planning workflow alignment

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Brian Madison
2025-10-15 23:10:33 -05:00
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---
last-redoc-date: 2025-10-01
---
# Project Planning Workflow (Phase 2)
The Phase 2 Planning workflow is **scale-adaptive**, meaning it automatically determines the right level of planning documentation based on project complexity (Levels 0-4). This ensures planning overhead matches project value—from minimal tech specs for bug fixes to comprehensive PRDs for enterprise platforms.
## Scale-Adaptive Flow (Levels 0-4)
The workflow routes to different planning approaches based on project level:
### Level 0 - Single File Change / Bug Fix
**Planning:** Tech-spec only (lightweight implementation plan)
**Output:** `tech-spec.md` with single story
**Next Phase:** Direct to implementation (Phase 4)
### Level 1 - Small Feature (1-3 files, 2-5 stories)
**Planning:** Tech-spec only (implementation-focused)
**Output:** `tech-spec.md` with epic breakdown and stories
**Next Phase:** Direct to implementation (Phase 4)
### Level 2 - Feature Set / Small Project (5-15 stories, 1-2 epics)
**Planning:** PRD (product-focused) + Tech-spec (technical planning)
**Output:** `PRD.md`, `epics.md`, `tech-spec.md`
**Next Phase:** Tech-spec workflow (lightweight solutioning), then implementation (Phase 4)
**Note:** Level 2 uses tech-spec instead of full solution-architecture to keep planning lightweight
### Level 3 - Medium Project (15-40 stories, 2-5 epics)
**Planning:** PRD (strategic product document)
**Output:** `PRD.md`, `epics.md`
**Next Phase:** Solution-architecture workflow (Phase 3), then implementation (Phase 4)
### Level 4 - Large/Enterprise Project (40-100+ stories, 5-10 epics)
**Planning:** PRD (comprehensive product specification)
**Output:** `PRD.md`, `epics.md`
**Next Phase:** Solution-architecture workflow (Phase 3), then implementation (Phase 4)
**Critical Distinction:**
- **Levels 0-1:** No PRD, tech-spec only
- **Level 2:** PRD + tech-spec (skips full architecture)
- **Levels 3-4:** PRD → full solution-architecture workflow
Critical to v6's flow improvement is this workflow's integration with the bmm-workflow-status.md tracking document, which maintains project state across sessions, tracks which agents participate in each phase, and provides continuity for multi-session planning efforts. The workflow can resume from any point, intelligently detecting existing artifacts and determining next steps without redundant work. For UX-heavy projects, it can generate standalone UX specifications or AI frontend prompts from existing specs.
## Key Features
- **Scale-adaptive planning** - Automatically determines output based on project complexity
- **Intelligent routing** - Uses router system to load appropriate instruction sets
- **Continuation support** - Can resume from previous sessions and handle incremental work
- **Multi-level outputs** - Supports 5 project levels (0-4) with appropriate artifacts
- **Input integration** - Leverages product briefs and market research when available
- **Template-driven** - Uses validated templates for consistent output structure
### Configuration
The workflow adapts automatically based on project assessment, but key configuration options include:
- **scale_parameters**: Defines story/epic counts for each project level
- **output_folder**: Where all generated documents are stored
- **project_name**: Used in document names and templates
## Workflow Structure
### Files Included
```
2-plan-workflows/
├── README.md # Overview and usage details
├── checklist.md # Shared validation criteria
├── prd/
│ ├── epics-template.md # Epic breakdown template
│ ├── instructions.md # Level 2-4 PRD instructions
│ ├── prd-template.md # Product Requirements Document template
│ └── workflow.yaml
├── tech-spec/
│ ├── epics-template.md # Epic-to-story handoff template
│ ├── instructions-level0-story.md
│ ├── instructions-level1-stories.md
│ ├── instructions.md # Level 0-1 tech-spec instructions
│ ├── tech-spec-template.md # Technical Specification template
│ ├── user-story-template.md # Story template for Level 0/1
│ └── workflow.yaml
├── gdd/
│ ├── instructions-gdd.md # Game Design Document instructions
│ ├── gdd-template.md # GDD template
│ ├── game-types.csv # Genre catalog
│ ├── game-types/ # Genre-specific templates
│ └── workflow.yaml
├── narrative/
│ ├── instructions-narrative.md # Narrative design instructions
│ ├── narrative-template.md # Narrative planning template
│ └── workflow.yaml
└── ux/
├── instructions-ux.md # UX specification instructions
├── ux-spec-template.md # UX specification template
└── workflow.yaml
```
## Workflow Process
### Phase 1: Assessment and Routing (Steps 1-5)
- **Project Analysis**: Determines project type (greenfield/brownfield/legacy)
- **Scope Assessment**: Classifies into 5 levels based on complexity
- **Document Discovery**: Identifies existing inputs and documentation
- **Workflow Routing**: Loads appropriate instruction set based on level
- **Continuation Handling**: Resumes from previous work when applicable
### Phase 2: Level-Specific Planning (Steps vary by level)
**Level 0 (Single File Change / Bug Fix)**:
- Tech-spec only workflow
- Single story implementation plan
- Direct to Phase 4 (implementation)
**Level 1 (Small Feature)**:
- Tech-spec only workflow
- Epic breakdown with 2-5 stories
- Direct to Phase 4 (implementation)
**Level 2 (Feature Set / Small Project)**:
- PRD workflow (strategic product document)
- Generates `PRD.md` and `epics.md`
- Then runs tech-spec workflow (lightweight solutioning)
- Then to Phase 4 (implementation)
**Level 3-4 (Medium to Enterprise Projects)**:
- PRD workflow (comprehensive product specification)
- Generates `PRD.md` and `epics.md`
- Hands off to Phase 3 (solution-architecture workflow)
- Full architecture design before implementation
### Phase 3: Validation and Handoff (Final steps)
- **Document Review**: Validates outputs against checklists
- **Architect Preparation**: For Level 3-4, prepares handoff materials
- **Next Steps**: Provides guidance for development phase
## Output
### Generated Files
- **Primary output**: PRD.md (except Level 0), tech-spec.md, bmm-workflow-status.md
- **Supporting files**: epics.md (Level 2-4), PRD-validation-report.md (if validation run)
### Output Structure by Level
**Level 0 - Tech Spec Only**:
- `tech-spec.md` - Single story implementation plan
- Direct to implementation
**Level 1 - Tech Spec with Epic Breakdown**:
- `tech-spec.md` - Epic breakdown with 2-5 stories
- Direct to implementation
**Level 2 - PRD + Tech Spec**:
- `PRD.md` - Strategic product document (goals, requirements, user journeys, UX principles, UI goals, epic list, scope)
- `epics.md` - Tactical implementation roadmap (detailed story breakdown)
- `tech-spec.md` - Lightweight technical planning (generated after PRD)
- Then to implementation
**Level 3-4 - PRD + Full Architecture**:
- `PRD.md` - Comprehensive product specification
- `epics.md` - Complete epic/story breakdown
- Hands off to solution-architecture workflow (Phase 3)
- `solution-architecture.md` - Generated by architect workflow
- Then to implementation
## Requirements
- **Input Documents**: Product brief and/or market research (recommended but not required)
- **Project Configuration**: Valid config.yaml with project_name and output_folder
- **Assessment Readiness**: Clear understanding of project scope and objectives
## Best Practices
### Before Starting
1. **Gather Context**: Collect any existing product briefs, market research, or requirements
2. **Define Scope**: Have a clear sense of project boundaries and complexity
3. **Prepare Stakeholders**: Ensure key stakeholders are available for input if needed
### During Execution
1. **Be Honest About Scope**: Accurate assessment ensures appropriate planning depth
2. **Leverage Existing Work**: Reference previous documents and avoid duplication
3. **Think Incrementally**: Remember that planning can evolve - start with what you know
### After Completion
1. **Validate Against Checklist**: Use included validation criteria to ensure completeness
2. **Share with Stakeholders**: Distribute appropriate documents to relevant team members
3. **Prepare for Architecture**: For Level 3-4 projects, ensure architect has complete context
## Troubleshooting
### Common Issues
**Issue**: Workflow creates wrong level of documentation
- **Solution**: Review project assessment and restart with correct scope classification
- **Check**: Verify the bmm-workflow-status.md reflects actual project complexity
**Issue**: Missing input documents cause incomplete planning
- **Solution**: Gather recommended inputs or proceed with manual context gathering
- **Check**: Ensure critical business context is captured even without formal documents
**Issue**: Continuation from previous session fails
- **Solution**: Check for existing bmm-workflow-status.md and ensure output folder is correct
- **Check**: Verify previous session completed at a valid checkpoint
## Customization
To customize this workflow:
1. **Modify Assessment Logic**: Update instructions-router.md to adjust level classification
2. **Adjust Templates**: Customize PRD, tech-spec, or epic templates for organizational needs
3. **Add Validation**: Extend checklist.md with organization-specific quality criteria
4. **Configure Outputs**: Modify workflow.yaml to change file naming or structure
## Version History
- **v6.0.0** - Scale-adaptive architecture with intelligent routing
- Multi-level project support (0-4)
- Continuation and resumption capabilities
- Template-driven output generation
- Input document integration
## Support
For issues or questions:
- Review the workflow creation guide at `/bmad/bmb/workflows/create-workflow/workflow-creation-guide.md`
- Validate output using `checklist.md`
- Consult project assessment in `bmm-workflow-status.md`
- Check continuation status in existing output documents
---
_Part of the BMad Method v6 - BMM (Method) Module_

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

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# GDD Workflow Validation Checklist
**Purpose**: Validate GDD workflow outputs are complete, playable, and ready for solutioning.
**Scope**: All game project levels (0-4)
**Expected Outputs**: GDD.md, epics.md
---
## 1. Output Files Exist
- [ ] GDD.md created in output folder
- [ ] epics.md created in output folder (separate file)
- [ ] bmm-workflow-status.md updated
- [ ] No unfilled {{template_variables}}
---
## 2. Core Gameplay Definition (CRITICAL)
### Game Pillars
- [ ] **2-4 game pillars defined** (fundamental gameplay elements)
- [ ] Each pillar is game-defining (not superficial)
- [ ] Pillars are distinct (don't overlap)
### Core Gameplay Loop
- [ ] **Complete cycle documented** (what player does repeatedly)
- [ ] Loop shows: player action → outcome → reward → motivation to repeat
- [ ] Loop sounds compelling and repeatable
### Win/Loss Conditions
- [ ] Victory conditions clearly defined
- [ ] Failure conditions defined (or N/A for sandbox games)
- [ ] Conditions are testable
---
## 3. Game Mechanics and Systems
### Mechanics
- [ ] Primary mechanics described in detail
- [ ] Mechanics support the game pillars
- [ ] Player interaction with mechanics is clear
### Progression
- [ ] Player progression system defined (skill/power/unlock/narrative)
- [ ] Difficulty curve explained
- [ ] Progression feels rewarding
### Platform and Controls
- [ ] Target platforms specified
- [ ] Control scheme appropriate for platforms
- [ ] Input method clear (keyboard/gamepad/touch/etc.)
---
## 4. Story Quality (If epics.md exists)
### Epic Structure
- [ ] Epics represent deliverable game features
- [ ] Epic sequence makes sense for game development
- [ ] Stories show implementation path
### Story Sequencing (If stories present)
- [ ] **Vertical slices**: Each story delivers playable functionality
- [ ] **Sequential ordering**: Stories build progressively
- [ ] **No forward dependencies**: Each story builds on previous work only
- [ ] Stories result in testable game features
---
## 5. Technical Specifications
### Performance and Platform
- [ ] Performance requirements specified (frame rate, resolution, etc.)
- [ ] Platform-specific considerations noted
- [ ] Asset requirements estimated
### Production Scope
- [ ] Art requirements realistic for project scale
- [ ] Audio requirements documented
- [ ] Scope matches project level and resources
---
## 6. Narrative Integration (If Applicable)
**If narrative-design.md was generated:**
- [ ] Narrative aligns with GDD game design
- [ ] Story supports gameplay (not fighting it)
- [ ] Tone consistent across GDD and narrative docs
---
## 7. Consistency
- [ ] Epic titles match between GDD.md and epics.md
- [ ] Game type identified and appropriate
- [ ] Terminology consistent throughout
- [ ] No contradictions between sections
---
## 8. Readiness for Solutioning
- [ ] Sufficient detail for engine/platform selection
- [ ] Game systems defined enough for technical architecture
- [ ] Clear what needs to be built
- [ ] Playable vision (reader can envision playing the game)
---
## 9. Critical Failures (Auto-Fail)
- [ ]**No core gameplay loop** (can't be a game without this)
- [ ]**No game pillars** (game-defining elements missing)
- [ ]**No mechanics** (what does player actually DO?)
- [ ]**No epics.md file** (implementation roadmap required)
- [ ]**Engine/tech in GDD** (should defer to solutioning workflow)
---
## Validation Notes
**Document any findings:**
- Game concept strength: [Compelling / Interesting / Unclear / Weak]
- Strengths:
- Issues to address:
- Recommended actions:
**Ready for solutioning?** [Yes / No - explain]
---
_Adapt based on game type and narrative complexity. Core gameplay must always be solid._

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id,name,description,genre_tags,fragment_file
action-platformer,Action Platformer,"Side-scrolling or 3D platforming with combat mechanics","action,platformer,combat,movement",action-platformer.md
puzzle,Puzzle,"Logic-based challenges and problem-solving","puzzle,logic,cerebral",puzzle.md
rpg,RPG,"Character progression, stats, inventory, quests","rpg,stats,inventory,quests,narrative",rpg.md
strategy,Strategy,"Resource management, tactical decisions, long-term planning","strategy,tactics,resources,planning",strategy.md
shooter,Shooter,"Projectile combat, aiming mechanics, arena/level design","shooter,combat,aiming,fps,tps",shooter.md
adventure,Adventure,"Story-driven exploration and narrative","adventure,narrative,exploration,story",adventure.md
simulation,Simulation,"Realistic systems, management, building","simulation,management,sandbox,systems",simulation.md
roguelike,Roguelike,"Procedural generation, permadeath, run-based progression","roguelike,procedural,permadeath,runs",roguelike.md
moba,MOBA,"Multiplayer team battles, hero/champion selection, lanes","moba,multiplayer,pvp,heroes,lanes",moba.md
fighting,Fighting,"1v1 combat, combos, frame data, competitive","fighting,combat,competitive,combos,pvp",fighting.md
racing,Racing,"Vehicle control, tracks, speed, lap times","racing,vehicles,tracks,speed",racing.md
sports,Sports,"Team-based or individual sports simulation","sports,teams,realistic,physics",sports.md
survival,Survival,"Resource gathering, crafting, persistent threats","survival,crafting,resources,danger",survival.md
horror,Horror,"Atmosphere, tension, limited resources, fear mechanics","horror,atmosphere,tension,fear",horror.md
idle-incremental,Idle/Incremental,"Passive progression, upgrades, automation","idle,incremental,automation,progression",idle-incremental.md
card-game,Card Game,"Deck building, card mechanics, turn-based strategy","card,deck-building,strategy,turns",card-game.md
tower-defense,Tower Defense,"Wave-based defense, tower placement, resource management","tower-defense,waves,placement,strategy",tower-defense.md
metroidvania,Metroidvania,"Interconnected world, ability gating, exploration","metroidvania,exploration,abilities,interconnected",metroidvania.md
visual-novel,Visual Novel,"Narrative choices, branching story, dialogue","visual-novel,narrative,choices,story",visual-novel.md
rhythm,Rhythm,"Music synchronization, timing-based gameplay","rhythm,music,timing,beats",rhythm.md
turn-based-tactics,Turn-Based Tactics,"Grid-based movement, turn order, positioning","tactics,turn-based,grid,positioning",turn-based-tactics.md
sandbox,Sandbox,"Creative freedom, building, minimal objectives","sandbox,creative,building,freedom",sandbox.md
text-based,Text-Based,"Text input/output, parser or choice-based","text,parser,interactive-fiction,mud",text-based.md
party-game,Party Game,"Local multiplayer, minigames, casual fun","party,multiplayer,minigames,casual",party-game.md
1 id name description genre_tags fragment_file
2 action-platformer Action Platformer Side-scrolling or 3D platforming with combat mechanics action,platformer,combat,movement action-platformer.md
3 puzzle Puzzle Logic-based challenges and problem-solving puzzle,logic,cerebral puzzle.md
4 rpg RPG Character progression, stats, inventory, quests rpg,stats,inventory,quests,narrative rpg.md
5 strategy Strategy Resource management, tactical decisions, long-term planning strategy,tactics,resources,planning strategy.md
6 shooter Shooter Projectile combat, aiming mechanics, arena/level design shooter,combat,aiming,fps,tps shooter.md
7 adventure Adventure Story-driven exploration and narrative adventure,narrative,exploration,story adventure.md
8 simulation Simulation Realistic systems, management, building simulation,management,sandbox,systems simulation.md
9 roguelike Roguelike Procedural generation, permadeath, run-based progression roguelike,procedural,permadeath,runs roguelike.md
10 moba MOBA Multiplayer team battles, hero/champion selection, lanes moba,multiplayer,pvp,heroes,lanes moba.md
11 fighting Fighting 1v1 combat, combos, frame data, competitive fighting,combat,competitive,combos,pvp fighting.md
12 racing Racing Vehicle control, tracks, speed, lap times racing,vehicles,tracks,speed racing.md
13 sports Sports Team-based or individual sports simulation sports,teams,realistic,physics sports.md
14 survival Survival Resource gathering, crafting, persistent threats survival,crafting,resources,danger survival.md
15 horror Horror Atmosphere, tension, limited resources, fear mechanics horror,atmosphere,tension,fear horror.md
16 idle-incremental Idle/Incremental Passive progression, upgrades, automation idle,incremental,automation,progression idle-incremental.md
17 card-game Card Game Deck building, card mechanics, turn-based strategy card,deck-building,strategy,turns card-game.md
18 tower-defense Tower Defense Wave-based defense, tower placement, resource management tower-defense,waves,placement,strategy tower-defense.md
19 metroidvania Metroidvania Interconnected world, ability gating, exploration metroidvania,exploration,abilities,interconnected metroidvania.md
20 visual-novel Visual Novel Narrative choices, branching story, dialogue visual-novel,narrative,choices,story visual-novel.md
21 rhythm Rhythm Music synchronization, timing-based gameplay rhythm,music,timing,beats rhythm.md
22 turn-based-tactics Turn-Based Tactics Grid-based movement, turn order, positioning tactics,turn-based,grid,positioning turn-based-tactics.md
23 sandbox Sandbox Creative freedom, building, minimal objectives sandbox,creative,building,freedom sandbox.md
24 text-based Text-Based Text input/output, parser or choice-based text,parser,interactive-fiction,mud text-based.md
25 party-game Party Game Local multiplayer, minigames, casual fun party,multiplayer,minigames,casual party-game.md

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## Action Platformer Specific Elements
### Movement System
{{movement_mechanics}}
**Core movement abilities:**
- Jump mechanics (height, air control, coyote time)
- Running/walking speed
- Special movement (dash, wall-jump, double-jump, etc.)
### Combat System
{{combat_system}}
**Combat mechanics:**
- Attack types (melee, ranged, special)
- Combo system
- Enemy AI behavior patterns
- Hit feedback and impact
### Level Design Patterns
{{level_design_patterns}}
**Level structure:**
- Platforming challenges
- Combat arenas
- Secret areas and collectibles
- Checkpoint placement
- Difficulty spikes and pacing
### Player Abilities and Unlocks
{{player_abilities}}
**Ability progression:**
- Starting abilities
- Unlockable abilities
- Ability synergies
- Upgrade paths

