feat:Updated rest of templates besides level which doesnt really need it

This commit is contained in:
pbean 2025-07-21 14:05:00 -07:00
parent b7b1e90e9f
commit 01739c0130
4 changed files with 445 additions and 156 deletions

View File

@ -1,7 +1,7 @@
template: template:
id: game-architecture-template-v2 id: game-architecture-template-v3
name: Game Architecture Document name: Game Architecture Document
version: 2.0 version: 3.0
output: output:
format: markdown format: markdown
filename: docs/game-architecture.md filename: docs/game-architecture.md

View File

@ -1,7 +1,7 @@
template: template:
id: game-brief-template-v2 id: game-brief-template-v3
name: Game Brief name: Game Brief
version: 2.0 version: 3.0
output: output:
format: markdown format: markdown
filename: "docs/{{game_name}}-game-brief.md" filename: "docs/{{game_name}}-game-brief.md"

View File

@ -1,7 +1,7 @@
template: template:
id: game-design-doc-template-v2 id: game-design-doc-template-v3
name: Game Design Document (GDD) name: Game Design Document (GDD)
version: 2.0 version: 3.0
output: output:
format: markdown format: markdown
filename: "docs/{{game_name}}-game-design-document.md" filename: "docs/{{game_name}}-game-design-document.md"
@ -9,78 +9,120 @@ template:
workflow: workflow:
mode: interactive mode: interactive
elicitation: advanced-elicitation
sections: sections:
- id: initial-setup - id: goals-context
title: Goals and Background Context
instruction: | instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features. Ask if Project Brief document is available. If NO Project Brief exists, STRONGLY recommend creating one first using project-brief-tmpl (it provides essential foundation: problem statement, target users, success metrics, MVP scope, constraints). If user insists on GDD without brief, gather this information during Goals section. If Project Brief exists, review and use it to populate Goals (bullet list of desired game development outcomes) and Background Context (1-2 paragraphs on what game concept this will deliver and why) so we can determine what is and is not in scope for the GDD. Include Change Log table for version tracking.
sections:
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis - id: goals
title: Goals
type: bullet-list
instruction: Bullet list of 1 line desired outcomes the GDD will deliver if successful - game development and player experience goals
examples:
- "Create an engaging 2D platformer that teaches players basic programming concepts"
- "Deliver a polished mobile game that runs smoothly on low-end Android devices"
- "Build a foundation for future expansion packs and content updates"
- id: background
title: Background Context
type: paragraphs
instruction: 1-2 short paragraphs summarizing the game concept background, target audience needs, market opportunity, and what problem this game solves
- id: changelog
title: Change Log
type: table
columns: [Date, Version, Description, Author]
instruction: Track document versions and changes
- id: executive-summary - id: executive-summary
title: Executive Summary title: Executive Summary
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding. instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
elicit: true
sections: sections:
- id: core-concept - id: core-concept
title: Core Concept title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it instruction: 2-3 sentences that clearly describe what the game is and why players will love it
examples:
- "A fast-paced 2D platformer where players manipulate gravity to solve puzzles and defeat enemies in a hand-drawn world."
- "An educational puzzle game that teaches coding concepts through visual programming blocks in a fantasy adventure setting."
- id: target-audience - id: target-audience
title: Target Audience title: Target Audience
instruction: Define the primary and secondary audience with demographics and gaming preferences instruction: Define the primary and secondary audience with demographics and gaming preferences
template: | template: |
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}} **Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}} **Secondary:** {{secondary_audience}}
examples:
- "Primary: Ages 8-16, casual mobile gamers, prefer short play sessions"
- "Secondary: Adult puzzle enthusiasts, educators looking for teaching tools"
- id: platform-technical - id: platform-technical
title: Platform & Technical Requirements title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms instruction: Based on the technical preferences or user input, define the target platforms and Unity-specific requirements
template: | template: |
**Primary Platform:** {{platform}} **Primary Platform:** {{platform}}
**Engine:** Unity & C# **Engine:** Unity {{unity_version}} & C#
**Performance Target:** Stable FPS on {{minimum_device}} **Performance Target:** Stable {{fps_target}} FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}} **Screen Support:** {{resolution_range}}
**Build Targets:** {{build_targets}}
examples:
- "Primary Platform: Mobile (iOS/Android), Engine: Unity 2022.3 LTS & C#, Performance: 60 FPS on iPhone 8/Galaxy S8"
- id: unique-selling-points - id: unique-selling-points
title: Unique Selling Points title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors instruction: List 3-5 key features that differentiate this game from competitors
type: numbered-list type: numbered-list
template: "{{usp}}" examples:
- "Innovative gravity manipulation mechanic that affects both player and environment"
- "Seamless integration of educational content without compromising fun gameplay"
- "Adaptive difficulty system that learns from player behavior"
- id: core-gameplay - id: core-gameplay
title: Core Gameplay title: Core Gameplay
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness. instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply advanced elicitation to ensure completeness and gather additional details.
