Git will checkout commits to test +# Run test, mark good/bad +git bisect good/bad +# Repeat until culprit found +``` + +### Automated Bisect + +```bash +git bisect start HEAD v1.2.0 +git bisect run ./run_regression_test.sh +``` + +## Regression Testing Checklist + +### Per Commit + +- [ ] Unit tests pass +- [ ] Smoke tests pass +- [ ] Build succeeds on all platforms + +### Per Merge to Main + +- [ ] Integration tests pass +- [ ] Performance benchmarks within tolerance +- [ ] Save compatibility verified + +### Per Release + +- [ ] Full playthrough completed +- [ ] All platforms tested +- [ ] Legacy saves load correctly +- [ ] No new critical regressions +- [ ] All previous hotfix issues still resolved + +## Building a Regression Suite + +### Start Small + +1. Add tests for bugs as they're fixed +2. Cover critical path first +3. Expand coverage over time + +### Maintain Quality + +- Delete flaky tests +- Keep tests fast +- Update tests with design changes + +### Measure Effectiveness + +- Track bugs caught by tests +- Track bugs that slipped through +- Identify coverage gaps diff --git a/src/modules/bmgd/gametest/knowledge/save-testing.md b/src/modules/bmgd/gametest/knowledge/save-testing.md new file mode 100644 index 00000000..663898a5 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/save-testing.md @@ -0,0 +1,280 @@ +# Save System Testing Guide + +## Overview + +Save system testing ensures data persistence, integrity, and compatibility across game versions. Save bugs are among the most frustrating for players—data loss destroys trust. + +## Test Categories + +### Data Integrity + +| Test Type | Description | Priority | +| -------------------- | ------------------------------------------- | -------- | +| Round-trip | Save → Load → Verify all data matches | P0 | +| Corruption detection | Tampered/corrupted files handled gracefully | P0 | +| Partial write | Power loss during save doesn't corrupt | P0 | +| Large saves | Performance with max-size save files | P1 | +| Edge values | Min/max values for all saved fields | P1 | + +### Version Compatibility + +| Scenario | Expected Behavior | +| ----------------------- | ------------------------------------- | +| Current → Current | Full compatibility | +| Old → New (upgrade) | Migration with data preservation | +| New → Old (downgrade) | Graceful rejection or limited support | +| Corrupted version field | Fallback to recovery mode | + +## Test Scenarios + +### Core Save/Load Tests + +``` +SCENARIO: Basic Save Round-Trip + GIVEN player has 100 health, 50 gold, position (10, 5, 20) + AND player has inventory: ["sword", "potion", "key"] + WHEN game is saved + AND game is reloaded + THEN player health equals 100 + AND player gold equals 50 + AND player position equals (10, 5, 20) + AND inventory contains exactly ["sword", "potion", "key"] + +SCENARIO: Save During Gameplay + GIVEN player is in combat + AND enemy has 50% health remaining + WHEN autosave triggers + AND game is reloaded + THEN combat state is restored + AND enemy health equals 50% + +SCENARIO: Multiple Save Slots + GIVEN save slot 1 has character "Hero" at level 10 + AND save slot 2 has character "Mage" at level 5 + WHEN switching between slots + THEN correct character data loads for each slot + AND no cross-contamination between slots +``` + +### Edge Cases + +``` +SCENARIO: Maximum Inventory Save + GIVEN player has 999 items in inventory + WHEN game is saved + AND game is reloaded + THEN all 999 items are preserved + AND save/load completes within 5 seconds + +SCENARIO: Unicode Character Names + GIVEN player name is "プレイヤー名" + WHEN game is saved + AND game is reloaded + THEN player name displays correctly + +SCENARIO: Extreme Play Time + GIVEN play time is 9999:59:59 + WHEN game is saved + AND game is reloaded + THEN play time displays correctly + AND timer continues from saved value +``` + +### Corruption Recovery + +``` +SCENARIO: Corrupted Save Detection + GIVEN save file has been manually corrupted + WHEN game attempts to load + THEN error is detected before loading + AND user is informed of corruption + AND game does not crash + +SCENARIO: Missing Save File + GIVEN save file has been deleted externally + WHEN game attempts to load + THEN graceful error handling + AND option to start new game or restore backup + +SCENARIO: Interrupted Save (Power Loss) + GIVEN save operation is interrupted mid-write + WHEN game restarts + THEN backup save is