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## Adventure Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
- Detailed story structure and beats
- Character profiles and arcs
- World lore and history
- Dialogue framework
- Environmental storytelling
</narrative-workflow-recommended>
### Exploration Mechanics
{{exploration_mechanics}}
**Exploration design:**
- World structure (linear, open, hub-based, interconnected)
- Movement and traversal
- Observation and inspection mechanics
- Discovery rewards (story reveals, items, secrets)
- Pacing of exploration vs. story
### Story Integration
{{story_integration}}
**Narrative gameplay:**
- Story delivery methods (cutscenes, in-game, environmental)
- Player agency in story (linear, branching, player-driven)
- Story pacing (acts, beats, tension/release)
- Character introduction and development
- Climax and resolution structure
**Note:** Detailed story elements (plot, characters, lore) belong in the Narrative Design Document.
### Puzzle Systems
{{puzzle_systems}}
**Puzzle integration:**
- Puzzle types (inventory, logic, environmental, dialogue)
- Puzzle difficulty curve
- Hint systems
- Puzzle-story connection (narrative purpose)
- Optional vs. required puzzles
### Character Interaction
{{character_interaction}}
**NPC systems:**
- Dialogue system (branching, linear, choice-based)
- Character relationships
- NPC schedules/behaviors
- Companion mechanics (if applicable)
- Memorable character moments
### Inventory and Items
{{inventory_items}}
**Item systems:**
- Inventory scope (key items, collectibles, consumables)
- Item examination/description
- Combination/crafting (if applicable)
- Story-critical items vs. optional items
- Item-based progression gates
### Environmental Storytelling
{{environmental_storytelling}}
**World narrative:**
- Visual storytelling techniques
- Audio atmosphere
- Readable documents (journals, notes, signs)
- Environmental clues
- Show vs. tell balance

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## Card Game Specific Elements
### Card Types and Effects
{{card_types}}
**Card design:**
- Card categories (creatures, spells, enchantments, etc.)
- Card rarity tiers (common, rare, epic, legendary)
- Card attributes (cost, power, health, etc.)
- Effect types (damage, healing, draw, control, etc.)
- Keywords and abilities
- Card synergies
### Deck Building
{{deck_building}}
**Deck construction:**
- Deck size limits (minimum, maximum)
- Card quantity limits (e.g., max 2 copies)
- Class/faction restrictions
- Deck archetypes (aggro, control, combo, midrange)
- Sideboard mechanics (if applicable)
- Pre-built vs. custom decks
### Mana/Resource System
{{mana_resources}}
**Resource mechanics:**
- Mana generation (per turn, from cards, etc.)
- Mana curve design
- Resource types (colored mana, energy, etc.)
- Ramp mechanics
- Resource denial strategies
### Turn Structure
{{turn_structure}}
**Game flow:**
- Turn phases (draw, main, combat, end)
- Priority and response windows
- Simultaneous vs. alternating turns
- Time limits per turn
- Match length targets
### Card Collection and Progression
{{collection_progression}}
**Player progression:**
- Card acquisition (packs, rewards, crafting)
- Deck unlocks
- Currency systems (gold, dust, wildcards)
- Free-to-play balance
- Collection completion incentives
### Game Modes
{{game_modes}}
**Mode variety:**
- Ranked ladder
- Draft/Arena modes
- Campaign/story mode
- Casual/unranked
- Special event modes
- Tournament formats

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## Fighting Game Specific Elements
### Character Roster
{{character_roster}}
**Fighter design:**
- Roster size (launch + planned DLC)
- Character archetypes (rushdown, zoner, grappler, all-rounder, etc.)
- Move list diversity
- Complexity tiers (beginner vs. expert characters)
- Balance philosophy (everyone viable vs. tier system)
### Move Lists and Frame Data
{{moves_frame_data}}
**Combat mechanics:**
- Normal moves (light, medium, heavy)
- Special moves (quarter-circle, charge, etc.)
- Super/ultimate moves
- Frame data (startup, active, recovery, advantage)
- Hit/hurt boxes
- Command inputs vs. simplified inputs
### Combo System
{{combo_system}}
**Combo design:**
- Combo structure (links, cancels, chains)
- Juggle system
- Wall/ground bounces
- Combo scaling
- Reset opportunities
- Optimal vs. practical combos
### Defensive Mechanics
{{defensive_mechanics}}
**Defense options:**
- Blocking (high, low, crossup protection)
- Dodging/rolling/backdashing
- Parries/counters
- Pushblock/advancing guard
- Invincibility frames
- Escape options (burst, breaker, etc.)
### Stage Design
{{stage_design}}
**Arena design:**
- Stage size and boundaries
- Wall mechanics (wall combos, wall break)
- Interactive elements
- Ring-out mechanics (if applicable)
- Visual clarity vs. aesthetics
### Single Player Modes
{{single_player}}
**Offline content:**
- Arcade/story mode
- Training mode features
- Mission/challenge mode
- Boss fights
- Unlockables
### Competitive Features
{{competitive_features}}
**Tournament-ready:**
- Ranked matchmaking
- Lobby systems
- Replay features
- Frame delay/rollback netcode
- Spectator mode
- Tournament mode

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## Horror Game Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-important**. Consider running the Narrative Design workflow after completing the GDD to create:
- Detailed story structure and scares
- Character backstories and motivations
- World lore and mythology
- Environmental storytelling
- Tension pacing and narrative beats
</narrative-workflow-recommended>
### Atmosphere and Tension Building
{{atmosphere}}
**Horror atmosphere:**
- Visual design (lighting, shadows, color palette)
- Audio design (soundscape, silence, music cues)
- Environmental storytelling
- Pacing of tension and release
- Jump scares vs. psychological horror
- Safe zones vs. danger zones
### Fear Mechanics
{{fear_mechanics}}
**Core horror systems:**
- Visibility/darkness mechanics
- Limited resources (ammo, health, light)
- Vulnerability (combat avoidance, hiding)
- Sanity/fear meter (if applicable)
- Pursuer/stalker mechanics
- Detection systems (line of sight, sound)
### Enemy/Threat Design
{{enemy_threat}}
**Threat systems:**
- Enemy types (stalker, environmental, psychological)
- Enemy behavior (patrol, hunt, ambush)
- Telegraphing and tells
- Invincible vs. killable enemies
- Boss encounters
- Encounter frequency and pacing
### Resource Scarcity
{{resource_scarcity}}
**Limited resources:**
- Ammo/weapon durability
- Health items
- Light sources (batteries, fuel)
- Save points (if limited)
- Inventory constraints
- Risk vs. reward of exploration
### Safe Zones and Respite
{{safe_zones}}
**Tension management:**
- Safe room design
- Save point placement
- Temporary refuge mechanics
- Calm before storm pacing
- Item management areas
### Puzzle Integration
{{puzzles}}
**Environmental puzzles:**
- Puzzle types (locks, codes, environmental)
- Difficulty balance (accessibility vs. challenge)
- Hint systems
- Puzzle-tension balance
- Narrative purpose of puzzles

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## Idle/Incremental Game Specific Elements
### Core Click/Interaction
{{core_interaction}}
**Primary mechanic:**
- Click action (what happens on click)
- Click value progression
- Auto-click mechanics
- Combo/streak systems (if applicable)
- Satisfaction and feedback (visual, audio)
### Upgrade Trees
{{upgrade_trees}}
**Upgrade systems:**
- Upgrade categories (click power, auto-generation, multipliers)
- Upgrade costs and scaling
- Unlock conditions
- Synergies between upgrades
- Upgrade branches and choices
- Meta-upgrades (affect future runs)
### Automation Systems
{{automation}}
**Passive mechanics:**
- Auto-clicker unlocks
- Manager/worker systems
- Multiplier stacking
- Offline progression
- Automation tiers
- Balance between active and idle play
### Prestige and Reset Mechanics
{{prestige_reset}}
**Long-term progression:**
- Prestige conditions (when to reset)
- Persistent bonuses after reset
- Prestige currency
- Multiple prestige layers (if applicable)
- Scaling between runs
- Endgame infinite scaling
### Number Balancing
{{number_balancing}}
**Economy design:**
- Exponential growth curves
- Notation systems (K, M, B, T or scientific)
- Soft caps and plateaus
- Time gates
- Pacing of progression
- Wall breaking mechanics
### Meta-Progression
{{meta_progression}}
**Long-term engagement:**
- Achievement system
- Collectibles
- Alternate game modes
- Seasonal content
- Challenge runs
- Endgame goals

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## Metroidvania Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-moderate**. Consider running the Narrative Design workflow after completing the GDD to create:
- World lore and environmental storytelling
- Character encounters and NPC arcs
- Backstory reveals through exploration
- Optional narrative depth
</narrative-workflow-recommended>
### Interconnected World Map
{{world_map}}
**Map design:**
- World structure (regions, zones, biomes)
- Interconnection points (shortcuts, elevators, warps)
- Verticality and layering
- Secret areas
- Map reveal mechanics
- Fast travel system (if applicable)
### Ability-Gating System
{{ability_gating}}
**Progression gates:**
- Core abilities (double jump, dash, wall climb, swim, etc.)
- Ability locations and pacing
- Soft gates vs. hard gates
- Optional abilities
- Sequence breaking considerations
- Ability synergies
### Backtracking Design
{{backtracking}}
**Return mechanics:**
- Obvious backtrack opportunities
- Hidden backtrack rewards
- Fast travel to reduce tedium
- Enemy respawn considerations
- Changed world state (if applicable)
- Completionist incentives
### Exploration Rewards
{{exploration_rewards}}
**Discovery incentives:**
- Health/energy upgrades
- Ability upgrades
- Collectibles (lore, cosmetics)
- Secret bosses
- Optional areas
- Completion percentage tracking
### Combat System
{{combat_system}}
**Combat mechanics:**
- Attack types (melee, ranged, magic)
- Boss fight design
- Enemy variety and placement
- Combat progression
- Defensive options
- Difficulty balance
### Sequence Breaking
{{sequence_breaking}}
**Advanced play:**
- Intended vs. unintended skips
- Speedrun considerations
- Difficulty of sequence breaks
- Reward for sequence breaking
- Developer stance on breaks
- Game completion without all abilities

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## MOBA Specific Elements
### Hero/Champion Roster
{{hero_roster}}
**Character design:**
- Hero count (initial roster, planned additions)
- Hero roles (tank, support, carry, assassin, mage, etc.)
- Unique abilities per hero (Q, W, E, R + passive)
- Hero complexity tiers (beginner-friendly vs. advanced)
- Visual and thematic diversity
- Counter-pick dynamics
### Lane Structure and Map
{{lane_map}}
**Map design:**
- Lane configuration (3-lane, 2-lane, custom)
- Jungle/neutral areas
- Objective locations (towers, inhibitors, nexus/ancient)
- Spawn points and fountains
- Vision mechanics (wards, fog of war)
### Item and Build System
{{item_build}}
**Itemization:**
- Item categories (offensive, defensive, utility, consumables)
- Gold economy
- Build paths and item trees
- Situational itemization
- Starting items vs. late-game items
### Team Composition and Roles
{{team_composition}}
**Team strategy:**
- Role requirements (1-3-1, 2-1-2, etc.)
- Team synergies
- Draft/ban phase (if applicable)
- Meta considerations
- Flexible vs. rigid compositions
### Match Phases
{{match_phases}}
**Game flow:**
- Early game (laning phase)
- Mid game (roaming, objectives)
- Late game (team fights, sieging)
- Phase transition mechanics
- Comeback mechanics
### Objectives and Win Conditions
{{objectives_victory}}
**Strategic objectives:**
- Primary objective (destroy base/nexus/ancient)
- Secondary objectives (towers, dragons, baron, roshan, etc.)
- Neutral camps
- Vision control objectives
- Time limits and sudden death (if applicable)

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## Party Game Specific Elements
### Minigame Variety
{{minigame_variety}}
**Minigame design:**
- Minigame count (launch + DLC)
- Genre variety (racing, puzzle, reflex, trivia, etc.)
- Minigame length (15-60 seconds typical)
- Skill vs. luck balance
- Team vs. FFA minigames
- Accessibility across skill levels
### Turn Structure
{{turn_structure}}
**Game flow:**
- Board game structure (if applicable)
- Turn order (fixed, random, earned)
- Turn actions (roll dice, move, minigame, etc.)
- Event spaces
- Special mechanics (warp, steal, bonus)
- Match length (rounds, turns, time)
### Player Elimination vs. Points
{{scoring_elimination}}
**Competition design:**
- Points-based (everyone plays to the end)
- Elimination (last player standing)
- Hybrid systems
- Comeback mechanics
- Handicap systems
- Victory conditions
### Local Multiplayer UX
{{local_multiplayer}}
**Couch co-op design:**
- Controller sharing vs. individual controllers
- Screen layout (split-screen, shared screen)
- Turn clarity (whose turn indicators)
- Spectator experience (watching others play)
- Player join/drop mechanics
- Tutorial integration for new players
### Accessibility and Skill Range
{{accessibility}}
**Inclusive design:**
- Skill floor (easy to understand)
- Skill ceiling (depth for experienced players)
- Luck elements to balance skill gaps
- Assist modes or handicaps
- Child-friendly content
- Colorblind modes and accessibility
### Session Length
{{session_length}}
**Time management:**
- Quick play (5-10 minutes)
- Standard match (15-30 minutes)
- Extended match (30+ minutes)
- Drop-in/drop-out support
- Pause and resume
- Party management (hosting, invites)

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## Puzzle Game Specific Elements
### Core Puzzle Mechanics
{{puzzle_mechanics}}
**Puzzle elements:**
- Primary puzzle mechanic(s)
- Supporting mechanics
- Mechanic interactions
- Constraint systems
### Puzzle Progression
{{puzzle_progression}}
**Difficulty progression:**
- Tutorial/introduction puzzles
- Core concept puzzles
- Combined mechanic puzzles
- Expert/bonus puzzles
- Pacing and difficulty curve
### Level Structure
{{level_structure}}
**Level organization:**
- Number of levels/puzzles
- World/chapter grouping
- Unlock progression
- Optional/bonus content
### Player Assistance
{{player_assistance}}
**Help systems:**
- Hint system
- Undo/reset mechanics
- Skip puzzle options
- Tutorial integration
### Replayability
{{replayability}}
**Replay elements:**
- Par time/move goals
- Perfect solution challenges
- Procedural generation (if applicable)
- Daily/weekly puzzles
- Challenge modes

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## Racing Game Specific Elements
### Vehicle Handling and Physics
{{vehicle_physics}}
**Handling systems:**
- Physics model (arcade vs. simulation vs. hybrid)
- Vehicle stats (speed, acceleration, handling, braking, weight)
- Drift mechanics
- Collision physics
- Vehicle damage system (if applicable)
### Vehicle Roster
{{vehicle_roster}}
**Vehicle design:**
- Vehicle types (cars, bikes, boats, etc.)
- Vehicle classes (lightweight, balanced, heavyweight)
- Unlock progression
- Customization options (visual, performance)
- Balance considerations
### Track Design
{{track_design}}
**Course design:**
- Track variety (circuits, point-to-point, open world)
- Track length and lap counts
- Hazards and obstacles
- Shortcuts and alternate paths
- Track-specific mechanics
- Environmental themes
### Race Mechanics
{{race_mechanics}}
**Core racing:**
- Starting mechanics (countdown, reaction time)
- Checkpoint system
- Lap tracking and position
- Slipstreaming/drafting
- Pit stops (if applicable)
- Weather and time-of-day effects
### Powerups and Boost
{{powerups_boost}}
**Enhancement systems (if arcade-style):**
- Powerup types (offensive, defensive, utility)
- Boost mechanics (drift boost, nitro, slipstream)
- Item balance
- Counterplay mechanics
- Powerup placement on track
### Game Modes
{{game_modes}}
**Mode variety:**
- Standard race
- Time trial
- Elimination/knockout
- Battle/arena modes
- Career/campaign mode
- Online multiplayer modes
### Progression and Unlocks
{{progression}}
**Player advancement:**
- Career structure
- Unlockable vehicles and tracks
- Currency/rewards system
- Achievements and challenges
- Skill-based unlocks vs. time-based

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## Rhythm Game Specific Elements
### Music Synchronization
{{music_sync}}
**Core mechanics:**
- Beat/rhythm detection
- Note types (tap, hold, slide, etc.)
- Synchronization accuracy
- Audio-visual feedback
- Lane systems (4-key, 6-key, circular, etc.)
- Offset calibration
### Note Charts and Patterns
{{note_charts}}
**Chart design:**
- Charting philosophy (fun, challenge, accuracy to song)
- Pattern vocabulary (streams, jumps, chords, etc.)
- Difficulty representation
- Special patterns (gimmicks, memes)
- Chart preview
- Custom chart support (if applicable)
### Timing Windows
{{timing_windows}}
**Judgment system:**
- Judgment tiers (perfect, great, good, bad, miss)
- Timing windows (frame-perfect vs. lenient)
- Visual feedback for timing
- Audio feedback
- Combo system
- Health/life system (if applicable)
### Scoring System
{{scoring}}
**Score design:**
- Base score calculation
- Combo multipliers
- Accuracy weighting
- Max score calculation
- Grade/rank system (S, A, B, C)
- Leaderboards and competition
### Difficulty Tiers
{{difficulty_tiers}}
**Progression:**
- Difficulty levels (easy, normal, hard, expert, etc.)
- Difficulty representation (stars, numbers)
- Unlock conditions
- Difficulty curve
- Accessibility options
- Expert+ content
### Song Selection
{{song_selection}}
**Music library:**
- Song count (launch + planned DLC)
- Genre diversity
- Licensing vs. original music
- Song length targets
- Song unlock progression
- Favorites and playlists

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## Roguelike Specific Elements
### Run Structure
{{run_structure}}
**Run design:**
- Run length (time, stages)
- Starting conditions
- Difficulty scaling per run
- Victory conditions
### Procedural Generation
{{procedural_generation}}
**Generation systems:**
- Level generation algorithm
- Enemy placement
- Item/loot distribution
- Biome/theme variation
- Seed system (if deterministic)
### Permadeath and Progression
{{permadeath_progression}}
**Death mechanics:**
- Permadeath rules
- What persists between runs
- Meta-progression systems
- Unlock conditions
### Item and Upgrade System
{{item_upgrade_system}}
**Item mechanics:**
- Item types (passive, active, consumable)
- Rarity system
- Item synergies
- Build variety
- Curse/risk mechanics
### Character Selection
{{character_selection}}
**Playable characters:**
- Starting characters
- Unlockable characters
- Character unique abilities
- Character playstyle differences
### Difficulty Modifiers
{{difficulty_modifiers}}
**Challenge systems:**
- Difficulty tiers
- Modifiers/curses
- Challenge runs
- Achievement conditions

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## RPG Specific Elements
### Character System
{{character_system}}
**Character attributes:**
- Stats (Strength, Dexterity, Intelligence, etc.)
- Classes/roles
- Leveling system
- Skill trees
### Inventory and Equipment
{{inventory_equipment}}
**Equipment system:**
- Item types (weapons, armor, accessories)
- Rarity tiers
- Item stats and modifiers
- Inventory management
### Quest System
{{quest_system}}
**Quest structure:**
- Main story quests
- Side quests
- Quest tracking
- Branching questlines
- Quest rewards
### World and Exploration
{{world_exploration}}
**World design:**
- Map structure (open world, hub-based, linear)
- Towns and safe zones
- Dungeons and combat zones
- Fast travel system
- Points of interest
### NPC and Dialogue
{{npc_dialogue}}
**NPC interaction:**
- Dialogue trees
- Relationship/reputation system
- Companion system
- Merchant NPCs
### Combat System
{{combat_system}}
**Combat mechanics:**
- Combat style (real-time, turn-based, tactical)
- Ability system
- Magic/skill system
- Status effects
- Party composition (if applicable)