elicit: true
sections: sections:
- id: game-pillars - id: game-pillars
title: Game Pillars title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable. instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable for Unity development.
type: numbered-list type: numbered-list
template: | template: |
**{{pillar_name}}** - {{description}} **{{pillar_name}}** - {{description}}
examples:
- "Intuitive Controls - All interactions must be learnable within 30 seconds using touch or keyboard"
- "Immediate Feedback - Every player action provides visual and audio response within 0.1 seconds"
- "Progressive Challenge - Difficulty increases through mechanic complexity, not unfair timing"
- id: core-gameplay-loop - id: core-gameplay-loop
title: Core Gameplay Loop title: Core Gameplay Loop
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions. instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions for Unity implementation.
template: | template: |
**Primary Loop ({{duration}} seconds):** **Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s) 1. {{action_1}} ({{time_1}}s) - {{unity_component}}
2. {{action_2}} ({{time_2}}s) 2. {{action_2}} ({{time_2}}s) - {{unity_component}}
3. {{action_3}} ({{time_3}}s) 3. {{action_3}} ({{time_3}}s) - {{unity_component}}
4. {{reward_feedback}} ({{time_4}}s) 4. {{reward_feedback}} ({{time_4}}s) - {{unity_component}}
examples:
- "Observe environment (2s) - Camera Controller, Identify puzzle elements (3s) - Highlight System"
- id: win-loss-conditions - id: win-loss-conditions
title: Win/Loss Conditions title: Win/Loss Conditions
instruction: Clearly define success and failure states instruction: Clearly define success and failure states with Unity-specific implementation notes
template: | template: |
**Victory Conditions:** **Victory Conditions:**
- {{win_condition_1}} - {{win_condition_1}} - Unity Event: {{unity_event}}
- {{win_condition_2}} - {{win_condition_2}} - Unity Event: {{unity_event}}
**Failure States:** **Failure States:**
- {{loss_condition_1}} - {{loss_condition_1}} - Trigger: {{unity_trigger}}
- {{loss_condition_2}} - {{loss_condition_2}} - Trigger: {{unity_trigger}}
examples:
- "Victory: Player reaches exit portal - Unity Event: OnTriggerEnter2D with Portal tag"
- "Failure: Health reaches zero - Trigger: Health component value <= 0"
- id: game-mechanics - id: game-mechanics
title: Game Mechanics title: Game Mechanics
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories. instruction: Detail each major mechanic that will need Unity implementation. Each mechanic should be specific enough for developers to create C# scripts and prefabs.