detected and offered + AND no data loss from previous valid save +``` + +## Platform-Specific Testing + +### PC (Steam/Epic) + +- Cloud save sync conflicts +- Multiple Steam accounts on same PC +- Offline → Online sync +- Save location permissions (Program Files issues) + +### Console (PlayStation/Xbox/Switch) + +- System-level save management +- Storage full scenarios +- User switching mid-game +- Suspend/resume with unsaved changes +- Cloud save quota limits + +### Mobile + +- App termination during save +- Low storage warnings +- iCloud/Google Play sync +- Device migration + +## Automated Test Examples + +### Unity + +```csharp +[Test] +public void SaveLoad_PlayerStats_PreservesAllValues() +{ + var original = new PlayerData + { + Health = 75, + MaxHealth = 100, + Gold = 1234567, + Position = new Vector3(100.5f, 0, -50.25f), + PlayTime = 36000f // 10 hours + }; + + SaveManager.Save(original, "test_slot"); + var loaded = SaveManager.Load("test_slot"); + + Assert.AreEqual(original.Health, loaded.Health); + Assert.AreEqual(original.Gold, loaded.Gold); + Assert.AreEqual(original.Position, loaded.Position); + Assert.AreEqual(original.PlayTime, loaded.PlayTime, 0.01f); +} + +[Test] +public void SaveLoad_CorruptedFile_HandlesGracefully() +{ + File.WriteAllText(SaveManager.GetPath("corrupt"), "INVALID DATA"); + + Assert.Throws(() => + SaveManager.Load("corrupt")); + + // Game should not crash + Assert.IsTrue(SaveManager.IsValidSaveSlot("corrupt") == false); +} +``` + +### Unreal + +```cpp +bool FSaveSystemTest::RunTest(const FString& Parameters) +{ + // Create test save + USaveGame* SaveGame = UGameplayStatics::CreateSaveGameObject( + UMySaveGame::StaticClass()); + UMySaveGame* MySave = Cast(SaveGame); + + MySave->PlayerLevel = 50; + MySave->Gold = 999999; + MySave->QuestsCompleted = {"Quest1", "Quest2", "Quest3"}; + + // Save + UGameplayStatics::SaveGameToSlot(MySave, "TestSlot", 0); + + // Load + USaveGame* Loaded = UGameplayStatics::LoadGameFromSlot("TestSlot", 0); + UMySaveGame* LoadedSave = Cast(Loaded); + + TestEqual("Level preserved", LoadedSave->PlayerLevel, 50); + TestEqual("Gold preserved", LoadedSave->Gold, 999999); + TestEqual("Quests count", LoadedSave->QuestsCompleted.Num(), 3); + + return true; +} +``` + +### Godot + +```gdscript +func test_save_load_round_trip(): + var original = { + "health": 100, + "position": Vector3(10, 0, 20), + "inventory": ["sword", "shield"], + "quest_flags": {"intro_complete": true, "boss_defeated": false} + } + + SaveManager.save_game(original, "test_save") + var loaded = SaveManager.load_game("test_save") + + assert_eq(loaded.health, 100) + assert_eq(loaded.position, Vector3(10, 0, 20)) + assert_eq(loaded.inventory.size(), 2) + assert_true(loaded.quest_flags.intro_complete) + assert_false(loaded.quest_flags.boss_defeated) + +func test_corrupted_save_detection(): + var file = FileAccess.open("user://saves/corrupt.sav", FileAccess.WRITE) + file.store_string("CORRUPTED GARBAGE DATA") + file.close() + + var result = SaveManager.load_game("corrupt") + + assert_null(result, "Should return null for corrupted save") + assert_false(SaveManager.is_valid_save("corrupt")) +``` + +## Migration Testing + +### Version Upgrade Matrix + +| From Version | To Version | Test Focus | +| -------------- | ---------------- | ---------------------------- | +| 1.0 → 1.1 | Minor update | New fields default correctly | +| 1.x → 2.0 | Major update | Schema migration works | +| Beta → Release | Launch migration | All beta saves convert | + +### Migration Test Template + +``` +SCENARIO: Save Migration v1.0 to v2.0 + GIVEN save file from version 1.0 + AND save contains old inventory format (array) + WHEN game version 2.0 loads the save + THEN inventory is migrated to new format (dictionary) + AND all items are preserved + AND migration is logged + AND backup of original is created +``` + +## Performance Benchmarks + +| Metric | Target | Maximum | +| ------------------------ | --------------- | ------- | +| Save time (typical) | < 500ms | 2s | +| Save time (large) | < 2s | 5s | +| Load time (typical) | < 1s | 3s | +| Save file size (typical) | < 1MB | 10MB | +| Memory during save | < 50MB overhead | 100MB | + +## Best Practices + +### DO + +- Use atomic saves (write to temp, then rename) +- Keep backup of previous save +- Version your save format +- Encrypt sensitive data +- Test on minimum-spec hardware +- Compress large saves + +### DON'T + +- Store absolute file paths +- Save derived/calculated data +- Trust save file contents blindly +- Block gameplay during save +- Forget to handle storage-full scenarios +- Skip testing save migration paths diff --git a/src/modules/bmgd/gametest/knowledge/smoke-testing.md b/src/modules/bmgd/gametest/knowledge/smoke-testing.md new file mode 100644 index 00000000..20be2ae0 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/smoke-testing.md @@ -0,0 +1,404 @@ +# Smoke Testing Guide + +## Overview + +Smoke testing (Build Verification Testing) validates that a build's critical functionality works before investing time in detailed testing. A failed smoke test means "stop, this build is broken." + +## Purpose + +| Goal | Description | +| ------------------- | ---------------------------------------------- | +| Fast feedback | Know within minutes if build is viable | +| Block bad builds | Prevent broken builds from reaching QA/players | +| Critical path focus | Test only what matters most | +| CI/CD integration | Automated gate before deployment | + +## Smoke Test Principles + +### What Makes a Good Smoke Test + +- **Fast**: Complete in 5-15 minutes +- **Critical**: Tests only essential functionality +- **Deterministic**: Same result every run +- **Automated**: No human intervention required +- **Clear**: Pass/fail with actionable feedback + +### What to Include + +| Category | Examples | +| ----------------- | ------------------------------ | +| Boot sequence | Game launches without crash | +| Core loop | Player can perform main action | +| Save/Load | Data persists correctly | +| Critical UI | Menus are navigable | +| Platform services | Connects to required services | + +### What NOT to Include + +- Edge cases and boundary conditions +- Performance benchmarks (separate tests) +- Full feature coverage +- Content verification +- Balance testing + +## Smoke Test Scenarios + +### Boot and Load + +``` +TEST: Game Launches + WHEN game executable is started + THEN main menu appears within 60 seconds + AND no crashes occur + AND required services connect + +TEST: New Game Start + GIVEN game at main menu + WHEN "New Game" is selected + THEN gameplay loads within 30 seconds + AND player can control character + +TEST: Continue Game + GIVEN existing save file + WHEN "Continue" is selected + THEN correct save loads + AND game state matches saved state +``` + +### Core Gameplay + +``` +TEST: Player Movement + GIVEN player in game world + WHEN movement input applied + THEN player moves in expected direction + AND no physics glitches occur + +TEST: Core Action (Game-Specific) + GIVEN player can perform primary action + WHEN action is triggered + THEN action executes correctly + AND expected results occur + + Examples: + - Shooter: Can fire weapon, bullets hit targets + - RPG: Can attack enemy, damage is applied + - Puzzle: Can interact with puzzle elements + - Platformer: Can jump, platforms are solid +``` + +### Save System + +``` +TEST: Save Creates File + GIVEN player makes progress + WHEN save is triggered + THEN save file is created + AND save completes without error + +TEST: Load Restores State + GIVEN valid save file exists + WHEN load is triggered + THEN saved state is restored + AND gameplay can continue +``` + +### Critical UI + +``` +TEST: Menu Navigation + GIVEN main menu is displayed + WHEN each menu option is selected + THEN correct screen/action occurs + AND navigation back works + +TEST: Settings Persist + GIVEN settings are changed + WHEN game is restarted + THEN settings remain changed +``` + +## Automated Smoke Test Examples + +### Unity + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.TestTools; +using UnityEngine.SceneManagement; + +[TestFixture] +public class SmokeTests +{ + [UnityTest, Timeout(60000)] + public IEnumerator Game_Launches_ToMainMenu() + { + // Load main menu scene + SceneManager.LoadScene("MainMenu"); + yield return new WaitForSeconds(5f); + + // Verify menu is active + var mainMenu = GameObject.Find("MainMenuCanvas"); + Assert.IsNotNull(mainMenu, "Main menu should be present"); + Assert.IsTrue(mainMenu.activeInHierarchy, "Main menu should be active"); + } + + [UnityTest, Timeout(120000)] + public IEnumerator NewGame_LoadsGameplay() + { + // Start from main menu + SceneManager.LoadScene("MainMenu"); + yield return new WaitForSeconds(2f); + + // Click new game + var newGameButton = GameObject.Find("NewGameButton") + .GetComponent