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## Sandbox Game Specific Elements
### Creation Tools
{{creation_tools}}
**Building mechanics:**
- Tool types (place, delete, modify, paint)
- Object library (blocks, props, entities)
- Precision controls (snap, free, grid)
- Copy/paste and templates
- Undo/redo system
- Import/export functionality
### Physics and Building Systems
{{physics_building}}
**System simulation:**
- Physics engine (rigid body, soft body, fluids)
- Structural integrity (if applicable)
- Destruction mechanics
- Material properties
- Constraint systems (joints, hinges, motors)
- Interactive simulations
### Sharing and Community
{{sharing_community}}
**Social features:**
- Creation sharing (workshop, gallery)
- Discoverability (search, trending, featured)
- Rating and feedback systems
- Collaboration tools
- Modding support
- User-generated content moderation
### Constraints and Rules
{{constraints_rules}}
**Game design:**
- Creative mode (unlimited resources, no objectives)
- Challenge mode (limited resources, objectives)
- Budget/point systems (if competitive)
- Build limits (size, complexity)
- Rulesets and game modes
- Victory conditions (if applicable)
### Tools and Editing
{{tools_editing}}
**Advanced features:**
- Logic gates/scripting (if applicable)
- Animation tools
- Terrain editing
- Weather/environment controls
- Lighting and effects
- Testing/preview modes
### Emergent Gameplay
{{emergent_gameplay}}
**Player creativity:**
- Unintended creations (embracing exploits)
- Community-defined challenges
- Speedrunning player creations
- Cross-creation interaction
- Viral moments and showcases
- Evolution of the meta

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## Shooter Specific Elements
### Weapon Systems
{{weapon_systems}}
**Weapon design:**
- Weapon types (pistol, rifle, shotgun, sniper, explosive, etc.)
- Weapon stats (damage, fire rate, accuracy, reload time, ammo capacity)
- Weapon progression (starting weapons, unlocks, upgrades)
- Weapon feel (recoil patterns, sound design, impact feedback)
- Balance considerations (risk/reward, situational use)
### Aiming and Combat Mechanics
{{aiming_combat}}
**Combat systems:**
- Aiming system (first-person, third-person, twin-stick, lock-on)
- Hit detection (hitscan vs. projectile)
- Accuracy mechanics (spread, recoil, movement penalties)
- Critical hits / weak points
- Melee integration (if applicable)
### Enemy Design and AI
{{enemy_ai}}
**Enemy systems:**
- Enemy types (fodder, elite, tank, ranged, melee, boss)
- AI behavior patterns (aggressive, defensive, flanking, cover use)
- Spawn systems (waves, triggers, procedural)
- Difficulty scaling (health, damage, AI sophistication)
- Enemy tells and telegraphing
### Arena and Level Design
{{arena_level_design}}
**Level structure:**
- Arena flow (choke points, open spaces, verticality)
- Cover system design (destructible, dynamic, static)
- Spawn points and safe zones
- Power-up placement
- Environmental hazards
- Sightlines and engagement distances
### Multiplayer Considerations
{{multiplayer}}
**Multiplayer systems (if applicable):**
- Game modes (deathmatch, team deathmatch, objective-based, etc.)
- Map design for PvP
- Loadout systems
- Matchmaking and ranking
- Balance considerations (skill ceiling, counter-play)

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## Simulation Specific Elements
### Core Simulation Systems
{{simulation_systems}}
**What's being simulated:**
- Primary simulation focus (city, farm, business, ecosystem, etc.)
- Simulation depth (abstract vs. realistic)
- System interconnections
- Emergent behaviors
- Simulation tickrate and performance
### Management Mechanics
{{management_mechanics}}
**Management systems:**
- Resource management (budget, materials, time)
- Decision-making mechanics
- Automation vs. manual control
- Delegation systems (if applicable)
- Efficiency optimization
### Building and Construction
{{building_construction}}
**Construction systems:**
- Placeable objects/structures
- Grid system (free placement, snap-to-grid, tiles)
- Building prerequisites and unlocks
- Upgrade/demolition mechanics
- Space constraints and planning
### Economic and Resource Loops
{{economic_loops}}
**Economic design:**
- Income sources
- Expenses and maintenance
- Supply chains (if applicable)
- Market dynamics
- Economic balance and pacing
### Progression and Unlocks
{{progression_unlocks}}
**Progression systems:**
- Unlock conditions (achievements, milestones, levels)
- Tech/research tree
- New mechanics/features over time
- Difficulty scaling
- Endgame content
### Sandbox vs. Scenario
{{sandbox_scenario}}
**Game modes:**
- Sandbox mode (unlimited resources, creative freedom)
- Scenario/campaign mode (specific goals, constraints)
- Challenge modes
- Random/procedural scenarios
- Custom scenario creation

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## Sports Game Specific Elements
### Sport-Specific Rules
{{sport_rules}}
**Rule implementation:**
- Core sport rules (scoring, fouls, violations)
- Match/game structure (quarters, periods, innings, etc.)
- Referee/umpire system
- Rule variations (if applicable)
- Simulation vs. arcade rule adherence
### Team and Player Systems
{{team_player}}
**Roster design:**
- Player attributes (speed, strength, skill, etc.)
- Position-specific stats
- Team composition
- Substitution mechanics
- Stamina/fatigue system
- Injury system (if applicable)
### Match Structure
{{match_structure}}
**Game flow:**
- Pre-match setup (lineups, strategies)
- In-match actions (plays, tactics, timeouts)
- Half-time/intermission
- Overtime/extra time rules
- Post-match results and stats
### Physics and Realism
{{physics_realism}}
**Simulation balance:**
- Physics accuracy (ball/puck physics, player movement)
- Realism vs. fun tradeoffs
- Animation systems
- Collision detection
- Weather/field condition effects
### Career and Season Modes
{{career_season}}
**Long-term modes:**
- Career mode structure
- Season/tournament progression
- Transfer/draft systems
- Team management
- Contract negotiations
- Sponsor/financial systems
### Multiplayer Modes
{{multiplayer}}
**Competitive play:**
- Local multiplayer (couch co-op)
- Online multiplayer
- Ranked/casual modes
- Ultimate team/card collection (if applicable)
- Co-op vs. AI

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## Strategy Specific Elements
### Resource Systems
{{resource_systems}}
**Resource management:**
- Resource types (gold, food, energy, population, etc.)
- Gathering mechanics (auto-generate, harvesting, capturing)
- Resource spending (units, buildings, research, upgrades)
- Economic balance (income vs. expenses)
- Scarcity and strategic choices
### Unit Types and Stats
{{unit_types}}
**Unit design:**
- Unit roster (basic, advanced, specialized, hero units)
- Unit stats (health, attack, defense, speed, range)
- Unit abilities (active, passive, unique)
- Counter systems (rock-paper-scissors dynamics)
- Unit production (cost, build time, prerequisites)
### Technology and Progression
{{tech_progression}}
**Progression systems:**
- Tech tree structure (linear, branching, era-based)
- Research mechanics (time, cost, prerequisites)
- Upgrade paths (unit upgrades, building improvements)
- Unlock conditions (progression gates, achievements)
### Map and Terrain
{{map_terrain}}
**Strategic space:**
- Map size and structure (small/medium/large, symmetric/asymmetric)
- Terrain types (passable, impassable, elevated, water)
- Terrain effects (movement, combat bonuses, vision)
- Strategic points (resources, objectives, choke points)
- Fog of war / vision system
### AI Opponent
{{ai_opponent}}
**AI design:**
- AI difficulty levels (easy, medium, hard, expert)
- AI behavior patterns (aggressive, defensive, economic, adaptive)
- AI cheating considerations (fair vs. challenge-focused)
- AI personality types (if multiple opponents)
### Victory Conditions
{{victory_conditions}}
**Win/loss design:**
- Victory types (domination, economic, technological, diplomatic, etc.)
- Time limits (if applicable)
- Score systems (if applicable)
- Defeat conditions
- Early surrender / concession mechanics

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## Survival Game Specific Elements
### Resource Gathering and Crafting
{{resource_crafting}}
**Resource systems:**
- Resource types (wood, stone, food, water, etc.)
- Gathering methods (mining, foraging, hunting, looting)
- Crafting recipes and trees
- Tool/weapon crafting
- Durability and repair
- Storage and inventory management
### Survival Needs
{{survival_needs}}
**Player vitals:**
- Hunger/thirst systems
- Health and healing
- Temperature/exposure
- Sleep/rest (if applicable)
- Sanity/morale (if applicable)
- Status effects (poison, disease, etc.)
### Environmental Threats
{{environmental_threats}}
**Danger systems:**
- Wildlife (predators, hostile creatures)
- Environmental hazards (weather, terrain)
- Day/night cycle threats
- Seasonal changes (if applicable)
- Natural disasters
- Dynamic threat scaling
### Base Building
{{base_building}}
**Construction systems:**
- Building materials and recipes
- Structure types (shelter, storage, defenses)
- Base location and planning
- Upgrade paths
- Defensive structures
- Automation (if applicable)
### Progression and Technology
{{progression_tech}}
**Advancement:**
- Tech tree or skill progression
- Tool/weapon tiers
- Unlock conditions
- New biomes/areas access
- Endgame objectives (if applicable)
- Prestige/restart mechanics (if applicable)
### World Structure
{{world_structure}}
**Map design:**
- World size and boundaries
- Biome diversity
- Procedural vs. handcrafted
- Points of interest
- Risk/reward zones
- Fast travel or navigation systems

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## Text-Based Game Specific Elements
<narrative-workflow-critical>
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
- Complete story and all narrative paths
- Room descriptions and atmosphere
- Puzzle solutions and hints
- Character dialogue
- World lore and backstory
- Parser vocabulary (if parser-based)
</narrative-workflow-critical>
### Input System
{{input_system}}
**Core interface:**
- Parser-based (natural language commands)
- Choice-based (numbered/lettered options)
- Hybrid system
- Command vocabulary depth
- Synonyms and flexibility
- Error messaging and hints
### Room/Location Structure
{{location_structure}}
**World design:**
- Room count and scope
- Room descriptions (length, detail)
- Connection types (doors, paths, obstacles)
- Map structure (linear, branching, maze-like, open)
- Landmarks and navigation aids
- Fast travel or mapping system
### Item and Inventory System
{{item_inventory}}
**Object interaction:**
- Examinable objects
- Takeable vs. scenery objects
- Item use and combinations
- Inventory management
- Object descriptions
- Hidden objects and clues
### Puzzle Design
{{puzzle_design}}
**Challenge structure:**
- Puzzle types (logic, inventory, knowledge, exploration)
- Difficulty curve
- Hint system (gradual reveals)
- Red herrings vs. crucial clues
- Puzzle integration with story
- Non-linear puzzle solving
### Narrative and Writing
{{narrative_writing}}
**Story delivery:**
- Writing tone and style
- Descriptive density
- Character voice
- Dialogue systems
- Branching narrative (if applicable)
- Multiple endings (if applicable)
**Note:** All narrative content must be written in the Narrative Design Document.
### Game Flow and Pacing
{{game_flow}}
**Structure:**
- Game length target
- Acts or chapters
- Save system
- Undo/rewind mechanics
- Walkthrough or hint accessibility
- Replayability considerations

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## Tower Defense Specific Elements
### Tower Types and Upgrades
{{tower_types}}
**Tower design:**
- Tower categories (damage, slow, splash, support, special)
- Tower stats (damage, range, fire rate, cost)
- Upgrade paths (linear, branching)
- Tower synergies
- Tier progression
- Special abilities and targeting
### Enemy Wave Design
{{wave_design}}
**Enemy systems:**
- Enemy types (fast, tank, flying, immune, boss)
- Wave composition
- Wave difficulty scaling
- Wave scheduling and pacing
- Boss encounters
- Endless mode scaling (if applicable)
### Path and Placement Strategy
{{path_placement}}
**Strategic space:**
- Path structure (fixed, custom, maze-building)
- Placement restrictions (grid, free placement)
- Terrain types (buildable, non-buildable, special)
- Choke points and strategic locations
- Multiple paths (if applicable)
- Line of sight and range visualization
### Economy and Resources
{{economy}}
**Resource management:**
- Starting resources
- Resource generation (per wave, per kill, passive)
- Resource spending (towers, upgrades, abilities)
- Selling/refund mechanics
- Special currencies (if applicable)
- Economic optimization strategies
### Abilities and Powers
{{abilities_powers}}
**Active mechanics:**
- Player-activated abilities (airstrikes, freezes, etc.)
- Cooldown systems
- Ability unlocks
- Ability upgrade paths
- Strategic timing
- Resource cost vs. cooldown
### Difficulty and Replayability
{{difficulty_replay}}
**Challenge systems:**
- Difficulty levels
- Mission objectives (perfect clear, no lives lost, etc.)
- Star ratings
- Challenge modifiers
- Randomized elements
- New Game+ or prestige modes

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## Turn-Based Tactics Specific Elements
<narrative-workflow-recommended>
This game type is **narrative-moderate to heavy**. Consider running the Narrative Design workflow after completing the GDD to create:
- Campaign story and mission briefings
- Character backstories and development
- Faction lore and motivations
- Mission narratives
</narrative-workflow-recommended>
### Grid System and Movement
{{grid_movement}}
**Spatial design:**
- Grid type (square, hex, free-form)
- Movement range calculation
- Movement types (walk, fly, teleport)
- Terrain movement costs
- Zone of control
- Pathfinding visualization
### Unit Types and Classes
{{unit_classes}}
**Unit design:**
- Class roster (warrior, archer, mage, healer, etc.)
- Class abilities and specializations
- Unit progression (leveling, promotions)
- Unit customization
- Unique units (heroes, named characters)
- Class balance and counters
### Action Economy
{{action_economy}}
**Turn structure:**
- Action points system (fixed, variable, pooled)
- Action types (move, attack, ability, item, wait)
- Free actions vs. costing actions
- Opportunity attacks
- Turn order (initiative, simultaneous, alternating)
- Time limits per turn (if applicable)
### Positioning and Tactics
{{positioning_tactics}}
**Strategic depth:**
- Flanking mechanics
- High ground advantage
- Cover system
- Formation bonuses
- Area denial
- Chokepoint tactics
- Line of sight and vision
### Terrain and Environmental Effects
{{terrain_effects}}
**Map design:**
- Terrain types (grass, water, lava, ice, etc.)
- Terrain effects (defense bonus, movement penalty, damage)
- Destructible terrain
- Interactive objects
- Weather effects
- Elevation and verticality
### Campaign Structure
{{campaign}}
**Mission design:**
- Campaign length and pacing
- Mission variety (defeat all, survive, escort, capture, etc.)
- Optional objectives
- Branching campaigns
- Permadeath vs. casualty systems
- Resource management between missions

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## Visual Novel Specific Elements
<narrative-workflow-critical>
This game type is **narrative-critical**. You MUST run the Narrative Design workflow after completing the GDD to create:
- Complete story structure and script
- All character profiles and development arcs
- Branching story flowcharts
- Scene-by-scene breakdown
- Dialogue drafts
- Multiple route planning
</narrative-workflow-critical>
### Branching Story Structure
{{branching_structure}}
**Narrative design:**
- Story route types (character routes, plot branches)
- Branch points (choices, stats, flags)
- Convergence points
- Route length and pacing
- True/golden ending requirements
- Branch complexity (simple, moderate, complex)
### Choice Impact System
{{choice_impact}}
**Decision mechanics:**
- Choice types (immediate, delayed, hidden)
- Choice visualization (explicit, subtle, invisible)
- Point systems (affection, alignment, stats)
- Flag tracking
- Choice consequences
- Meaningful vs. cosmetic choices
### Route Design
{{route_design}}
**Route structure:**
- Common route (shared beginning)
- Individual routes (character-specific paths)
- Route unlock conditions
- Route length balance
- Route independence vs. interconnection
- Recommended play order
### Character Relationship Systems
{{relationship_systems}}
**Character mechanics:**
- Affection/friendship points
- Relationship milestones
- Character-specific scenes
- Dialogue variations based on relationship
- Multiple romance options (if applicable)
- Platonic vs. romantic paths
### Save/Load and Flowchart
{{save_flowchart}}
**Player navigation:**
- Save point frequency
- Quick save/load
- Scene skip functionality
- Flowchart/scene select (after completion)
- Branch tracking visualization
- Completion percentage
### Art Asset Requirements
{{art_assets}}
**Visual content:**
- Character sprites (poses, expressions)
- Background art (locations, times of day)
- CG artwork (key moments, endings)
- UI elements
- Special effects
- Asset quantity estimates

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# {{game_name}} - Game Design Document
**Author:** {{user_name}}
**Game Type:** {{game_type}}
**Target Platform(s):** {{platforms}}
---
## Executive Summary
### Core Concept
{{description}}
### Target Audience
{{target_audience}}
### Unique Selling Points (USPs)
{{unique_selling_points}}
---
## Goals and Context
### Project Goals
{{goals}}
### Background and Rationale
{{context}}
---
## Core Gameplay
### Game Pillars
{{game_pillars}}
### Core Gameplay Loop
{{gameplay_loop}}
### Win/Loss Conditions
{{win_loss_conditions}}
---
## Game Mechanics
### Primary Mechanics
{{primary_mechanics}}
### Controls and Input
{{controls}}
---
{{GAME_TYPE_SPECIFIC_SECTIONS}}
---
## Progression and Balance
### Player Progression
{{player_progression}}
### Difficulty Curve
{{difficulty_curve}}
### Economy and Resources
{{economy_resources}}
---
## Level Design Framework
### Level Types
{{level_types}}
### Level Progression
{{level_progression}}
---
## Art and Audio Direction
### Art Style
{{art_style}}
### Audio and Music
{{audio_music}}
---
## Technical Specifications
### Performance Requirements
{{performance_requirements}}
### Platform-Specific Details
{{platform_details}}
### Asset Requirements
{{asset_requirements}}
---
## Development Epics
### Epic Structure
{{epics}}
---
## Success Metrics
### Technical Metrics
{{technical_metrics}}
### Gameplay Metrics
{{gameplay_metrics}}
---
## Out of Scope
{{out_of_scope}}
---
## Assumptions and Dependencies
{{assumptions_and_dependencies}}