elicit: true
sections: sections:
- id: primary-mechanics - id: primary-mechanics
title: Primary Mechanics title: Primary Mechanics
@ -91,29 +133,41 @@ sections:
template: | template: |
**Description:** {{detailed_description}} **Description:** {{detailed_description}}
**Player Input:** {{input_method}} **Player Input:** {{input_method}} - Unity Input System: {{input_action}}
**System Response:** {{game_response}} **System Response:** {{game_response}}
**Implementation Notes:** **Unity Implementation Notes:**
- {{tech_requirement_1}} - **Components Needed:** {{component_list}}
- {{tech_requirement_2}} - **Physics Requirements:** {{physics_2d_setup}}
- {{performance_consideration}} - **Animation States:** {{animator_states}}
- **Performance Considerations:** {{optimization_notes}}
**Dependencies:** {{other_mechanics_needed}} **Dependencies:** {{other_mechanics_needed}}
**Script Architecture:**
- {{script_name}}.cs - {{responsibility}}
- {{manager_script}}.cs - {{management_role}}
examples:
- "Components Needed: Rigidbody2D, BoxCollider2D, PlayerMovement script"
- "Physics Requirements: 2D Physics material for ground friction, Gravity scale 3"
- id: controls - id: controls
title: Controls title: Controls
instruction: Define all input methods for different platforms instruction: Define all input methods for different platforms using Unity's Input System
type: table type: table
template: | template: |
| Action | Desktop | Mobile | Gamepad | | Action | Desktop | Mobile | Gamepad | Unity Input Action |
| ------ | ------- | ------ | ------- | | ------ | ------- | ------ | ------- | ------------------ |
| {{action}} | {{key}} | {{gesture}} | {{button}} | | {{action}} | {{key}} | {{gesture}} | {{button}} | {{input_action}} |
examples:
- "Move Left, A/Left Arrow, Swipe Left, Left Stick, <Move>/x"
- id: progression-balance - id: progression-balance
title: Progression & Balance title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation. instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for Unity implementation and scriptable objects.
elicit: true
sections: sections:
- id: player-progression - id: player-progression
title: Player Progression title: Player Progression
@ -122,30 +176,54 @@ sections:
**Key Milestones:** **Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}} 1. **{{milestone_1}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
2. **{{milestone_2}}** - {{unlock_description}} 2. **{{milestone_2}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
3. **{{milestone_3}}** - {{unlock_description}} 3. **{{milestone_3}}** - {{unlock_description}} - Unity: {{scriptable_object_update}}
**Save Data Structure:**
```csharp
[System.Serializable]
public class PlayerProgress
{
{{progress_fields}}
}
```
examples:
- "public int currentLevel, public bool[] unlockedAbilities, public float totalPlayTime"
- id: difficulty-curve - id: difficulty-curve
title: Difficulty Curve title: Difficulty Curve
instruction: Provide specific parameters for balancing instruction: Provide specific parameters for balancing that can be implemented as Unity ScriptableObjects
template: | template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}} **Tutorial Phase:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Early Game:** {{duration}} - {{difficulty_description}} **Early Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Mid Game:** {{duration}} - {{difficulty_description}} **Mid Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
**Late Game:** {{duration}} - {{difficulty_description}} **Late Game:** {{duration}} - {{difficulty_description}}
- Unity Config: {{scriptable_object_values}}
examples:
- "enemy speed: 2.0f, jump height: 4.5f, obstacle density: 0.3f"
- id: economy-resources - id: economy-resources
title: Economy & Resources title: Economy & Resources
condition: has_economy condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles instruction: Define any in-game currencies, resources, or collectibles with Unity implementation details
type: table type: table
template: | template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap | | Resource | Earn Rate | Spend Rate | Purpose | Cap | Unity ScriptableObject |
| -------- | --------- | ---------- | ------- | --- | | -------- | --------- | ---------- | ------- | --- | --------------------- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} | | {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} | {{so_name}} |
examples:
- "Coins, 1-3 per enemy, 10-50 per upgrade, Buy abilities, 9999, CurrencyData"
- id: level-design-framework - id: level-design-framework
title: Level Design Framework title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories instruction: Provide guidelines for level creation that developers can use to create Unity scenes and prefabs. Focus on modular design and reusable components.