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# GDD Workflow - Game Projects (All Levels)
<workflow>
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document</critical>
<critical>Project analysis already completed - proceeding with game-specific design</critical>
<critical>Uses gdd_template for GDD output, game_types.csv for type-specific sections</critical>
<critical>Routes to 3-solutioning for architecture (platform-specific decisions handled there)</critical>
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
<step n="0" goal="Check for workflow status file - REQUIRED">
<action>Check if bmm-workflow-status.md exists in {output_folder}/</action>
<check if="not exists">
<output>**⚠️ No Workflow Status File Found**
The GDD workflow requires an existing workflow status file to understand your project context.
Please run `workflow-status` first to:
- Map out your complete workflow journey
- Determine project type and level
- Create the status file with your planned workflow
**To proceed:**
Run: `bmad analyst workflow-status`
After completing workflow planning, you'll be directed back to this workflow.
</output>
<action>Exit workflow - cannot proceed without status file</action>
</check>
<check if="exists">
<action>Load status file and proceed to Step 1</action>
</check>
</step>
<step n="1" goal="Load context and determine game type">
<action>Load bmm-workflow-status.md</action>
<action>Confirm project_type == "game"</action>
<check if="project_type != game">
<error>This workflow is for game projects only. Software projects should use PRD or tech-spec workflows.</error>
<output>**Incorrect Workflow for Software Projects**
Your status file indicates project_type: {{project_type}}
**Correct workflows for software projects:**
- Level 0-1: `tech-spec` (run with Architect agent)
- Level 2-4: `prd` (run with PM agent)
{{#if project_level <= 1}}
Run: `bmad architect tech-spec`
{{else}}
Run: `bmad pm prd`
{{/if}}
</output>
<action>Exit and redirect user to appropriate software workflow</action>
</check>
<check if="continuation_mode == true">
<action>Load existing GDD.md and check completion status</action>
<ask>Found existing work. Would you like to:
1. Review what's done and continue
2. Modify existing sections
3. Start fresh
</ask>
<action>If continuing, skip to first incomplete section</action>
</check>
<action if="new or starting fresh">Check or existing game-brief in output_folder</action>
<check if="game-brief exists">
<ask>Found existing game brief! Would you like to:
1. Use it as input (recommended - I'll extract key info)
2. Ignore it and start fresh
</ask>
</check>
<check if="using game-brief">
<action>Load and analyze game-brief document</action>
<action>Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics</action>
<action>Pre-fill relevant GDD sections with game-brief content</action>
<action>Note which sections were pre-filled from brief</action>
</check>
<check if="no game-brief was loaded">
<ask>Describe your game. What is it about? What does the player do? What is the Genre or type?</ask>
<action>Analyze description to determine game type</action>
<action>Map to closest game_types.csv id or use "custom"</action>
</check>
<check if="else (game-brief was loaded)">
<action>Use game concept from brief to determine game type</action>
<ask optional="true">
I've identified this as a **{{game_type}}** game. Is that correct?
If not, briefly describe what type it should be:
</ask>
<action>Map selection to game_types.csv id</action>
<action>Load corresponding fragment file from game-types/ folder</action>
<action>Store game_type for later injection</action>
<action>Load gdd_template from workflow.yaml</action>
Get core game concept and vision.
<template-output>description</template-output>
</check>
</step>
<step n="2" goal="Define platforms and target audience">
<ask>What platform(s) are you targeting?
- Desktop (Windows/Mac/Linux)
- Mobile (iOS/Android)
- Web (Browser-based)
- Console (which consoles?)
- Multiple platforms
Your answer:</ask>
<template-output>platforms</template-output>
<ask>Who is your target audience?
Consider:
- Age range
- Gaming experience level (casual, core, hardcore)
- Genre familiarity
- Play session length preferences
Your answer:</ask>
<template-output>target_audience</template-output>
</step>
<step n="3" goal="Define goals and context">
**Goal Guidelines based on project level:**
- Level 0-1: 1-2 primary goals
- Level 2: 2-3 primary goals
- Level 3-4: 3-5 strategic goals
<template-output>goals</template-output>
Brief context on why this game matters now.
<template-output>context</template-output>
</step>
<step n="4" goal="Core gameplay definition">
<critical>These are game-defining decisions</critical>
<ask>What are the core game pillars (2-4 fundamental gameplay elements)?
Examples:
- Tight controls + challenging combat + rewarding exploration
- Strategic depth + replayability + quick sessions
- Narrative + atmosphere + player agency
Your game pillars:</ask>
<template-output>game_pillars</template-output>
<ask>Describe the core gameplay loop (what the player does repeatedly):
Example: "Player explores level → encounters enemies → defeats enemies with abilities → collects resources → upgrades abilities → explores deeper"
Your gameplay loop:</ask>
<template-output>gameplay_loop</template-output>
<ask>How does the player win? How do they lose?</ask>
<template-output>win_loss_conditions</template-output>
</step>
<step n="5" goal="Game mechanics and controls">
Define the primary game mechanics.
<template-output>primary_mechanics</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
<ask>Describe the control scheme and input method:
- Keyboard + Mouse
- Gamepad
- Touch screen
- Other
Include key bindings or button layouts if known.</ask>
<template-output>controls</template-output>
</step>
<step n="6" goal="Inject game-type-specific sections">
<action>Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md</action>
<critical>Process each section in the fragment template</critical>
For each {{placeholder}} in the fragment, elicit and capture that information.
<template-output file="GDD.md">GAME_TYPE_SPECIFIC_SECTIONS</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="7" goal="Progression and balance">
<ask>How does player progression work?
- Skill-based (player gets better)
- Power-based (character gets stronger)
- Unlock-based (new abilities/areas)
- Narrative-based (story progression)
- Combination
Describe:</ask>
<template-output>player_progression</template-output>
<ask>Describe the difficulty curve:
- How does difficulty increase?
- Pacing (steady, spikes, player-controlled?)
- Accessibility options?</ask>
<template-output>difficulty_curve</template-output>
<ask optional="true">Is there an in-game economy or resource system?
Skip if not applicable.</ask>
<template-output>economy_resources</template-output>
</step>
<step n="8" goal="Level design framework">
<ask>What types of levels/stages does your game have?
Examples:
- Tutorial, early levels, mid-game, late-game, boss arenas
- Biomes/themes
- Procedural vs. handcrafted
Describe:</ask>
<template-output>level_types</template-output>
<ask>How do levels progress or unlock?
- Linear sequence
- Hub-based
- Open world
- Player choice
Describe:</ask>
<template-output>level_progression</template-output>
</step>
<step n="9" goal="Art and audio direction">
<ask>Describe the art style:
- Visual aesthetic (pixel art, low-poly, realistic, stylized, etc.)
- Color palette
- Inspirations or references
Your vision:</ask>
<template-output>art_style</template-output>
<ask>Describe audio and music direction:
- Music style/genre
- Sound effect tone
- Audio importance to gameplay
Your vision:</ask>
<template-output>audio_music</template-output>
</step>
<step n="10" goal="Technical specifications">
<ask>What are the performance requirements?
Consider:
- Target frame rate
- Resolution
- Load times
- Battery life (mobile)
Requirements:</ask>
<template-output>performance_requirements</template-output>
<ask>Any platform-specific considerations?
- Mobile: Touch controls, screen sizes
- PC: Keyboard/mouse, settings
- Console: Controller, certification
- Web: Browser compatibility, file size
Platform details:</ask>
<template-output>platform_details</template-output>
<ask>What are the key asset requirements?
- Art assets (sprites, models, animations)
- Audio assets (music, SFX, voice)
- Estimated asset counts/sizes
- Asset pipeline needs
Asset requirements:</ask>
<template-output>asset_requirements</template-output>
</step>
<step n="11" goal="Epic structure">
<action>Translate game features into development epics</action>
**Epic Guidelines based on project level:**
- Level 1: 1 epic with 1-10 stories
- Level 2: 1-2 epics with 5-15 stories total
- Level 3: 2-5 epics with 12-40 stories
- Level 4: 5+ epics with 40+ stories
<template-output>epics</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="12" goal="Generate detailed epic breakdown in epics.md">
<action>Load epics_template from workflow.yaml</action>
<critical>Create separate epics.md with full story hierarchy</critical>
<template-output file="epics.md">epic_overview</template-output>
<for-each epic="epic_list">
Generate Epic {{epic_number}} with expanded goals, capabilities, success criteria.
Generate all stories with:
- User story format
- Prerequisites
- Acceptance criteria (3-8 per story)
- Technical notes (high-level only)
<template-output file="epics.md">epic\_{{epic_number}}\_details</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</for-each>
</step>
<step n="13" goal="Success metrics">
<ask>What technical metrics will you track?
Examples:
- Frame rate consistency
- Load times
- Crash rate
- Memory usage
Your metrics:</ask>
<template-output>technical_metrics</template-output>
<ask>What gameplay metrics will you track?
Examples:
- Player completion rate
- Average session length
- Difficulty pain points
- Feature engagement
Your metrics:</ask>
<template-output>gameplay_metrics</template-output>
</step>
<step n="14" goal="Document out of scope and assumptions">
<template-output>out_of_scope</template-output>
<template-output>assumptions_and_dependencies</template-output>
</step>
<step n="15" goal="Generate solutioning handoff and next steps">
<action>Check if game-type fragment contained narrative tags</action>
<check if="fragment had <narrative-workflow-critical> or <narrative-workflow-recommended>">
<action>Set needs_narrative = true</action>
<action>Extract narrative importance level from tag</action>
## Next Steps for {{game_name}}
</check>
<check if="needs_narrative == true">
<ask>This game type ({{game_type}}) is **{{narrative_importance}}** for narrative.
Your game would benefit from a Narrative Design Document to detail:
- Story structure and beats
- Character profiles and arcs
- World lore and history
- Dialogue framework
- Environmental storytelling
Would you like to create a Narrative Design Document now?
1. Yes, create Narrative Design Document (recommended)
2. No, proceed directly to solutioning
3. Skip for now, I'll do it later
Your choice:</ask>
</check>
<check if="user selects option 1 or fuzzy indicates wanting to create the narrative design document">
<invoke-workflow>{project-root}/bmad/bmm/workflows/2-plan-workflows/narrative/workflow.yaml</invoke-workflow>
<action>Pass GDD context to narrative workflow</action>
<action>Exit current workflow (narrative will hand off to solutioning when done)</action>
Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture.
**Start new chat with solutioning workflow and provide:**
1. This GDD: `{{gdd_output_file}}`
2. Project analysis: `{{analysis_file}}`
**The solutioning workflow will:**
- Determine game engine/platform (Unity, Godot, Phaser, custom, etc.)
- Generate solution-architecture.md with engine-specific decisions
- Create per-epic tech specs
- Handle platform-specific architecture (from registry.csv game-\* entries)
## Complete Next Steps Checklist
<action>Generate comprehensive checklist based on project analysis</action>
### Phase 1: Solution Architecture and Engine Selection
- [ ] **Run solutioning workflow** (REQUIRED)
- Command: `workflow solution-architecture`
- Input: GDD.md, bmm-workflow-status.md
- Output: solution-architecture.md with engine/platform specifics
- Note: Registry.csv will provide engine-specific guidance
### Phase 2: Prototype and Playtesting
- [ ] **Create core mechanic prototype**
- Validate game feel
- Test control responsiveness
- Iterate on game pillars
- [ ] **Playtest early and often**
- Internal testing
- External playtesting
- Feedback integration
### Phase 3: Asset Production
- [ ] **Create asset pipeline**
- Art style guides
- Technical constraints
- Asset naming conventions
- [ ] **Audio integration**
- Music composition/licensing
- SFX creation
- Audio middleware setup
### Phase 4: Development
- [ ] **Generate detailed user stories**
- Command: `workflow generate-stories`
- Input: GDD.md + solution-architecture.md
- [ ] **Sprint planning**
- Vertical slices
- Milestone planning
- Demo/playable builds
<ask>GDD Complete! Next immediate action:
</check>
<check if="needs_narrative == true">
1. Create Narrative Design Document (recommended for {{game_type}})
2. Start solutioning workflow (engine/architecture)
3. Create prototype build
4. Begin asset production planning
5. Review GDD with team/stakeholders
6. Exit workflow
</check>
<check if="else">
1. Start solutioning workflow (engine/architecture)
2. Create prototype build
3. Begin asset production planning
4. Review GDD with team/stakeholders
5. Exit workflow
Which would you like to proceed with?</ask>
</check>
<check if="user selects narrative option">
<invoke-workflow>{project-root}/bmad/bmm/workflows/2-plan-workflows/narrative/workflow.yaml</invoke-workflow>
<action>Pass GDD context to narrative workflow</action>
</check>
</step>
</workflow>

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# Game Design Document (GDD) Workflow
name: gdd
description: "Game Design Document workflow for all game project levels - from small prototypes to full AAA games. Generates comprehensive GDD with game mechanics, systems, progression, and implementation guidance."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Workflow components
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/gdd"
instructions: "{installed_path}/instructions-gdd.md"
template: "{installed_path}/gdd-template.md"
game_types_csv: "{installed_path}/game-types.csv"
# Output configuration
default_output_file: "{output_folder}/GDD.md"
# Game type references (loaded based on game type selection)
game_type_guides: "{installed_path}/game-types/"
# Recommended input documents
recommended_inputs:
- game_brief: "{output_folder}/game-brief.md"
- narrative_design: "{output_folder}/narrative-design.md"
- market_research: "{output_folder}/market-research.md"
# Claude Code integration points
claude_code_enhancements:
- injection_point: "game-design-subagents"
- available_subagents:
- game-designer: "Core game mechanics and systems design"
- game-architect: "Technical architecture for game systems"
- user-researcher: "Player experience and engagement"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential design process
# Game frameworks available
frameworks:
- "MDA Framework (Mechanics, Dynamics, Aesthetics)"
- "Core Loop Design"
- "Progression Systems"
- "Economy Design"
- "Difficulty Curves"
- "Player Psychology"
- "Game Feel and Juice"
web_bundle:
name: "gdd"
description: "Game Design Document workflow for all game project levels - from small prototypes to full AAA games. Generates comprehensive GDD with game mechanics, systems, progression, and implementation guidance."
author: "BMad"
instructions: "bmad/bmm/workflows/2-plan-workflows/gdd/instructions-gdd.md"
use_advanced_elicitation: true
web_bundle_files:
- "bmad/bmm/workflows/2-plan-workflows/gdd/instructions-gdd.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/gdd-template.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types.csv"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/action-platformer.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/adventure.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/card-game.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/fighting.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/horror.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/idle-incremental.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/metroidvania.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/moba.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/party-game.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/puzzle.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/racing.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rhythm.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/roguelike.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/rpg.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/sandbox.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/shooter.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/simulation.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/sports.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/strategy.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/survival.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/text-based.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/tower-defense.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/turn-based-tactics.md"
- "bmad/bmm/workflows/2-plan-workflows/gdd/game-types/visual-novel.md"
# Game frameworks available
frameworks:
- "MDA Framework (Mechanics, Dynamics, Aesthetics)"
- "Core Loop Design"
- "Progression Systems"
- "Economy Design"
- "Difficulty Curves"
- "Player Psychology"
- "Game Feel and Juice"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential design process

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# Narrative Design Workflow Validation Checklist
**Purpose**: Validate narrative design outputs are complete, cohesive, and ready for implementation.
**Scope**: Story-driven games and applications (follows GDD workflow)
**Expected Output**: narrative-design.md
---
## 1. Output File Exists
- [ ] narrative-design.md created in output folder
- [ ] GDD.md exists (narrative workflow requires GDD first)
- [ ] No unfilled {{template_variables}}
---
## 2. Story Foundation
### Core Elements
- [ ] **Narrative premise** clearly stated (elevator pitch, 2-3 sentences)
- [ ] **Core themes** identified (2-4 meaningful themes)
- [ ] **Tone and atmosphere** established
- [ ] Premise is compelling and fits game type
### Story Structure
- [ ] **Story structure chosen** (3-act, hero's journey, branching, etc.)
- [ ] **Acts/sections broken down** with clear progression
- [ ] **Major story beats** documented (key moments that drive narrative)
- [ ] Structure fits narrative complexity level
---
## 3. Characters
### Protagonist(s)
- [ ] Background and motivation explained
- [ ] Character arc defined (how they change)
- [ ] Internal and external conflicts identified
### Antagonist(s)
- [ ] Motivation clear (why they oppose protagonist)
- [ ] Goals and methods explained
- [ ] Not one-dimensional
### Supporting Cast
- [ ] Major supporting characters documented
- [ ] Each has distinct role in story
- [ ] Character relationships mapped
### Character Arcs
- [ ] Major characters have starting → transformation → ending states
- [ ] Arc progression makes sense
---
## 4. World and Lore
- [ ] **World setting** defined (time, place, world type)
- [ ] **World rules** explained (magic, technology, society)
- [ ] **History and backstory** documented
- [ ] Key locations described with narrative significance
---
## 5. Dialogue and Delivery
### Dialogue Framework
- [ ] Dialogue style established
- [ ] Key conversations identified
- [ ] Branching dialogue system described (if applicable)
### Narrative Delivery
- [ ] Cutscenes/cinematics approach defined
- [ ] In-game storytelling methods explained
- [ ] Optional vs. required content distinguished
- [ ] Multiple endings documented (if applicable)
---
## 6. Gameplay Integration
- [ ] **Narrative-gameplay harmony** addressed (how story and mechanics connect)
- [ ] **Story gates** explained (how narrative controls progression)
- [ ] **Player agency** level defined (can player affect story?)
- [ ] Integration doesn't fight game design
---
## 7. Production Scope
- [ ] **Writing scope** estimated (word count, scene count, dialogue lines)
- [ ] Scope realistic for project level
- [ ] Localization considerations noted (if applicable)
- [ ] Voice acting plans documented (if applicable)
---
## 8. Consistency with GDD
- [ ] Narrative aligns with GDD game design
- [ ] Tone matches GDD art/audio direction
- [ ] Story supports game mechanics (doesn't contradict)
- [ ] No conflicts between narrative and gameplay
---
## 9. Critical Failures (Auto-Fail)
- [ ]**No GDD** (narrative workflow requires GDD first)
- [ ]**No character arcs** (protagonist has no development)
- [ ]**No story beats** (major moments not identified)
- [ ]**Contradicts GDD** (narrative fights game design)
---
## Validation Notes
**Document any findings:**
- Narrative strength: [Compelling / Interesting / Adequate / Weak]
- Strengths:
- Issues to address:
- Recommended actions:
**Ready for solutioning?** [Yes / No - explain]
---
_Adapt based on narrative complexity level (Critical/Heavy/Moderate/Light)._

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# Narrative Design Workflow
<workflow>
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already completed the GDD workflow</critical>
<critical>This workflow creates detailed narrative content for story-driven games</critical>
<critical>Uses narrative_template for output</critical>
<critical>If users mention gameplay mechanics, note them but keep focus on narrative</critical>
<critical>Facilitate good brainstorming techniques throughout with the user, pushing them to come up with much of the narrative you will help weave together. The goal is for the user to feel that they crafted the narrative and story arc unless they push you to do it all or indicate YOLO</critical>
<step n="1" goal="Load GDD context and assess narrative complexity">
<action>Load GDD.md from {output_folder}</action>
<action>Extract game_type, game_name, and any narrative mentions</action>
<ask>What level of narrative complexity does your game have?
**Narrative Complexity:**
1. **Critical** - Story IS the game (Visual Novel, Text-Based Adventure)
2. **Heavy** - Story drives the experience (Story-driven RPG, Narrative Adventure)
3. **Moderate** - Story enhances gameplay (Metroidvania, Tactics RPG, Horror)
4. **Light** - Story provides context (most other genres)
Your game type ({{game_type}}) suggests **{{suggested_complexity}}**. Confirm or adjust:</ask>
<action>Set narrative_complexity</action>
<check if="complexity == Light">
<ask>Light narrative games usually don't need a full Narrative Design Document. Are you sure you want to continue?
- GDD story sections may be sufficient
- Consider just expanding GDD narrative notes
- Proceed with full narrative workflow
Your choice:</ask>
<action>Load narrative_template from workflow.yaml</action>
</check>
</step>
<step n="2" goal="Define narrative premise and themes">
<ask>Describe your narrative premise in 2-3 sentences.
This is the "elevator pitch" of your story.
Examples:
- "A young knight discovers they're the last hope to stop an ancient evil, but must choose between saving the kingdom or their own family."
- "After a mysterious pandemic, survivors must navigate a world where telling the truth is deadly but lying corrupts your soul."
Your premise:</ask>
<template-output>narrative_premise</template-output>
<ask>What are the core themes of your narrative? (2-4 themes)
Themes are the underlying ideas/messages.
Examples: redemption, sacrifice, identity, corruption, hope vs. despair, nature vs. technology
Your themes:</ask>
<template-output>core_themes</template-output>
<ask>Describe the tone and atmosphere.
Consider: dark, hopeful, comedic, melancholic, mysterious, epic, intimate, etc.
Your tone:</ask>
<template-output>tone_atmosphere</template-output>
</step>
<step n="3" goal="Define story structure">
<ask>What story structure are you using?
Common structures:
- **3-Act** (Setup, Confrontation, Resolution)
- **Hero's Journey** (Campbell's monomyth)
- **Kishōtenketsu** (4-act: Introduction, Development, Twist, Conclusion)
- **Episodic** (Self-contained episodes with arc)
- **Branching** (Multiple paths and endings)
- **Freeform** (Player-driven narrative)
Your structure:</ask>
<template-output>story_type</template-output>
<ask>Break down your story into acts/sections.
For 3-Act:
- Act 1: Setup and inciting incident
- Act 2: Rising action and midpoint
- Act 3: Climax and resolution
Describe each act/section for your game:</ask>
<template-output>act_breakdown</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="4" goal="Define major story beats">
<ask>List the major story beats (10-20 key moments).
Story beats are significant events that drive the narrative forward.
Format:
1. [Beat name] - Brief description
2. [Beat name] - Brief description
...
Your story beats:</ask>
<template-output>story_beats</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
<ask>Describe the pacing and flow of your narrative.
Consider:
- Slow burn vs. fast-paced
- Tension/release rhythm
- Story-heavy vs. gameplay-heavy sections
- Optional vs. required narrative content
Your pacing:</ask>
<template-output>pacing_flow</template-output>
</step>
<step n="5" goal="Develop protagonist(s)">
<ask>Describe your protagonist(s).
For each protagonist include:
- Name and brief description
- Background and motivation
- Character arc (how they change)
- Strengths and flaws
- Relationships to other characters
- Internal and external conflicts
Your protagonist(s):</ask>
<template-output>protagonists</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="6" goal="Develop antagonist(s)">
<ask>Describe your antagonist(s).
For each antagonist include:
- Name and brief description
- Background and motivation
- Goals (what they want)
- Methods (how they pursue goals)
- Relationship to protagonist
- Sympathetic elements (if any)
Your antagonist(s):</ask>
<template-output>antagonists</template-output>
</step>
<step n="7" goal="Develop supporting characters">
<ask>Describe supporting characters (allies, mentors, companions, NPCs).
For each character include:
- Name and role
- Personality and traits
- Relationship to protagonist
- Function in story (mentor, foil, comic relief, etc.)
- Key scenes/moments
Your supporting characters:</ask>
<template-output>supporting_characters</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="8" goal="Map character arcs">
<ask>Describe the character arcs for major characters.
Character arc: How does the character change from beginning to end?
For each arc:
- Starting state
- Key transformation moments
- Ending state
- Lessons learned
Your character arcs:</ask>
<template-output>character_arcs</template-output>
</step>
<step n="9" goal="Build world and lore">
<ask>Describe your world.
Include:
- Setting (time period, location, world type)
- World rules (magic systems, technology level, societal norms)
- Atmosphere and aesthetics
- What makes this world unique
Your world:</ask>
<template-output>world_overview</template-output>
<ask>What is the history and backstory of your world?
- Major historical events
- How did the world reach its current state?
- Legends and myths
- Past conflicts
Your history:</ask>
<template-output>history_backstory</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="10" goal="Define factions and locations">
<ask optional="true">Describe factions, organizations, or groups (if applicable).
For each:
- Name and purpose
- Leadership and structure
- Goals and methods
- Relationships with other factions
Your factions:</ask>
<template-output>factions_organizations</template-output>
<ask>Describe key locations in your world.
For each location:
- Name and description
- Narrative significance
- Atmosphere and mood
- Key events that occur there
Your locations:</ask>
<template-output>locations</template-output>
</step>
<step n="11" goal="Define dialogue framework">
<ask>Describe your dialogue style.
Consider:
- Formal vs. casual
- Period-appropriate vs. modern
- Verbose vs. concise
- Humor level
- Profanity/mature language
Your dialogue style:</ask>
<template-output>dialogue_style</template-output>
<ask>List key conversations/dialogue moments.
Include:
- Who is involved
- When it occurs
- What's discussed
- Narrative purpose
- Emotional tone
Your key conversations:</ask>
<template-output>key_conversations</template-output>
<check if="game has branching dialogue">
<ask>Describe your branching dialogue system.
- How many branches/paths?
- What determines branches? (stats, choices, flags)
- Do branches converge?
- How much unique dialogue?
Your branching system:</ask>
<template-output>branching_dialogue</template-output>
</check>
</step>
<step n="12" goal="Environmental storytelling">
<ask>How will you tell story through the environment?
Visual storytelling:
- Set dressing and props
- Environmental damage/aftermath
- Visual symbolism
- Color and lighting
Your visual storytelling:</ask>
<template-output>visual_storytelling</template-output>
<ask>How will audio contribute to storytelling?
- Ambient sounds
- Music emotional cues
- Voice acting
- Audio logs/recordings
Your audio storytelling:</ask>
<template-output>audio_storytelling</template-output>
<ask optional="true">Will you have found documents (journals, notes, emails)?
If yes, describe:
- Types of documents
- How many
- What they reveal
- Optional vs. required reading
Your found documents:</ask>
<template-output>found_documents</template-output>
</step>
<step n="13" goal="Narrative delivery methods">
<ask>How will you deliver narrative content?
**Cutscenes/Cinematics:**
- How many?
- Skippable?
- Real-time or pre-rendered?
- Average length
Your cutscenes:</ask>
<template-output>cutscenes</template-output>
<ask>How will you deliver story during gameplay?
- NPC conversations
- Radio/comm chatter
- Environmental cues
- Player actions
- Show vs. tell balance
Your in-game storytelling:</ask>
<template-output>ingame_storytelling</template-output>
<ask>What narrative content is optional?
- Side quests
- Collectible lore
- Optional conversations
- Secret endings
Your optional content:</ask>
<template-output>optional_content</template-output>
<check if="multiple endings">
<ask>Describe your ending structure.
- How many endings?
- What determines ending? (choices, stats, completion)
- Ending variety (minor variations vs. drastically different)
- True/golden ending?
Your endings:</ask>
<template-output>multiple_endings</template-output>
</check>
</step>
<step n="14" goal="Gameplay integration">
<ask>How does narrative integrate with gameplay?
- Does story unlock mechanics?
- Do mechanics reflect themes?
- Ludonarrative harmony or dissonance?
- Balance of story vs. gameplay
Your narrative-gameplay integration:</ask>
<template-output>narrative_gameplay</template-output>
<ask>How does story gate progression?
- Story-locked areas
- Cutscene triggers
- Mandatory story beats
- Optional vs. required narrative
Your story gates:</ask>
<template-output>story_gates</template-output>
<ask>How much agency does the player have?
- Can player affect story?
- Meaningful choices?
- Role-playing freedom?
- Predetermined vs. dynamic narrative
Your player agency:</ask>
<template-output>player_agency</template-output>
</step>
<step n="15" goal="Production planning">
<ask>Estimate your writing scope.
- Word count estimate
- Number of scenes/chapters
- Dialogue lines estimate
- Branching complexity
Your scope:</ask>
<template-output>writing_scope</template-output>
<ask>Localization considerations?
- Target languages
- Cultural adaptation needs
- Text expansion concerns
- Dialogue recording implications
Your localization:</ask>
<template-output>localization</template-output>
<ask>Voice acting plans?
- Fully voiced, partially voiced, or text-only?
- Number of characters needing voices
- Dialogue volume
- Budget considerations
Your voice acting:</ask>
<template-output>voice_acting</template-output>
</step>
<step n="16" goal="Completion and next steps">
<action>Generate character relationship map (text-based diagram)</action>
<template-output>relationship_map</template-output>
<action>Generate story timeline</action>
<template-output>timeline</template-output>
<ask optional="true">Any references or inspirations to note?
- Books, movies, games that inspired you
- Reference materials
- Tone/theme references
Your references:</ask>
<template-output>references</template-output>
<ask>Narrative Design complete! Next steps:
1. Proceed to solutioning (technical architecture)
2. Create detailed script/screenplay (outside workflow)
3. Review narrative with team/stakeholders
4. Exit workflow
Which would you like?</ask>
</step>
</workflow>

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# {{game_name}} - Narrative Design Document
**Author:** {{user_name}}
**Game Type:** {{game_type}}
**Narrative Complexity:** {{narrative_complexity}}
---
## Executive Summary
### Narrative Premise
{{narrative_premise}}
### Core Themes
{{core_themes}}
### Tone and Atmosphere
{{tone_atmosphere}}
---
## Story Structure
### Story Type
{{story_type}}
**Structure used:** (3-act, hero's journey, kishōtenketsu, episodic, branching, etc.)
### Act Breakdown
{{act_breakdown}}
### Story Beats
{{story_beats}}
### Pacing and Flow
{{pacing_flow}}
---
## Characters
### Protagonist(s)
{{protagonists}}
### Antagonist(s)
{{antagonists}}
### Supporting Characters
{{supporting_characters}}
### Character Arcs
{{character_arcs}}
---
## World and Lore
### World Overview
{{world_overview}}
### History and Backstory
{{history_backstory}}
### Factions and Organizations
{{factions_organizations}}
### Locations
{{locations}}
### Cultural Elements
{{cultural_elements}}
---
## Dialogue Framework
### Dialogue Style
{{dialogue_style}}
### Key Conversations
{{key_conversations}}
### Branching Dialogue
{{branching_dialogue}}
### Voice and Characterization
{{voice_characterization}}
---
## Environmental Storytelling
### Visual Storytelling
{{visual_storytelling}}
### Audio Storytelling
{{audio_storytelling}}
### Found Documents
{{found_documents}}
### Environmental Clues
{{environmental_clues}}
---
## Narrative Delivery
### Cutscenes and Cinematics
{{cutscenes}}
### In-Game Storytelling
{{ingame_storytelling}}
### Optional Content
{{optional_content}}
### Multiple Endings
{{multiple_endings}}
---
## Integration with Gameplay
### Narrative-Gameplay Harmony
{{narrative_gameplay}}
### Story Gates
{{story_gates}}
### Player Agency
{{player_agency}}
---
## Production Notes
### Writing Scope
{{writing_scope}}
### Localization Considerations
{{localization}}
### Voice Acting
{{voice_acting}}
---
## Appendix
### Character Relationship Map
{{relationship_map}}
### Timeline
{{timeline}}
### References and Inspirations
{{references}}

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# Narrative Design Workflow
name: narrative
description: "Narrative design workflow for story-driven games and applications. Creates comprehensive narrative documentation including story structure, character arcs, dialogue systems, and narrative implementation guidance."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Workflow components
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/narrative"
instructions: "{installed_path}/instructions-narrative.md"
template: "{installed_path}/narrative-template.md"
# Output configuration
default_output_file: "{output_folder}/narrative-design.md"
# Recommended input documents
recommended_inputs:
- game_brief: "{output_folder}/game-brief.md"
- gdd: "{output_folder}/GDD.md"
- product_brief: "{output_folder}/product-brief.md"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential narrative development
# Narrative frameworks available
frameworks:
- "Hero's Journey"
- "Three-Act Structure"
- "Character Arc Development"
- "Branching Narrative Design"
- "Environmental Storytelling"
- "Dialogue Systems"
- "Narrative Pacing"
web_bundle:
name: "narrative"
description: "Narrative design workflow for story-driven games and applications. Creates comprehensive narrative documentation including story structure, character arcs, dialogue systems, and narrative implementation guidance."
author: "BMad"
instructions: "bmad/bmm/workflows/2-plan-workflows/narrative/instructions-narrative.md"
use_advanced_elicitation: true
web_bundle_files:
- "bmad/bmm/workflows/2-plan-workflows/narrative/instructions-narrative.md"
- "bmad/bmm/workflows/2-plan-workflows/narrative/narrative-template.md"
recommended_inputs: "PRD, Product Brief, Brain Storming Report, GDD"
# Narrative frameworks available
frameworks:
- "Hero's Journey"
- "Three-Act Structure"
- "Character Arc Development"
- "Branching Narrative Design"
- "Environmental Storytelling"
- "Dialogue Systems"
- "Narrative Pacing"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential narrative development

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# PRD Workflow Validation Checklist
**Purpose**: Validate PRD workflow outputs are complete, consistent, and ready for next phase.
**Scope**: Levels 2-4 software projects
**Expected Outputs**: PRD.md, epics.md, updated bmm-workflow-status.md
---
## 1. Output Files Exist
- [ ] PRD.md created in output folder
- [ ] epics.md created in output folder (separate file)
- [ ] bmm-workflow-status.md updated
- [ ] No unfilled {{template_variables}}
---
## 2. PRD.md Core Quality
### Requirements Coverage
- [ ] Functional requirements describe WHAT capabilities (not HOW to implement)
- [ ] Each FR has unique identifier (FR001, FR002, etc.)
- [ ] Non-functional requirements (if any) have business justification
- [ ] Requirements are testable and verifiable
### User Journeys
- [ ] User journeys reference specific FR numbers
- [ ] Journeys show complete user paths through system
- [ ] Success outcomes are clear
### Strategic Focus
- [ ] PRD focuses on WHAT and WHY (not technical HOW)
- [ ] No specific technology choices in PRD (those belong in technical-decisions.md)
- [ ] Goals are outcome-focused, not implementation-focused
---
## 3. epics.md Story Quality
### Story Format
- [ ] All stories follow user story format: "As a [role], I want [capability], so that [benefit]"
- [ ] Each story has numbered acceptance criteria
- [ ] Prerequisites/dependencies explicitly stated
### Story Sequencing (CRITICAL)
- [ ] **Epic 1 establishes foundation** (infrastructure, initial deployable functionality)
- Exception noted if adding to existing app
- [ ] **Vertical slices**: Each story delivers complete, testable functionality (not horizontal layers)
- [ ] **No forward dependencies**: No story depends on work from a LATER story or epic
- [ ] Stories are sequentially ordered within each epic
- [ ] Each story leaves system in working state
### Coverage
- [ ] All FRs from PRD.md are covered by stories in epics.md
- [ ] Epic list in PRD.md matches epics in epics.md (titles and count)
---
## 4. Cross-Document Consistency
- [ ] Epic titles consistent between PRD.md and epics.md
- [ ] FR references in user journeys exist in requirements section
- [ ] Terminology consistent across documents
- [ ] No contradictions between PRD and epics
---
## 5. Readiness for Next Phase
**Adapt based on project level from bmm-workflow-status.md:**
### If Level 2:
- [ ] PRD provides sufficient context for tech-spec workflow (lightweight solutioning)
- [ ] Epic structure supports 5-15 story implementation scope
### If Level 3-4:
- [ ] PRD provides sufficient context for solution-architecture workflow
- [ ] Epic structure supports phased delivery approach
- [ ] Clear value delivery path through epic sequence
---
## 6. Critical Failures (Auto-Fail)
- [ ]**No epics.md file** (two-file output is required)
- [ ]**Epic 1 doesn't establish foundation** (violates core principle)
- [ ]**Stories have forward dependencies** (would break sequential implementation)
- [ ]**Stories not vertically sliced** (horizontal layers block value delivery)
- [ ]**Technical decisions in PRD** (should be in technical-decisions.md)
- [ ]**Epics don't cover all FRs** (orphaned requirements)
- [ ]**User journeys don't reference FR numbers** (missing traceability)
---
## Validation Notes
**Document any findings:**
- Strengths:
- Issues to address:
- Recommended actions:
**Ready for next phase?** [Yes / No - explain]
---
_Adapt this checklist based on actual outputs. Not all sections may apply to every project._

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# {{project_name}} - Epic Breakdown
**Author:** {{user_name}}
**Date:** {{date}}
**Project Level:** {{project_level}}
**Target Scale:** {{target_scale}}
---
## Overview
This document provides the detailed epic breakdown for {{project_name}}, expanding on the high-level epic list in the [PRD](./PRD.md).
Each epic includes:
- Expanded goal and value proposition
- Complete story breakdown with user stories
- Acceptance criteria for each story
- Story sequencing and dependencies
**Epic Sequencing Principles:**
- Epic 1 establishes foundational infrastructure and initial functionality
- Subsequent epics build progressively, each delivering significant end-to-end value
- Stories within epics are vertically sliced and sequentially ordered
- No forward dependencies - each story builds only on previous work
---
{{epic_details}}
---
## Story Guidelines Reference
**Story Format:**
```
**Story [EPIC.N]: [Story Title]**
As a [user type],
I want [goal/desire],
So that [benefit/value].
**Acceptance Criteria:**
1. [Specific testable criterion]
2. [Another specific criterion]
3. [etc.]
**Prerequisites:** [Dependencies on previous stories, if any]
```
**Story Requirements:**
- **Vertical slices** - Complete, testable functionality delivery
- **Sequential ordering** - Logical progression within epic
- **No forward dependencies** - Only depend on previous work
- **AI-agent sized** - Completable in 2-4 hour focused session
- **Value-focused** - Integrate technical enablers into value-delivering stories
---
**For implementation:** Use the `create-story` workflow to generate individual story implementation plans from this epic breakdown.