elicit: true
sections: sections:
- id: level-types - id: level-types
title: Level Types title: Level Types
@ -155,189 +233,400 @@ sections:
title: "{{level_type_name}}" title: "{{level_type_name}}"
template: | template: |
**Purpose:** {{gameplay_purpose}} **Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}} **Target Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}} **Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}} **Difficulty Rating:** {{relative_difficulty}}
**Structure Template:** **Unity Scene Structure:**
- Introduction: {{intro_description}} - **Environment:** {{tilemap_setup}}
- Challenge: {{main_challenge}} - **Gameplay Objects:** {{prefab_list}}
- Resolution: {{completion_requirement}} - **Lighting:** {{lighting_setup}}
- **Audio:** {{audio_sources}}
**Level Flow Template:**
- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
**Reusable Prefabs:**
- {{prefab_name}} - {{prefab_purpose}}
examples:
- "Environment: TilemapRenderer with Platform tileset, Lighting: 2D Global Light + Point Lights"
- id: level-progression - id: level-progression
title: Level Progression title: Level Progression
template: | template: |
**World Structure:** {{linear|hub|open}} **World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}} **Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}} **Unlock Pattern:** {{progression_method}}
**Scene Management:** {{unity_scene_loading}}
**Unity Scene Organization:**
- Scene Naming: {{naming_convention}}
- Addressable Assets: {{addressable_groups}}
- Loading Screens: {{loading_implementation}}
examples:
- "Scene Naming: World{X}_Level{Y}_Name, Addressable Groups: Levels_World1, World_Environments"
- id: technical-specifications - id: technical-specifications
title: Technical Specifications title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences. instruction: Define Unity-specific technical requirements that will guide architecture and implementation decisions. Reference Unity documentation and best practices.
elicit: true
choices:
render_pipeline: [Built-in, URP, HDRP]
input_system: [Legacy, New Input System, Both]
physics: [2D Only, 3D Only, Hybrid]
sections: sections:
- id: unity-configuration
title: Unity Project Configuration
template: |
**Unity Version:** {{unity_version}} (LTS recommended)
**Render Pipeline:** {{Built-in|URP|HDRP}}
**Input System:** {{Legacy|New Input System|Both}}
**Physics:** {{2D Only|3D Only|Hybrid}}
**Scripting Backend:** {{Mono|IL2CPP}}
**API Compatibility:** {{.NET Standard 2.1|.NET Framework}}
**Required Packages:**
- {{package_name}} {{version}} - {{purpose}}
**Project Settings:**
- Color Space: {{Linear|Gamma}}
- Quality Settings: {{quality_levels}}
- Physics Settings: {{physics_config}}
examples:
- "com.unity.addressables 1.20.5 - Asset loading and memory management"
- "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20"
- id: performance-requirements - id: performance-requirements
title: Performance Requirements title: Performance Requirements
template: | template: |
**Frame Rate:** Stable FPS (minimum 30 FPS on low-end devices) **Frame Rate:** {{fps_target}} FPS (minimum {{min_fps}} on low-end devices)
**Memory Usage:** <{{memory_limit}}MB **Memory Usage:** <{{memory_limit}}MB heap, <{{texture_memory}}MB textures
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels **Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices **Battery Usage:** Optimized for mobile devices - {{battery_target}} hours gameplay
**Unity Profiler Targets:**
- CPU Frame Time: <{{cpu_time}}ms
- GPU Frame Time: <{{gpu_time}}ms
- GC Allocs: <{{gc_limit}}KB per frame
- Draw Calls: <{{draw_calls}} per frame
examples:
- "60 FPS (minimum 30), CPU: <16.67ms, GPU: <16.67ms, GC: <4KB, Draws: <50"
- id: platform-specific - id: platform-specific
title: Platform Specific title: Platform Specific Requirements
template: | template: |
**Desktop:** **Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}} - Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad - Input: Keyboard, Mouse, Gamepad ({{gamepad_support}})
- Browser: Chrome 80+, Firefox 75+, Safari 13+ - Build Target: {{desktop_targets}}
**Mobile:** **Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}} - Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional) - Input: Touch, Accelerometer ({{sensor_support}})
- OS: iOS 13+, Android 8+ - OS: iOS {{ios_min}}+, Android {{android_min}}+ (API {{api_level}})
- Device Requirements: {{device_specs}}
**Web (if applicable):**
- WebGL Version: {{webgl_version}}
- Browser Support: {{browser_list}}
- Compression: {{compression_format}}
examples:
- "Resolution: 1280x720 - 4K, Gamepad: Xbox/PlayStation controllers via Input System"
- id: asset-requirements - id: asset-requirements
title: Asset Requirements title: Asset Requirements