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# PRD Workflow Instructions
<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This workflow is for Level 2-4 projects. Level 0-1 use tech-spec workflow.</critical>
<critical>Produces TWO outputs: PRD.md (strategic) and epics.md (tactical implementation)</critical>
<critical>TECHNICAL NOTES: If ANY technical details, preferences, or constraints are mentioned during PRD discussions, append them to {technical_decisions_file}. If file doesn't exist, create it from {technical_decisions_template}</critical>
<workflow>
<step n="0" goal="Check for workflow status file - REQUIRED">
<action>Check if bmm-workflow-status.md exists in {output_folder}/</action>
<check if="not exists">
<output>**⚠️ No Workflow Status File Found**
The PRD workflow requires an existing workflow status file to understand your project context.
Please run `workflow-status` first to:
- Map out your complete workflow journey
- Determine project type and level
- Create the status file with your planned workflow
**To proceed:**
Run: `bmad analyst workflow-status`
After completing workflow planning, you'll be directed back to this workflow.
</output>
<action>Exit workflow - cannot proceed without status file</action>
</check>
<check if="exists">
<action>Load status file: {status_file}</action>
<action>Proceed to Step 1</action>
</check>
</step>
<step n="1" goal="Initialize and load context">
<action>Extract project context from status file</action>
<action>Verify project_level is 2, 3, or 4</action>
<check if="project_level < 2">
<error>This workflow is for Level 2-4 only. Level 0-1 should use tech-spec workflow.</error>
<output>**Incorrect Workflow for Your Level**
Your status file indicates Level {{project_level}}.
**Correct workflow:** `tech-spec` (run with Architect agent)
Run: `bmad architect tech-spec`
</output>
<action>Exit and redirect user to tech-spec workflow</action>
</check>
<check if="project_type == game">
<error>This workflow is for software projects. Game projects should use GDD workflow.</error>
<output>**Incorrect Workflow for Game Projects**
**Correct workflow:** `gdd` (run with PM agent)
Run: `bmad pm gdd`
</output>
<action>Exit and redirect user to gdd workflow</action>
</check>
<action>Check for existing PRD.md in {output_folder}</action>
<check if="PRD.md exists">
<ask>Found existing PRD.md. Would you like to:
1. Continue where you left off
2. Modify existing sections
3. Start fresh (will archive existing file)
</ask>
<action if="option 1">Load existing PRD and skip to first incomplete section</action>
<action if="option 2">Load PRD and ask which section to modify</action>
<action if="option 3">Archive existing PRD and start fresh</action>
</check>
<action>Load PRD template: {prd_template}</action>
<action>Load epics template: {epics_template}</action>
<ask>Do you have a Product Brief? (Strongly recommended for Level 3-4, helpful for Level 2)</ask>
<check if="yes">
<action>Load and review product brief: {output_folder}/product-brief.md</action>
<action>Extract key elements: problem statement, target users, success metrics, MVP scope, constraints</action>
</check>
<check if="no and level >= 3">
<warning>Product Brief is strongly recommended for Level 3-4 projects. Consider running the product-brief workflow first.</warning>
<ask>Continue without Product Brief? (y/n)</ask>
<action if="no">Exit to allow Product Brief creation</action>
</check>
</step>
<step n="2" goal="Goals and Background Context">
**Goals** - What success looks like for this project
<check if="product brief exists">
<action>Review goals from product brief and refine for PRD context</action>
</check>
<check if="no product brief">
<action>Gather goals through discussion with user, use probing questions and converse until you are ready to propose that you have enough information to proceed</action>
</check>
Create a bullet list of single-line desired outcomes that capture user and project goals.
**Scale guidance:**
- Level 2: 2-3 core goals
- Level 3: 3-5 strategic goals
- Level 4: 5-7 comprehensive goals
<template-output>goals</template-output>
**Background Context** - Why this matters now
<check if="product brief exists">
<action>Summarize key context from brief without redundancy</action>
</check>
<check if="no product brief">
<action>Gather context through discussion</action>
</check>
Write 1-2 paragraphs covering:
- What problem this solves and why
- Current landscape or need
- Key insights from discovery/brief (if available)
<template-output>background_context</template-output>
</step>
<step n="3" goal="Requirements - Functional and Non-Functional">
**Functional Requirements** - What the system must do
Draft functional requirements as numbered items with FR prefix.
**Scale guidance:**
- Level 2: 8-15 FRs (focused MVP set)
- Level 3: 12-25 FRs (comprehensive product)
- Level 4: 20-35 FRs (enterprise platform)
**Format:**
- FR001: [Clear capability statement]
- FR002: [Another capability]
**Focus on:**
- User-facing capabilities
- Core system behaviors
- Integration requirements
- Data management needs
Group related requirements logically.
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
<template-output>functional_requirements</template-output>
**Non-Functional Requirements** - How the system must perform
Draft non-functional requirements with NFR prefix.
**Scale guidance:**
- Level 2: 1-3 NFRs (critical MVP only)
- Level 3: 2-5 NFRs (production quality)
- Level 4: 3-7+ NFRs (enterprise grade)
<template-output>non_functional_requirements</template-output>
</step>
<step n="4" goal="User Journeys - scale-adaptive" optional="level == 2">
**Journey Guidelines (scale-adaptive):**
- **Level 2:** 1 simple journey (primary use case happy path)
- **Level 3:** 2-3 detailed journeys (complete flows with decision points)
- **Level 4:** 3-5 comprehensive journeys (all personas and edge cases)
<check if="level == 2">
<ask>Would you like to document a user journey for the primary use case? (recommended but optional)</ask>
<check if="yes">
Create 1 simple journey showing the happy path.
</check>
</check>
<check if="level >= 3">
Map complete user flows with decision points, alternatives, and edge cases.
</check>
<template-output>user_journeys</template-output>
<check if="level >= 3">
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</check>
</step>
<step n="5" goal="UX and UI Vision - high-level overview" optional="level == 2 and minimal UI">
**Purpose:** Capture essential UX/UI information needed for epic and story planning. A dedicated UX workflow will provide deeper design detail later.
<check if="level == 2 and minimal UI">
<action>For backend-heavy or minimal UI projects, keep this section very brief or skip</action>
</check>
**Gather high-level UX/UI information:**
1. **UX Principles** (2-4 key principles that guide design decisions)
- What core experience qualities matter most?
- Any critical accessibility or usability requirements?
2. **Platform & Screens**
- Target platforms (web, mobile, desktop)
- Core screens/views users will interact with
- Key interaction patterns or navigation approach
3. **Design Constraints**
- Existing design systems or brand guidelines
- Technical UI constraints (browser support, etc.)
<note>Keep responses high-level. Detailed UX planning happens in the UX workflow after PRD completion.</note>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
<template-output>ux_principles</template-output>
<template-output>ui_design_goals</template-output>
</step>
<step n="6" goal="Epic List - High-level delivery sequence">
**Epic Structure** - Major delivery milestones
Create high-level epic list showing logical delivery sequence.
**Epic Sequencing Rules:**
1. **Epic 1 MUST establish foundation**
- Project infrastructure (repo, CI/CD, core setup)
- Initial deployable functionality
- Development workflow established
- Exception: If adding to existing app, Epic 1 can be first major feature
2. **Subsequent Epics:**
- Each delivers significant, end-to-end, fully deployable increment
- Build upon previous epics (no forward dependencies)
- Represent major functional blocks
- Prefer fewer, larger epics over fragmentation
**Scale guidance:**
- Level 2: 1-2 epics, 5-15 stories total
- Level 3: 2-5 epics, 15-40 stories total
- Level 4: 5-10 epics, 40-100+ stories total
**For each epic provide:**
- Epic number and title
- Single-sentence goal statement
- Estimated story count
**Example:**
- **Epic 1: Project Foundation & User Authentication**
- **Epic 2: Core Task Management**
<ask>Review the epic list. Does the sequence make sense? Any epics to add, remove, or resequence?</ask>
<action>Refine epic list based on feedback</action>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
<template-output>epic_list</template-output>
</step>
<step n="7" goal="Out of Scope - Clear boundaries and future additions">
**Out of Scope** - What we're NOT doing (now)
Document what is explicitly excluded from this project:
- Features/capabilities deferred to future phases
- Adjacent problems not being solved
- Integrations or platforms not supported
- Scope boundaries that need clarification
This helps prevent scope creep and sets clear expectations.
<template-output>out_of_scope</template-output>
</step>
<step n="8" goal="Finalize PRD.md">
<action>Review all PRD sections for completeness and consistency</action>
<action>Ensure all placeholders are filled</action>
<action>Save final PRD.md to {default_output_file}</action>
**PRD.md is complete!** Strategic document ready.
Now we'll create the tactical implementation guide in epics.md.
</step>
<step n="9" goal="Epic Details - Full story breakdown in epics.md">
<critical>Now we create epics.md - the tactical implementation roadmap</critical>
<critical>This is a SEPARATE FILE from PRD.md</critical>
<action>Load epics template: {epics_template}</action>
<action>Initialize epics.md with project metadata</action>
For each epic from the epic list, expand with full story details:
**Epic Expansion Process:**
1. **Expanded Goal** (2-3 sentences)
- Describe the epic's objective and value delivery
- Explain how it builds on previous work
2. **Story Breakdown**
**Critical Story Requirements:**
- **Vertical slices** - Each story delivers complete, testable functionality
- **Sequential** - Stories must be logically ordered within epic
- **No forward dependencies** - No story depends on work from a later story/epic
- **AI-agent sized** - Completable in single focused session (2-4 hours)
- **Value-focused** - Minimize pure enabler stories; integrate technical work into value delivery
**Story Format:**
```
**Story [EPIC.N]: [Story Title]**
As a [user type],
I want [goal/desire],
So that [benefit/value].
**Acceptance Criteria:**
1. [Specific testable criterion]
2. [Another specific criterion]
3. [etc.]
**Prerequisites:** [Any dependencies on previous stories]
```
3. **Story Sequencing Within Epic:**
- Start with foundational/setup work if needed
- Build progressively toward epic goal
- Each story should leave system in working state
- Final stories complete the epic's value delivery
**Process each epic:**
<repeat for-each="epic in epic_list">
<ask>Ready to break down {{epic_title}}? (y/n)</ask>
<action>Discuss epic scope and story ideas with user</action>
<action>Draft story list ensuring vertical slices and proper sequencing</action>
<action>For each story, write user story format and acceptance criteria</action>
<action>Verify no forward dependencies exist</action>
<template-output file="epics.md">{{epic_title}}\_details</template-output>
<ask>Review {{epic_title}} stories. Any adjustments needed?</ask>
<action if="yes">Refine stories based on feedback</action>
</repeat>
<action>Save complete epics.md to {epics_output_file}</action>
**Epic Details complete!** Implementation roadmap ready.
</step>
<step n="10" goal="Update workflow status and complete">
<action>Update {status_file} with completion status</action>
<template-output file="bmm-workflow-status.md">prd_completion_update</template-output>
**Workflow Complete!**
**Deliverables Created:**
1. ✅ PRD.md - Strategic product requirements document
2. ✅ epics.md - Tactical implementation roadmap with story breakdown
**Next Steps:**
<check if="level == 2">
- Review PRD and epics with stakeholders
- **Next:** Run tech-spec workflow for lightweight technical planning
- Then proceed to implementation (create-story workflow)
</check>
<check if="level >= 3">
- Review PRD and epics with stakeholders
- **Next:** Run solution-architecture workflow for full technical design
- Then proceed to implementation (create-story workflow)
</check>
<ask>Would you like to:
1. Review/refine any section
2. Proceed to next phase (tech-spec for Level 2, solution-architecture for Level 3-4)
3. Exit and review documents
</ask>
</step>
</workflow>

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# {{project_name}} Product Requirements Document (PRD)
**Author:** {{user_name}}
**Date:** {{date}}
**Project Level:** {{project_level}}
**Target Scale:** {{target_scale}}
---
## Goals and Background Context
### Goals
{{goals}}
### Background Context
{{background_context}}
---
## Requirements
### Functional Requirements
{{functional_requirements}}
### Non-Functional Requirements
{{non_functional_requirements}}
---
## User Journeys
{{user_journeys}}
---
## UX Design Principles
{{ux_principles}}
---
## User Interface Design Goals
{{ui_design_goals}}
---
## Epic List
{{epic_list}}
> **Note:** Detailed epic breakdown with full story specifications is available in [epics.md](./epics.md)
---
## Out of Scope
{{out_of_scope}}

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# Product Requirements Document (PRD) Workflow
name: prd
description: "Unified PRD workflow for project levels 2-4. Produces strategic PRD and tactical epic breakdown. Hands off to solution-architecture workflow for technical design. Note: Level 0-1 use tech-spec workflow."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
project_name: "{config_source}:project_name"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Workflow components
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/prd"
instructions: "{installed_path}/instructions.md"
# Templates
prd_template: "{installed_path}/prd-template.md"
epics_template: "{installed_path}/epics-template.md"
status_template: "{project-root}/bmad/bmm/workflows/_shared/bmm-workflow-status-template.md"
# Output files
status_file: "{output_folder}/bmm-workflow-status.md"
default_output_file: "{output_folder}/PRD.md"
epics_output_file: "{output_folder}/epics.md"
technical_decisions_file: "{output_folder}/technical-decisions.md"
technical_decisions_template: "{project-root}/src/modules/bmm/_module-installer/assets/technical-decisions.md"
# Recommended input documents
recommended_inputs:
- product_brief: "{output_folder}/product-brief.md"
- market_research: "{output_folder}/market-research.md"
web_bundle:
name: "prd"
description: "Unified PRD workflow for project levels 2-4. Produces strategic PRD and tactical epic breakdown. Hands off to solution-architecture workflow for technical design. Note: Level 0-1 use tech-spec workflow."
author: "BMad"
instructions: "bmad/bmm/workflows/2-plan-workflows/prd/instructions.md"
use_advanced_elicitation: true
web_bundle_files:
- "bmad/bmm/workflows/2-plan-workflows/prd/instructions.md"
- "bmad/bmm/workflows/2-plan-workflows/prd/prd-template.md"
- "bmad/bmm/workflows/2-plan-workflows/prd/epics-template.md"
- "bmad/bmm/workflows/_shared/bmm-workflow-status-template.md"

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# Tech-Spec Workflow Validation Checklist
**Purpose**: Validate tech-spec workflow outputs are definitive, complete, and implementation-ready.
**Scope**: Levels 0-1 software projects
**Expected Outputs**: tech-spec.md + story files (1 for Level 0, 2-3 for Level 1)
---
## 1. Output Files Exist
- [ ] tech-spec.md created in output folder
- [ ] Story file(s) created in dev_story_location
- Level 0: 1 story file (story-{slug}.md)
- Level 1: epics.md + 2-3 story files (story-{epic-slug}-N.md)
- [ ] bmm-workflow-status.md updated to Phase 4
- [ ] No unfilled {{template_variables}}
---
## 2. Tech-Spec Definitiveness (CRITICAL)
### No Ambiguity Allowed
- [ ] **Zero "or" statements**: NO "use X or Y", "either A or B", "options include"
- [ ] **Specific versions**: All frameworks, libraries, tools have EXACT versions
- ✅ GOOD: "Python 3.11", "React 18.2.0", "winston v3.8.2"
- ❌ BAD: "Python 2 or 3", "React 18+", "a logger like pino or winston"
- [ ] **Definitive decisions**: Every technical choice is final, not a proposal
### Implementation Clarity
- [ ] Source tree shows EXACT file paths (not "somewhere in src/")
- [ ] Each file marked as create/modify/delete
- [ ] Technical approach describes SPECIFIC implementation
- [ ] Implementation stack has complete toolchain with versions
---
## 3. Story Quality
### Story Format
- [ ] All stories use "As a [role], I want [capability], so that [benefit]" format
- [ ] Each story has numbered acceptance criteria
- [ ] Tasks reference AC numbers: (AC: #1), (AC: #2)
- [ ] Dev Notes section links back to tech-spec.md
### Story Sequencing (If Level 1)
- [ ] **Vertical slices**: Each story delivers complete, testable functionality
- [ ] **Sequential ordering**: Stories in logical progression
- [ ] **No forward dependencies**: No story depends on later work
- [ ] Each story leaves system in working state
### Coverage
- [ ] Story acceptance criteria derived from tech-spec testing section
- [ ] Story tasks map to tech-spec implementation guide
- [ ] Files in stories match tech-spec source tree
---
## 4. Workflow Status Integration
- [ ] bmm-workflow-status.md shows current_phase = "4-Implementation"
- [ ] Phase 2 ("2-Plan") marked complete
- [ ] First story in TODO section, others in BACKLOG (if Level 1)
- [ ] Next action clear (review story, run story-ready)
---
## 5. Readiness for Implementation
- [ ] Developer can start coding from tech-spec alone
- [ ] All technical questions answered definitively
- [ ] Testing approach clear and verifiable
- [ ] Deployment strategy documented
---
## 6. Critical Failures (Auto-Fail)
- [ ]**Non-definitive technical decisions** (any "option A or B" or vague choices)
- [ ]**Missing versions** (framework/library without specific version)
- [ ]**Stories don't match template** (incompatible with story-context/dev-story workflows)
- [ ]**Missing tech-spec sections** (required section missing from tech-spec.md)
- [ ]**Stories have forward dependencies** (would break sequential implementation)
- [ ]**Vague source tree** (file changes not specific)
---
## Validation Notes
**Document any findings:**
- Definitiveness score: [All definitive / Some ambiguity / Significant ambiguity]
- Strengths:
- Issues to address:
- Recommended actions:
**Ready for implementation?** [Yes / No - explain]
---
_Adapt based on Level 0 vs Level 1. Focus on definitiveness above all else._

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# {{project_name}} - Epic Breakdown
## Epic Overview
{{epic_overview}}
---
## Epic Details
{{epic_details}}

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# Level 0 - Minimal User Story Generation
<workflow>
<critical>This generates a single user story for Level 0 atomic changes</critical>
<critical>Level 0 = single file change, bug fix, or small isolated task</critical>
<critical>This workflow runs AFTER tech-spec.md has been completed</critical>
<critical>Output format MUST match create-story template for compatibility with story-context and dev-story workflows</critical>
<step n="1" goal="Load tech spec and extract the change">
<action>Read the completed tech-spec.md file from {output_folder}/tech-spec.md</action>
<action>Load bmm-workflow-status.md from {output_folder}/bmm-workflow-status.md</action>
<action>Extract dev_story_location from config (where stories are stored)</action>
<action>Extract the problem statement from "Technical Approach" section</action>
<action>Extract the scope from "Source Tree Structure" section</action>
<action>Extract time estimate from "Implementation Guide" or technical details</action>
<action>Extract acceptance criteria from "Testing Approach" section</action>
</step>
<step n="2" goal="Generate story slug and filename">
<action>Derive a short URL-friendly slug from the feature/change name</action>
<action>Max slug length: 3-5 words, kebab-case format</action>
<example>
- "Migrate JS Library Icons" → "icon-migration"
- "Fix Login Validation Bug" → "login-fix"
- "Add OAuth Integration" → "oauth-integration"
</example>
<action>Set story_filename = "story-{slug}.md"</action>
<action>Set story_path = "{dev_story_location}/story-{slug}.md"</action>
</step>
<step n="3" goal="Create user story in standard format">
<action>Create 1 story that describes the technical change as a deliverable</action>
<action>Story MUST use create-story template format for compatibility</action>
<guidelines>
**Story Point Estimation:**
- 1 point = < 1 day (2-4 hours)
- 2 points = 1-2 days
- 3 points = 2-3 days
- 5 points = 3-5 days (if this high, question if truly Level 0)
**Story Title Best Practices:**
- Use active, user-focused language
- Describe WHAT is delivered, not HOW
- Good: "Icon Migration to Internal CDN"
- Bad: "Run curl commands to download PNGs"
**Story Description Format:**
- As a [role] (developer, user, admin, etc.)
- I want [capability/change]
- So that [benefit/value]
**Acceptance Criteria:**
- Extract from tech-spec "Testing Approach" section
- Must be specific, measurable, and testable
- Include performance criteria if specified
**Tasks/Subtasks:**
- Map directly to tech-spec "Implementation Guide" tasks
- Use checkboxes for tracking
- Reference AC numbers: (AC: #1), (AC: #2)
- Include explicit testing subtasks
**Dev Notes:**
- Extract technical constraints from tech-spec
- Include file paths from "Source Tree Structure"
- Reference architecture patterns if applicable
- Cite tech-spec sections for implementation details
</guidelines>
<action>Initialize story file using user_story_template</action>
<template-output file="{story_path}">story_title</template-output>
<template-output file="{story_path}">role</template-output>
<template-output file="{story_path}">capability</template-output>
<template-output file="{story_path}">benefit</template-output>
<template-output file="{story_path}">acceptance_criteria</template-output>
<template-output file="{story_path}">tasks_subtasks</template-output>
<template-output file="{story_path}">technical_summary</template-output>
<template-output file="{story_path}">files_to_modify</template-output>
<template-output file="{story_path}">test_locations</template-output>
<template-output file="{story_path}">story_points</template-output>
<template-output file="{story_path}">time_estimate</template-output>
<template-output file="{story_path}">architecture_references</template-output>
</step>
<step n="4" goal="Update bmm-workflow-status and initialize Phase 4">
<action>Open {output_folder}/bmm-workflow-status.md</action>
<action>Update "Workflow Status Tracker" section:</action>
- Set current_phase = "4-Implementation" (Level 0 skips Phase 3)
- Set current_workflow = "tech-spec (Level 0 - story generation complete, ready for implementation)"
- Check "2-Plan" checkbox in Phase Completion Status
- Set progress_percentage = 40% (planning complete, skipping solutioning)
<action>Initialize Phase 4 Implementation Progress section:</action>
#### BACKLOG (Not Yet Drafted)
**Ordered story sequence - populated at Phase 4 start:**
| Epic | Story | ID | Title | File |
| ---------------------------------- | ----- | --- | ----- | ---- |
| (empty - Level 0 has only 1 story) | | | | |
**Total in backlog:** 0 stories
**NOTE:** Level 0 has single story only. No additional stories in backlog.
#### TODO (Needs Drafting)
Initialize with the ONLY story (already drafted):
- **Story ID:** {slug}
- **Story Title:** {{story_title}}
- **Story File:** `story-{slug}.md`
- **Status:** Draft (needs review before development)
- **Action:** User reviews drafted story, then runs SM agent `story-ready` workflow to approve
#### IN PROGRESS (Approved for Development)
Leave empty initially:
(Story will be moved here by SM agent `story-ready` workflow after user approves story-{slug}.md)
#### DONE (Completed Stories)
Initialize empty table:
| Story ID | File | Completed Date | Points |
| ---------- | ---- | -------------- | ------ |
| (none yet) | | | |
**Total completed:** 0 stories
**Total points completed:** 0 points
<action>Add to Artifacts Generated table:</action>
```
| tech-spec.md | Complete | {output_folder}/tech-spec.md | {{date}} |
| story-{slug}.md | Draft | {dev_story_location}/story-{slug}.md | {{date}} |
```
<action>Update "Next Action Required":</action>
```
**What to do next:** Review drafted story-{slug}.md, then mark it ready for development
**Command to run:** Load SM agent and run 'story-ready' workflow (confirms story-{slug}.md is ready)
**Agent to load:** bmad/bmm/agents/sm.md
```
<action>Add to Decision Log:</action>
```
- **{{date}}**: Level 0 tech-spec and story generation completed. Skipping Phase 3 (solutioning) - moving directly to Phase 4 (implementation). Single story (story-{slug}.md) drafted and ready for review.
```
<action>Save bmm-workflow-status.md</action>
</step>
<step n="5" goal="Provide user guidance for next steps">
<action>Display completion summary</action>
**Level 0 Planning Complete!**
**Generated Artifacts:**
- `tech-spec.md` → Technical source of truth
- `story-{slug}.md` → User story ready for implementation
**Story Location:** `{story_path}`
**Next Steps (choose one path):**
**Option A - Full Context (Recommended for complex changes):**
1. Load SM agent: `{project-root}/bmad/bmm/agents/sm.md`
2. Run story-context workflow
3. Then load DEV agent and run dev-story workflow
**Option B - Direct to Dev (For simple, well-understood changes):**
1. Load DEV agent: `{project-root}/bmad/bmm/agents/dev.md`
2. Run dev-story workflow (will auto-discover story)
3. Begin implementation
**Progress Tracking:**
- All decisions logged in: `bmm-workflow-status.md`
- Next action clearly identified
<ask>Ready to proceed? Choose your path:
1. Generate story context (Option A - recommended)
2. Go directly to dev-story implementation (Option B - faster)
3. Exit for now
Select option (1-3):</ask>
</step>
</workflow>

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# Level 1 - Epic and Stories Generation
<workflow>
<critical>This generates epic and user stories for Level 1 projects after tech-spec completion</critical>
<critical>This is a lightweight story breakdown - not a full PRD</critical>
<critical>Level 1 = coherent feature, 1-10 stories (prefer 2-3), 1 epic</critical>
<critical>This workflow runs AFTER tech-spec.md has been completed</critical>
<critical>Story format MUST match create-story template for compatibility with story-context and dev-story workflows</critical>
<step n="1" goal="Load tech spec and extract implementation tasks">
<action>Read the completed tech-spec.md file from {output_folder}/tech-spec.md</action>
<action>Load bmm-workflow-status.md from {output_folder}/bmm-workflow-status.md</action>
<action>Extract dev_story_location from config (where stories are stored)</action>
<action>Identify all implementation tasks from the "Implementation Guide" section</action>
<action>Identify the overall feature goal from "Technical Approach" section</action>
<action>Extract time estimates for each implementation phase</action>
<action>Identify any dependencies between implementation tasks</action>
</step>
<step n="2" goal="Create single epic">
<action>Create 1 epic that represents the entire feature</action>
<action>Epic title should be user-facing value statement</action>
<action>Epic goal should describe why this matters to users</action>
<guidelines>
**Epic Best Practices:**
- Title format: User-focused outcome (not implementation detail)
- Good: "JS Library Icon Reliability"
- Bad: "Update recommendedLibraries.ts file"
- Scope: Clearly define what's included/excluded
- Success criteria: Measurable outcomes that define "done"
</guidelines>
<example>
**Epic:** JS Library Icon Reliability
**Goal:** Eliminate external dependencies for JS library icons to ensure consistent, reliable display and improve application performance.
**Scope:** Migrate all 14 recommended JS library icons from third-party CDN URLs (GitHub, jsDelivr) to internal static asset hosting.
**Success Criteria:**
- All library icons load from internal paths
- Zero external requests for library icons
- Icons load 50-200ms faster than baseline
- No broken icons in production
</example>
<action>Derive epic slug from epic title (kebab-case, 2-3 words max)</action>
<example>
- "JS Library Icon Reliability" → "icon-reliability"
- "OAuth Integration" → "oauth-integration"
- "Admin Dashboard" → "admin-dashboard"
</example>
<action>Initialize epics.md summary document using epics_template</action>
<template-output file="{output_folder}/epics.md">epic_title</template-output>
<template-output file="{output_folder}/epics.md">epic_slug</template-output>
<template-output file="{output_folder}/epics.md">epic_goal</template-output>
<template-output file="{output_folder}/epics.md">epic_scope</template-output>
<template-output file="{output_folder}/epics.md">epic_success_criteria</template-output>
<template-output file="{output_folder}/epics.md">epic_dependencies</template-output>
</step>
<step n="3" goal="Determine optimal story count">
<critical>Level 1 should have 2-3 stories maximum - prefer longer stories over more stories</critical>
<action>Analyze tech spec implementation tasks and time estimates</action>
<action>Group related tasks into logical story boundaries</action>
<guidelines>
**Story Count Decision Matrix:**
**2 Stories (preferred for most Level 1):**
- Use when: Feature has clear build/verify split
- Example: Story 1 = Build feature, Story 2 = Test and deploy
- Typical points: 3-5 points per story
**3 Stories (only if necessary):**
- Use when: Feature has distinct setup, build, verify phases
- Example: Story 1 = Setup, Story 2 = Core implementation, Story 3 = Integration and testing
- Typical points: 2-3 points per story
**Never exceed 3 stories for Level 1:**
- If more needed, consider if project should be Level 2
- Better to have longer stories (5 points) than more stories (5x 1-point stories)
</guidelines>
<action>Determine story_count = 2 or 3 based on tech spec complexity</action>
</step>
<step n="4" goal="Generate user stories from tech spec tasks">
<action>For each story (2-3 total), generate separate story file</action>
<action>Story filename format: "story-{epic_slug}-{n}.md" where n = 1, 2, or 3</action>
<guidelines>
**Story Generation Guidelines:**
- Each story = multiple implementation tasks from tech spec
- Story title format: User-focused deliverable (not implementation steps)
- Include technical acceptance criteria from tech spec tasks
- Link back to tech spec sections for implementation details
**Story Point Estimation:**
- 1 point = < 1 day (2-4 hours)
- 2 points = 1-2 days
- 3 points = 2-3 days
- 5 points = 3-5 days
**Level 1 Typical Totals:**
- Total story points: 5-10 points
- 2 stories: 3-5 points each
- 3 stories: 2-3 points each
- If total > 15 points, consider if this should be Level 2
**Story Structure (MUST match create-story format):**
- Status: Draft
- Story: As a [role], I want [capability], so that [benefit]
- Acceptance Criteria: Numbered list from tech spec
- Tasks / Subtasks: Checkboxes mapped to tech spec tasks (AC: #n references)
- Dev Notes: Technical summary, project structure notes, references
- Dev Agent Record: Empty sections for context workflow to populate
</guidelines>
<for-each story="1 to story_count">
<action>Set story_path_{n} = "{dev_story_location}/story-{epic_slug}-{n}.md"</action>
<action>Create story file from user_story_template with the following content:</action>
<template-output file="{story_path_{n}}">
- story_title: User-focused deliverable title
- role: User role (e.g., developer, user, admin)
- capability: What they want to do
- benefit: Why it matters
- acceptance_criteria: Specific, measurable criteria from tech spec
- tasks_subtasks: Implementation tasks with AC references
- technical_summary: High-level approach, key decisions
- files_to_modify: List of files that will change
- test_locations: Where tests will be added
- story_points: Estimated effort (1/2/3/5)
- time_estimate: Days/hours estimate
- architecture_references: Links to tech-spec.md sections
</template-output>
</for-each>
<critical>Generate exactly {story_count} story files (2 or 3 based on Step 3 decision)</critical>
</step>
<step n="5" goal="Create story map and implementation sequence">
<action>Generate visual story map showing epic → stories hierarchy</action>
<action>Calculate total story points across all stories</action>
<action>Estimate timeline based on total points (1-2 points per day typical)</action>
<action>Define implementation sequence considering dependencies</action>
<example>
## Story Map
```
Epic: Icon Reliability
├── Story 1: Build Icon Infrastructure (3 points)
└── Story 2: Test and Deploy Icons (2 points)
```
**Total Story Points:** 5
**Estimated Timeline:** 1 sprint (1 week)
## Implementation Sequence
1. **Story 1** → Build icon infrastructure (setup, download, configure)
2. **Story 2** → Test and deploy (depends on Story 1)
</example>
<template-output file="{output_folder}/epics.md">story_summaries</template-output>
<template-output file="{output_folder}/epics.md">story_map</template-output>
<template-output file="{output_folder}/epics.md">total_points</template-output>
<template-output file="{output_folder}/epics.md">estimated_timeline</template-output>
<template-output file="{output_folder}/epics.md">implementation_sequence</template-output>
</step>
<step n="6" goal="Update bmm-workflow-status and populate backlog for Phase 4">
<action>Open {output_folder}/bmm-workflow-status.md</action>
<action>Update "Workflow Status Tracker" section:</action>
- Set current_phase = "4-Implementation" (Level 1 skips Phase 3)
- Set current_workflow = "tech-spec (Level 1 - epic and stories generation complete, ready for implementation)"
- Check "2-Plan" checkbox in Phase Completion Status
- Set progress_percentage = 40% (planning complete, skipping solutioning)
<action>Populate story backlog in "### Implementation Progress (Phase 4 Only)" section:</action>
#### BACKLOG (Not Yet Drafted)
**Ordered story sequence - populated at Phase 4 start:**
| Epic | Story | ID | Title | File |
| ---- | ----- | --- | ----- | ---- |
{{#if story_2}}
| 1 | 2 | {epic_slug}-2 | {{story_2_title}} | story-{epic_slug}-2.md |
{{/if}}
{{#if story_3}}
| 1 | 3 | {epic_slug}-3 | {{story_3_title}} | story-{epic_slug}-3.md |
{{/if}}
**Total in backlog:** {{story_count - 1}} stories
**NOTE:** Level 1 uses slug-based IDs like "{epic_slug}-1", "{epic_slug}-2" instead of numeric "1.1", "1.2"
#### TODO (Needs Drafting)
Initialize with FIRST story (already drafted):
- **Story ID:** {epic_slug}-1
- **Story Title:** {{story_1_title}}
- **Story File:** `story-{epic_slug}-1.md`
- **Status:** Draft (needs review before development)
- **Action:** User reviews drafted story, then runs SM agent `story-ready` workflow to approve
#### IN PROGRESS (Approved for Development)
Leave empty initially:
(Story will be moved here by SM agent `story-ready` workflow after user approves story-{epic_slug}-1.md)
#### DONE (Completed Stories)
Initialize empty table:
| Story ID | File | Completed Date | Points |
| ---------- | ---- | -------------- | ------ |
| (none yet) | | | |
**Total completed:** 0 stories
**Total points completed:** 0 points
<action>Add to Artifacts Generated table:</action>
```
| tech-spec.md | Complete | {output_folder}/tech-spec.md | {{date}} |
| epics.md | Complete | {output_folder}/epics.md | {{date}} |
| story-{epic_slug}-1.md | Draft | {dev_story_location}/story-{epic_slug}-1.md | {{date}} |
| story-{epic_slug}-2.md | Draft | {dev_story_location}/story-{epic_slug}-2.md | {{date}} |
{{#if story_3}}
| story-{epic_slug}-3.md | Draft | {dev_story_location}/story-{epic_slug}-3.md | {{date}} |
{{/if}}
```
<action>Update "Next Action Required":</action>
```
**What to do next:** Review drafted story-{epic_slug}-1.md, then mark it ready for development
**Command to run:** Load SM agent and run 'story-ready' workflow (confirms story-{epic_slug}-1.md is ready)
**Agent to load:** bmad/bmm/agents/sm.md
```
<action>Add to Decision Log:</action>
```
- **{{date}}**: Level 1 tech-spec and epic/stories generation completed. {{story_count}} stories created. Skipping Phase 3 (solutioning) - moving directly to Phase 4 (implementation). Story backlog populated. First story (story-{epic_slug}-1.md) drafted and ready for review.
```
<action>Save bmm-workflow-status.md</action>
</step>
<step n="7" goal="Finalize and provide user guidance">
<action>Confirm all stories map to tech spec implementation tasks</action>
<action>Verify total story points align with tech spec time estimates</action>
<action>Verify stories are properly sequenced with dependencies noted</action>
<action>Confirm all stories have measurable acceptance criteria</action>
**Level 1 Planning Complete!**
**Epic:** {{epic_title}}
**Total Stories:** {{story_count}}
**Total Story Points:** {{total_points}}
**Estimated Timeline:** {{estimated_timeline}}
**Generated Artifacts:**
- `tech-spec.md` → Technical source of truth
- `epics.md` → Epic and story summary
- `story-{epic_slug}-1.md` → First story (ready for implementation)
- `story-{epic_slug}-2.md` → Second story
{{#if story_3}}
- `story-{epic_slug}-3.md` → Third story
{{/if}}
**Story Location:** `{dev_story_location}/`
**Next Steps - Iterative Implementation:**
**1. Start with Story 1:**
a. Load SM agent: `{project-root}/bmad/bmm/agents/sm.md`
b. Run story-context workflow (select story-{epic_slug}-1.md)
c. Load DEV agent: `{project-root}/bmad/bmm/agents/dev.md`
d. Run dev-story workflow to implement story 1
**2. After Story 1 Complete:**
- Repeat process for story-{epic_slug}-2.md
- Story context will auto-reference completed story 1
**3. After Story 2 Complete:**
{{#if story_3}}
- Repeat process for story-{epic_slug}-3.md
{{/if}}
- Level 1 feature complete!
**Progress Tracking:**
- All decisions logged in: `bmm-workflow-status.md`
- Next action clearly identified
<ask>Ready to proceed? Choose your path:
1. Generate context for story 1 (recommended - run story-context)
2. Go directly to dev-story for story 1 (faster)
3. Exit for now
Select option (1-3):</ask>
</step>
</workflow>

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# PRD Workflow - Small Projects (Level 0-1)
<workflow>
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This is the SMALL instruction set for Level 0-1 projects - tech-spec with story generation</critical>
<critical>Level 0: tech-spec + single user story | Level 1: tech-spec + epic/stories</critical>
<critical>Project analysis already completed - proceeding directly to technical specification</critical>
<critical>NO PRD generated - uses tech_spec_template + story templates</critical>
<step n="0" goal="Check for workflow status file - REQUIRED">
<action>Check if bmm-workflow-status.md exists in {output_folder}/</action>
<check if="not exists">
<output>**⚠️ No Workflow Status File Found**
The tech-spec workflow requires an existing workflow status file to understand your project context.
Please run `workflow-status` first to:
- Map out your complete workflow journey
- Determine project type and level
- Create the status file with your planned workflow
**To proceed:**
Run: `bmad analyst workflow-status`
After completing workflow planning, you'll be directed back to this workflow.
</output>
<action>Exit workflow - cannot proceed without status file</action>
</check>
<check if="exists">
<action>Load status file and proceed to Step 1</action>
</check>
</step>
<step n="1" goal="Confirm project scope and update tracking">
<action>Load bmm-workflow-status.md from {output_folder}/bmm-workflow-status.md</action>
<action>Verify project_level is 0 or 1</action>
<check if="project_level >= 2">
<error>This workflow is for Level 0-1 only. Level 2-4 should use PRD workflow.</error>
<output>**Incorrect Workflow for Your Level**
Your status file indicates Level {{project_level}}.
**Correct workflow:** `prd` (run with PM agent)
Run: `bmad pm prd`
</output>
<action>Exit and redirect user to prd workflow</action>
</check>
<check if="project_type == game">
<error>This workflow is for software projects. Game projects should use GDD workflow.</error>
<output>**Incorrect Workflow for Game Projects**
**Correct workflow:** `gdd` (run with PM agent)
Run: `bmad pm gdd`
</output>
<action>Exit and redirect user to gdd workflow</action>
</check>
<action>Update Workflow Status Tracker:</action>
<check if="project_level == 0">
<action>Set current_workflow = "tech-spec (Level 0 - generating tech spec)"</action>
</check>
<check if="project_level == 1">
<action>Set current_workflow = "tech-spec (Level 1 - generating tech spec)"</action>
</check>
<action>Set progress_percentage = 20%</action>
<action>Save bmm-workflow-status.md</action>
<check if="project_level == 0">
<action>Confirm Level 0 - Single atomic change</action>
<ask>Please describe the specific change/fix you need to implement:</ask>
</check>
<check if="project_level == 1">
<action>Confirm Level 1 - Coherent feature</action>
<ask>Please describe the feature you need to implement:</ask>
</check>
</step>
<step n="2" goal="Generate DEFINITIVE tech spec">
<critical>Generate tech-spec.md - this is the TECHNICAL SOURCE OF TRUTH</critical>
<critical>ALL TECHNICAL DECISIONS MUST BE DEFINITIVE - NO AMBIGUITY ALLOWED</critical>
<action>Update progress in bmm-workflow-status.md:</action>
<action>Set progress_percentage = 40%</action>
<action>Save bmm-workflow-status.md</action>
<action>Initialize and write out tech-spec.md using tech_spec_template</action>
<critical>DEFINITIVE DECISIONS REQUIRED:</critical>
**BAD Examples (NEVER DO THIS):**
- "Python 2 or 3" ❌
- "Use a logger like pino or winston" ❌
**GOOD Examples (ALWAYS DO THIS):**
- "Python 3.11" ✅
- "winston v3.8.2 for logging" ✅
**Source Tree Structure**: EXACT file changes needed
<template-output file="tech-spec.md">source_tree</template-output>
**Technical Approach**: SPECIFIC implementation for the change
<template-output file="tech-spec.md">technical_approach</template-output>
**Implementation Stack**: DEFINITIVE tools and versions
<template-output file="tech-spec.md">implementation_stack</template-output>
**Technical Details**: PRECISE change details
<template-output file="tech-spec.md">technical_details</template-output>
**Testing Approach**: How to verify the change
<template-output file="tech-spec.md">testing_approach</template-output>
**Deployment Strategy**: How to deploy the change
<template-output file="tech-spec.md">deployment_strategy</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="3" goal="Validate cohesion" optional="true">
<action>Offer to run cohesion validation</action>
<ask>Tech-spec complete! Before proceeding to implementation, would you like to validate project cohesion?
**Cohesion Validation** checks:
- Tech spec completeness and definitiveness
- Feature sequencing and dependencies
- External dependencies properly planned
- User/agent responsibilities clear
- Greenfield/brownfield-specific considerations
Run cohesion validation? (y/n)</ask>
<check if="yes">
<action>Load {installed_path}/checklist.md</action>
<action>Review tech-spec.md against "Cohesion Validation (All Levels)" section</action>
<action>Focus on Section A (Tech Spec), Section D (Feature Sequencing)</action>
<action>Apply Section B (Greenfield) or Section C (Brownfield) based on field_type</action>
<action>Generate validation report with findings</action>
</check>
</step>
<step n="4" goal="Generate user stories based on project level">
<action>Load bmm-workflow-status.md to determine project_level</action>
<check if="project_level == 0">
<action>Invoke instructions-level0-story.md to generate single user story</action>
<action>Story will be saved to user-story.md</action>
<action>Story links to tech-spec.md for technical implementation details</action>
</check>
<check if="project_level == 1">
<action>Invoke instructions-level1-stories.md to generate epic and stories</action>
<action>Epic and stories will be saved to epics.md
<action>Stories link to tech-spec.md implementation tasks</action>
</check>
</step>
<step n="5" goal="Finalize and determine next steps">
<action>Confirm tech-spec is complete and definitive</action>
<check if="project_level == 0">
<action>Confirm user-story.md generated successfully</action>
</check>
<check if="project_level == 1">
<action>Confirm epics.md generated successfully</action>
</check>
## Summary
<check if="project_level == 0">
- **Level 0 Output**: tech-spec.md + user-story.md
- **No PRD required**
- **Direct to implementation with story tracking**
</check>
<check if="project_level == 1">
- **Level 1 Output**: tech-spec.md + epics.md
- **No PRD required**
- **Ready for sprint planning with epic/story breakdown**
</check>
## Next Steps Checklist
<action>Determine appropriate next steps for Level 0 atomic change</action>
**Optional Next Steps:**
<check if="change involves UI components">
- [ ] **Create simple UX documentation** (if UI change is user-facing)
- Note: Full instructions-ux workflow may be overkill for Level 0
- Consider documenting just the specific UI change
</check>
- [ ] **Generate implementation task**
- Command: `workflow task-generation`
- Uses: tech-spec.md
<check if="change is backend/API only">
**Recommended Next Steps:**
- [ ] **Create test plan** for the change
- Unit tests for the specific change
- Integration test if affects other components
- [ ] **Generate implementation task**
- Command: `workflow task-generation`
- Uses: tech-spec.md
<ask>Level 0 planning complete! Next action:
1. Proceed to implementation
2. Generate development task
3. Create test plan
4. Exit workflow
Select option (1-4):</ask>
</check>
</step>
</workflow>

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# {{project_name}} - Technical Specification
**Author:** {{user_name}}
**Date:** {{date}}
**Project Level:** {{project_level}}
**Project Type:** {{project_type}}
**Development Context:** {{development_context}}
---
## Source Tree Structure
{{source_tree}}
---
## Technical Approach
{{technical_approach}}
---
## Implementation Stack
{{implementation_stack}}
---
## Technical Details
{{technical_details}}
---
## Development Setup
{{development_setup}}
---
## Implementation Guide
{{implementation_guide}}
---
## Testing Approach
{{testing_approach}}
---
## Deployment Strategy
{{deployment_strategy}}