instruction: Define asset specifications for the art and audio teams instruction: Define asset specifications for Unity pipeline optimization
template: | template: |
**Visual Assets:** **2D Art Assets:**
- Art Style: {{style_description}} - Sprites: {{sprite_resolution}} at {{ppu}} PPU
- Color Palette: {{color_specification}} - Texture Format: {{texture_compression}}
- Animation: {{animation_requirements}} - Atlas Strategy: {{sprite_atlas_setup}}
- UI Resolution: {{ui_specs}} - Animation: {{animation_type}} at {{framerate}} FPS
**Audio Assets:** **Audio Assets:**
- Music Style: {{music_genre}} - Music: {{audio_format}} at {{sample_rate}} Hz
- Sound Effects: {{sfx_requirements}} - SFX: {{sfx_format}} at {{sfx_sample_rate}} Hz
- Voice Acting: {{voice_needs}} - Compression: {{audio_compression}}
- 3D Audio: {{spatial_audio}}
**UI Assets:**
- Canvas Resolution: {{ui_resolution}}
- UI Scale Mode: {{scale_mode}}
- Font: {{font_requirements}}
- Icon Sizes: {{icon_specifications}}
examples:
- "Sprites: 32x32 to 256x256 at 16 PPU, Format: RGBA32 for quality/RGBA16 for performance"
- id: technical-architecture-requirements - id: technical-architecture-requirements
title: Technical Architecture Requirements title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support instruction: Define high-level Unity architecture patterns and systems that the game must support. Focus on scalability and maintainability.
elicit: true
choices:
architecture_pattern: [MVC, MVVM, ECS, Component-Based]
save_system: [PlayerPrefs, JSON, Binary, Cloud]
audio_system: [Unity Audio, FMOD, Wwise]
sections: sections:
- id: engine-configuration
title: Engine Configuration
template: |
**Unity Setup:**
- C#: Latest stable version
- Physics: 2D Physics
- Renderer: 2D Renderer (URP)
- Input System: New Input System
- id: code-architecture - id: code-architecture
title: Code Architecture title: Code Architecture Pattern
template: | template: |
**Required Systems:** **Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
- Scene Management **Core Systems Required:**
- State Management
- Asset Loading - **Scene Management:** {{scene_manager_approach}}
- Save/Load System - **State Management:** {{state_pattern_implementation}}
- Input Management - **Event System:** {{event_system_choice}}
- Audio System - **Object Pooling:** {{pooling_strategy}}
- Performance Monitoring - **Save/Load System:** {{save_system_approach}}
**Folder Structure:**
```
Assets/
├── _Project/
│ ├── Scripts/
│ │ ├── {{folder_structure}}
│ ├── Prefabs/
│ ├── Scenes/
│ └── {{additional_folders}}
```
**Naming Conventions:**
- Scripts: {{script_naming}}
- Prefabs: {{prefab_naming}}
- Scenes: {{scene_naming}}
examples:
- "Architecture: Component-Based with ScriptableObject data containers"
- "Scripts: PascalCase (PlayerController), Prefabs: Player_Prefab, Scenes: Level_01_Forest"
- id: unity-systems-integration
title: Unity Systems Integration
template: |
**Required Unity Systems:**
- **Input System:** {{input_implementation}}
- **Animation System:** {{animation_approach}}
- **Physics Integration:** {{physics_usage}}
- **Rendering Features:** {{rendering_requirements}}
- **Asset Streaming:** {{asset_loading_strategy}}
**Third-Party Integrations:**
- {{integration_name}}: {{integration_purpose}}
**Performance Systems:**
- **Profiling Integration:** {{profiling_setup}}
- **Memory Management:** {{memory_strategy}}
- **Build Pipeline:** {{build_automation}}
examples:
- "Input System: Action Maps for Menu/Gameplay contexts with device switching"
- "DOTween: Smooth UI transitions and gameplay animations"
- id: data-management - id: data-management
title: Data Management title: Data Management
template: | template: |
**Save Data:** **Save Data Architecture:**
- Progress tracking - **Format:** {{PlayerPrefs|JSON|Binary|Cloud}}
- Settings persistence - **Structure:** {{save_data_organization}}
- Statistics collection - **Encryption:** {{security_approach}}
- {{additional_data}} - **Cloud Sync:** {{cloud_integration}}
**Configuration Data:**
- **ScriptableObjects:** {{scriptable_object_usage}}
- **Settings Management:** {{settings_system}}
- **Localization:** {{localization_approach}}
**Runtime Data:**
- **Caching Strategy:** {{cache_implementation}}
- **Memory Pools:** {{pooling_objects}}
- **Asset References:** {{asset_reference_system}}
examples:
- "Save Data: JSON format with AES encryption, stored in persistent data path"
- "ScriptableObjects: Game settings, level configurations, character data"
- id: development-phases - id: development-phases
title: Development Phases title: Development Phases & Epic Planning
instruction: Break down the development into phases that can be converted to epics instruction: Break down the Unity development into phases that can be converted to agile epics. Each phase should deliver deployable functionality following Unity best practices.