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# Story: {{story_title}}
Status: Draft
## Story
As a {{role}},
I want {{capability}},
so that {{benefit}}.
## Acceptance Criteria
{{acceptance_criteria}}
## Tasks / Subtasks
{{tasks_subtasks}}
## Dev Notes
### Technical Summary
{{technical_summary}}
### Project Structure Notes
- Files to modify: {{files_to_modify}}
- Expected test locations: {{test_locations}}
- Estimated effort: {{story_points}} story points ({{time_estimate}})
### References
- **Tech Spec:** See tech-spec.md for detailed implementation
- **Architecture:** {{architecture_references}}
## Dev Agent Record
### Context Reference
<!-- Path(s) to story context XML will be added here by context workflow -->
### Agent Model Used
<!-- Will be populated during dev-story execution -->
### Debug Log References
<!-- Will be populated during dev-story execution -->
### Completion Notes List
<!-- Will be populated during dev-story execution -->
### File List
<!-- Will be populated during dev-story execution -->

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# Technical Specification Workflow (Level 0)
name: tech-spec-sm
description: "Technical specification workflow for Level 0 projects (single atomic changes). Creates focused tech spec for bug fixes, single endpoint additions, or small isolated changes. Tech-spec only - no PRD needed."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
project_name: "{config_source}:project_name"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Workflow components
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/tech-spec"
instructions: "{installed_path}/instructions.md"
template: "{installed_path}/tech-spec-template.md"
# Story generation instructions (invoked based on level)
instructions_level0_story: "{installed_path}/instructions-level0-story.md"
instructions_level1_stories: "{installed_path}/instructions-level1-stories.md"
# Templates
user_story_template: "{installed_path}/user-story-template.md"
epics_template: "{installed_path}/epics-template.md"
# Output configuration
default_output_file: "{output_folder}/tech-spec.md"
user_story_file: "{output_folder}/user-story.md"
epics_file: "{output_folder}/epics.md"
# Recommended input documents (optional for Level 0)
recommended_inputs:
- bug_report: "Bug description or issue ticket"
- feature_request: "Brief feature description"
# Claude Code integration points
claude_code_enhancements:
- injection_point: "tech-spec-subagents"
- available_subagents:
- technical-evaluator: "Technology assessment and feasibility"
- codebase-analyzer: "Existing code analysis"
- pattern-detector: "Identify coding patterns to follow"
# Workflow configuration
interactive: true # User checkpoints
autonomous: false # Requires user input
allow_parallel: false # Sequential specification
# Technical frameworks available
frameworks:
- "Technical Design Patterns"
- "API Design Principles"
- "Code Organization Standards"
- "Testing Strategies"
web_bundle:
name: "tech-spec-sm"
description: "Technical specification workflow for Level 0-1 projects. Creates focused tech spec with story generation. Level 0: tech-spec + user story. Level 1: tech-spec + epic/stories."
author: "BMad"
instructions: "bmad/bmm/workflows/2-plan-workflows/tech-spec/instructions.md"
use_advanced_elicitation: true
web_bundle_files:
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/instructions.md"
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/instructions-level0-story.md"
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/instructions-level1-stories.md"
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/tech-spec-template.md"
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/user-story-template.md"
- "bmad/bmm/workflows/2-plan-workflows/tech-spec/epics-template.md"
# Technical frameworks available
frameworks:
- "Technical Design Patterns"
- "API Design Principles"
- "Code Organization Standards"
- "Testing Strategies"
# Workflow configuration
interactive: true # User checkpoints
autonomous: false # Requires user input
allow_parallel: false # Sequential specification

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# UX/UI Specification Workflow Validation Checklist
**Purpose**: Validate UX workflow outputs are complete, actionable, and ready for development.
**Scope**: Can run standalone or integrated with PRD/GDD workflows
**Expected Outputs**: ux-specification.md, optional ai-frontend-prompt.md
---
## 1. Output File Exists
- [ ] ux-specification.md created in output folder
- [ ] Requirements source identified (PRD, GDD, or gathered requirements)
- [ ] No unfilled {{template_variables}}
---
## 2. UX Foundation
### User Personas
- [ ] **At least one primary persona** defined with goals and pain points
- [ ] Personas have sufficient detail to inform design decisions
- [ ] If PRD/GDD exists, personas align with target audience
### Design Principles
- [ ] **3-5 core design principles** established
- [ ] Principles are actionable (guide real design decisions)
- [ ] Principles fit project goals and users
---
## 3. Information Architecture
### Site/App Structure
- [ ] **Complete site map** showing all major sections/screens
- [ ] Hierarchical relationships clear
- [ ] Navigation paths evident
- [ ] Structure makes sense for users
### Navigation
- [ ] Primary navigation defined
- [ ] Mobile navigation strategy clear (if multi-platform)
- [ ] Navigation approach logical
---
## 4. User Flows
- [ ] **At least 2-3 critical user flows** documented
- [ ] Flows show complete start-to-finish paths
- [ ] Decision points and error states considered
- [ ] Flows include Mermaid diagrams or clear descriptions
- [ ] If PRD exists, flows align with user journeys
---
## 5. Component Library and Visual Design
### Component Approach
- [ ] **Design system strategy** defined (existing system, custom, or hybrid)
- [ ] If using existing, which one specified
- [ ] Core components identified
- [ ] Component states documented (default, hover, active, disabled, error)
### Visual Foundation
- [ ] **Color palette** defined with semantic meanings
- [ ] **Typography** specified (fonts, type scale, usage)
- [ ] **Spacing system** documented
- [ ] Design choices support usability
---
## 6. Responsive and Accessibility
### Responsive Design
- [ ] **Breakpoints defined** for target devices
- [ ] Adaptation patterns explained (how layouts change)
- [ ] Mobile strategy clear (if multi-platform)
### Accessibility
- [ ] **Compliance target** specified (WCAG level)
- [ ] Key accessibility requirements documented
- [ ] Keyboard navigation, screen readers, contrast considered
---
## 7. Implementation Readiness
- [ ] **Next steps** clearly defined
- [ ] Design handoff requirements clear
- [ ] Developers can implement from this spec
- [ ] Sufficient detail for front-end development
---
## 8. Integration with Requirements
**If PRD/GDD exists:**
- [ ] UX covers all user-facing features from requirements
- [ ] User flows align with documented user journeys
- [ ] Platform matches PRD/GDD platforms
- [ ] No contradictions with requirements
---
## 9. AI Frontend Prompt (If Generated)
**If ai-frontend-prompt.md was created:**
- [ ] File exists in output folder
- [ ] Contains complete UX context (colors, typography, components, flows)
- [ ] Formatted for AI tools (v0, Lovable, etc.)
- [ ] Includes appropriate warnings about reviewing generated code
---
## 10. Critical Failures (Auto-Fail)
- [ ]**No user personas** (target users not defined)
- [ ]**No user flows** (critical paths not documented)
- [ ]**No information architecture** (site structure missing)
- [ ]**No component approach** (design system not defined)
- [ ]**No visual foundation** (colors/typography missing)
- [ ]**No responsive strategy** (adaptation not addressed for multi-platform)
- [ ]**Contradicts requirements** (UX fights PRD/GDD if they exist)
---
## Validation Notes
**Document any findings:**
- UX quality: [Production-ready / Good foundation / Needs refinement / Incomplete]
- Strengths:
- Issues to address:
- Recommended actions:
**Ready for development?** [Yes / Needs design phase / No - explain]
---
_Adapt based on whether this is standalone or integrated, and platform requirements._

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# UX/UI Specification Workflow Instructions
<workflow>
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>This workflow creates comprehensive UX/UI specifications - can run standalone or as part of plan-project</critical>
<critical>Uses ux-spec-template.md for structured output generation</critical>
<critical>Can optionally generate AI Frontend Prompts for tools like Vercel v0, Lovable.ai</critical>
<step n="1" goal="Load context and analyze project requirements">
<action>Determine workflow mode (standalone or integrated)</action>
<check if="mode is standalone">
<ask>Do you have an existing PRD or requirements document? (y/n)
If yes: Provide the path to the PRD
If no: We'll gather basic requirements to create the UX spec
</ask>
</check>
<check if="no PRD in standalone mode">
<ask>Let's gather essential information:
1. **Project Description**: What are you building?
2. **Target Users**: Who will use this?
3. **Core Features**: What are the main capabilities? (3-5 key features)
4. **Platform**: Web, mobile, desktop, or multi-platform?
5. **Existing Brand/Design**: Any existing style guide or brand to follow?
</ask>
</check>
<check if="PRD exists or integrated mode">
<action>Load the following documents if available:</action>
- PRD.md (primary source for requirements and user journeys)
- epics.md (helps understand feature grouping)
- tech-spec.md (understand technical constraints)
- solution-architecture.md (if Level 3-4 project)
- bmm-workflow-status.md (understand project level and scope)
</check>
<action>Analyze project for UX complexity:</action>
- Number of user-facing features
- Types of users/personas mentioned
- Interaction complexity
- Platform requirements (web, mobile, desktop)
<action>Load ux-spec-template from workflow.yaml</action>
<template-output>project_context</template-output>
</step>
<step n="2" goal="Define UX goals and principles">
<ask>Let's establish the UX foundation. Based on the PRD:
**1. Target User Personas** (extract from PRD or define):
- Primary persona(s)
- Secondary persona(s)
- Their goals and pain points
**2. Key Usability Goals:**
What does success look like for users?
- Ease of learning?
- Efficiency for power users?
- Error prevention?
- Accessibility requirements?
**3. Core Design Principles** (3-5 principles):
What will guide all design decisions?
</ask>
<template-output>user_personas</template-output>
<template-output>usability_goals</template-output>
<template-output>design_principles</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="3" goal="Create information architecture">
<action>Based on functional requirements from PRD, create site/app structure</action>
**Create comprehensive site map showing:**
- All major sections/screens
- Hierarchical relationships
- Navigation paths
<template-output>site_map</template-output>
**Define navigation structure:**
- Primary navigation items
- Secondary navigation approach
- Mobile navigation strategy
- Breadcrumb structure
<template-output>navigation_structure</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="4" goal="Design user flows for critical paths">
<action>Extract key user journeys from PRD</action>
<action>For each critical user task, create detailed flow</action>
<for-each journey="user_journeys_from_prd">
**Flow: {{journey_name}}**
Define:
- User goal
- Entry points
- Step-by-step flow with decision points
- Success criteria
- Error states and edge cases
Create Mermaid diagram showing complete flow.
<template-output>user*flow*{{journey_number}}</template-output>
</for-each>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="5" goal="Define component library approach">
<ask>Component Library Strategy:
**1. Design System Approach:**
- [ ] Use existing system (Material UI, Ant Design, etc.)
- [ ] Create custom component library
- [ ] Hybrid approach
**2. If using existing, which one?**
**3. Core Components Needed** (based on PRD features):
We'll need to define states and variants for key components.
</ask>
<action>For primary components, define:</action>
- Component purpose
- Variants needed
- States (default, hover, active, disabled, error)
- Usage guidelines
<template-output>design_system_approach</template-output>
<template-output>core_components</template-output>
</step>
<step n="6" goal="Establish visual design foundation">
<ask>Visual Design Foundation:
**1. Brand Guidelines:**
Do you have existing brand guidelines to follow? (y/n)
**2. If yes, provide link or key elements.**
**3. If no, let's define basics:**
- Primary brand personality (professional, playful, minimal, bold)
- Industry conventions to follow or break
</ask>
<action>Define color palette with semantic meanings</action>
<template-output>color_palette</template-output>
<action>Define typography system</action>
<template-output>font_families</template-output>
<template-output>type_scale</template-output>
<action>Define spacing and layout grid</action>
<template-output>spacing_layout</template-output>
<invoke-task halt="true">{project-root}/bmad/core/tasks/adv-elicit.xml</invoke-task>
</step>
<step n="7" goal="Define responsive and accessibility strategy">
**Responsive Design:**
<action>Define breakpoints based on target devices from PRD</action>
<template-output>breakpoints</template-output>
<action>Define adaptation patterns for different screen sizes</action>
<template-output>adaptation_patterns</template-output>
**Accessibility Requirements:**
<action>Based on deployment intent from PRD, define compliance level</action>
<template-output>compliance_target</template-output>
<template-output>accessibility_requirements</template-output>
</step>
<step n="8" goal="Document interaction patterns" optional="true">
<ask>Would you like to define animation and micro-interactions? (y/n)
This is recommended for:
- Consumer-facing applications
- Projects emphasizing user delight
- Complex state transitions
</ask>
<check if="yes or fuzzy match the user wants to define animation or micro interactions">
<action>Define motion principles</action>
<template-output>motion_principles</template-output>
<action>Define key animations and transitions</action>
<template-output>key_animations</template-output>
</check>
</step>
<step n="9" goal="Create wireframes and design references" optional="true">
<ask>Design File Strategy:
**1. Will you be creating high-fidelity designs?**
- Yes, in Figma
- Yes, in Sketch
- Yes, in Adobe XD
- No, development from spec
- Other (describe)
**2. For key screens, should we:**
- Reference design file locations
- Create low-fi wireframe descriptions
- Skip visual representations
</ask>
<template-output if="design files will be created">design_files</template-output>
<check if="wireframe descriptions needed">
<for-each screen="key_screens">
<template-output>screen*layout*{{screen_number}}</template-output>
</for-each>
</check>
</step>
<step n="10" goal="Generate next steps and output options">
## UX Specification Complete
<action>Generate specific next steps based on project level and outputs</action>
<template-output>immediate_actions</template-output>
**Design Handoff Checklist:**
- [ ] All user flows documented
- [ ] Component inventory complete
- [ ] Accessibility requirements defined
- [ ] Responsive strategy clear
- [ ] Brand guidelines incorporated
- [ ] Performance goals established
<check if="Level 3-4 project">
- [ ] Ready for detailed visual design
- [ ] Frontend architecture can proceed
- [ ] Story generation can include UX details
</check>
<check if="Level 1-2 project or standalone">
- [ ] Development can proceed with spec
- [ ] Component implementation order defined
- [ ] MVP scope clear
</check>
<template-output>design_handoff_checklist</template-output>
<ask>UX Specification saved to {{ux_spec_file}}
**Additional Output Options:**
1. Generate AI Frontend Prompt (for Vercel v0, Lovable.ai, etc.)
2. Review UX specification
3. Create/update visual designs in design tool
4. Return to planning workflow (if not standalone)
5. Exit
Would you like to generate an AI Frontend Prompt? (y/n):</ask>
<check if="user selects yes or option 1">
<goto step="11">Generate AI Frontend Prompt</goto>
</check>
</step>
<step n="11" goal="Generate AI Frontend Prompt" optional="true">
<action>Prepare context for AI Frontend Prompt generation</action>
<ask>What type of AI frontend generation are you targeting?
1. **Full application** - Complete multi-page application
2. **Single page** - One complete page/screen
3. **Component set** - Specific components or sections
4. **Design system** - Component library setup
Select option (1-4):</ask>
<action>Gather UX spec details for prompt generation:</action>
- Design system approach
- Color palette and typography
- Key components and their states
- User flows to implement
- Responsive requirements
<invoke-task>{project-root}/bmad/bmm/tasks/ai-fe-prompt.md</invoke-task>
<action>Save AI Frontend Prompt to {{ai_frontend_prompt_file}}</action>
<ask>AI Frontend Prompt saved to {{ai_frontend_prompt_file}}
This prompt is optimized for:
- Vercel v0
- Lovable.ai
- Other AI frontend generation tools
**Remember**: AI-generated code requires careful review and testing!
Next actions:
1. Copy prompt to AI tool
2. Return to UX specification
3. Exit workflow
Select option (1-3):</ask>
</step>
</workflow>

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# {{project_name}} UX/UI Specification
_Generated on {{date}} by {{user_name}}_
## Executive Summary
{{project_context}}
---
## 1. UX Goals and Principles
### 1.1 Target User Personas
{{user_personas}}
### 1.2 Usability Goals
{{usability_goals}}
### 1.3 Design Principles
{{design_principles}}
---
## 2. Information Architecture
### 2.1 Site Map
{{site_map}}
### 2.2 Navigation Structure
{{navigation_structure}}
---
## 3. User Flows
{{user_flow_1}}
{{user_flow_2}}
{{user_flow_3}}
{{user_flow_4}}
{{user_flow_5}}
---
## 4. Component Library and Design System
### 4.1 Design System Approach
{{design_system_approach}}
### 4.2 Core Components
{{core_components}}
---
## 5. Visual Design Foundation
### 5.1 Color Palette
{{color_palette}}
### 5.2 Typography
**Font Families:**
{{font_families}}
**Type Scale:**
{{type_scale}}
### 5.3 Spacing and Layout
{{spacing_layout}}
---
## 6. Responsive Design
### 6.1 Breakpoints
{{breakpoints}}
### 6.2 Adaptation Patterns
{{adaptation_patterns}}
---
## 7. Accessibility
### 7.1 Compliance Target
{{compliance_target}}
### 7.2 Key Requirements
{{accessibility_requirements}}
---
## 8. Interaction and Motion
### 8.1 Motion Principles
{{motion_principles}}
### 8.2 Key Animations
{{key_animations}}
---
## 9. Design Files and Wireframes
### 9.1 Design Files
{{design_files}}
### 9.2 Key Screen Layouts
{{screen_layout_1}}
{{screen_layout_2}}
{{screen_layout_3}}
---
## 10. Next Steps
### 10.1 Immediate Actions
{{immediate_actions}}
### 10.2 Design Handoff Checklist
{{design_handoff_checklist}}
---
## Appendix
### Related Documents
- PRD: `{{prd}}`
- Epics: `{{epics}}`
- Tech Spec: `{{tech_spec}}`
- Architecture: `{{architecture}}`
### Version History
| Date | Version | Changes | Author |
| -------- | ------- | --------------------- | ------------- |
| {{date}} | 1.0 | Initial specification | {{user_name}} |

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# UX/UI Specification Workflow
name: ux-spec
description: "UX/UI specification workflow for defining user experience and interface design. Creates comprehensive UX documentation including wireframes, user flows, component specifications, and design system guidelines."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
date: system-generated
# Workflow components
installed_path: "{project-root}/bmad/bmm/workflows/2-plan-workflows/ux"
instructions: "{installed_path}/instructions-ux.md"
template: "{installed_path}/ux-spec-template.md"
# Output configuration
default_output_file: "{output_folder}/ux-specification.md"
ai_frontend_prompt_file: "{output_folder}/ai-frontend-prompt.md"
# Recommended input documents
recommended_inputs:
- prd: "{output_folder}/PRD.md"
- product_brief: "{output_folder}/product-brief.md"
- gdd: "{output_folder}/GDD.md"
# Claude Code integration points
claude_code_enhancements:
- injection_point: "ux-subagents"
- available_subagents:
- ux-expert: "User experience design and best practices"
- user-researcher: "User research and persona development"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential UX design process
# UX frameworks available
frameworks:
- "User-Centered Design"
- "Design System Principles"
- "Accessibility (WCAG)"
- "Responsive Design"
- "Component-Based Design"
- "Atomic Design"
- "Material Design / Human Interface Guidelines"
web_bundle:
name: "ux-spec"
description: "UX/UI specification workflow for defining user experience and interface design. Creates comprehensive UX documentation including wireframes, user flows, component specifications, and design system guidelines."
author: "BMad"
instructions: "bmad/bmm/workflows/2-plan-workflows/ux/instructions-ux.md"
use_advanced_elicitation: true
web_bundle_files:
- "bmad/bmm/workflows/2-plan-workflows/ux/instructions-ux.md"
- "bmad/bmm/workflows/2-plan-workflows/ux/ux-spec-template.md"
recommended_inputs: "PRD, Product Brief, Brain Storming Report, GDD"
# UX frameworks available
frameworks:
- "User-Centered Design"
- "Design System Principles"
- "Accessibility (WCAG)"
- "Responsive Design"
- "Component-Based Design"
- "Atomic Design"
- "Material Design / Human Interface Guidelines"
# Workflow configuration
interactive: true # User checkpoints throughout
autonomous: false # Requires user input
allow_parallel: false # Sequential UX design process