elicit: true
sections: sections:
- id: phase-1-core-systems - id: epic-overview
title: "Phase 1: Core Systems ({{duration}})" title: Epic Overview
instruction: Present a high-level list of all epics for user approval. Each epic should deliver significant Unity functionality.
type: numbered-list
examples:
- "Epic 1: Unity Foundation & Core Systems: Project setup, input handling, basic scene management"
- "Epic 2: Core Game Mechanics: Player controller, physics systems, basic gameplay loop"
- "Epic 3: Level Systems & Content Pipeline: Scene loading, prefab systems, level progression"
- "Epic 4: Polish & Platform Optimization: Performance tuning, platform-specific features, deployment"
- id: phase-1-foundation
title: "Phase 1: Unity Foundation & Core Systems ({{duration}})"
sections: sections:
- id: foundation-epic - id: foundation-epic
title: "Epic: Foundation" title: "Epic: Unity Project Foundation"
type: bullet-list type: bullet-list
template: | template: |
- Engine setup and configuration - Unity project setup with proper folder structure and naming conventions
- Basic scene management - Core architecture implementation ({{architecture_pattern}})
- Core input handling - Input System configuration with action maps for all platforms
- Asset loading pipeline - Basic scene management and state handling
- id: core-mechanics-epic - Development tools setup (debugging, profiling integration)
title: "Epic: Core Mechanics" - Initial build pipeline and platform configuration
examples:
- "Input System: Configure PlayerInput component with Action Maps for movement and UI"
- id: core-systems-epic
title: "Epic: Essential Game Systems"
type: bullet-list type: bullet-list
template: | template: |
- {{primary_mechanic}} implementation - Save/Load system implementation with {{save_format}} format
- Basic physics and collision - Audio system setup with {{audio_system}} integration
- Player controller - Event system for decoupled component communication
- id: phase-2-gameplay-features - Object pooling system for performance optimization
title: "Phase 2: Gameplay Features ({{duration}})" - Basic UI framework and canvas configuration
- Settings and configuration management with ScriptableObjects
- id: phase-2-gameplay
title: "Phase 2: Core Gameplay Implementation ({{duration}})"
sections: sections:
- id: game-systems-epic - id: gameplay-mechanics-epic
title: "Epic: Game Systems" title: "Epic: Primary Game Mechanics"
type: bullet-list type: bullet-list
template: | template: |
- {{mechanic_2}} implementation - Player controller with {{movement_type}} movement system
- {{mechanic_3}} implementation - {{primary_mechanic}} implementation with Unity physics
- Game state management - {{secondary_mechanic}} system with visual feedback
- id: content-creation-epic - Game state management (playing, paused, game over)
title: "Epic: Content Creation" - Basic collision detection and response systems
- Animation system integration with Animator controllers
- id: level-systems-epic
title: "Epic: Level & Content Systems"
type: bullet-list type: bullet-list
template: | template: |
- Level loading system - Scene loading and transition system
- First playable levels - Level progression and unlock system
- Basic UI implementation - Prefab-based level construction tools
- id: phase-3-polish-optimization - {{level_generation}} level creation workflow
- Collectibles and pickup systems
- Victory/defeat condition implementation
- id: phase-3-polish
title: "Phase 3: Polish & Optimization ({{duration}})" title: "Phase 3: Polish & Optimization ({{duration}})"
sections: sections:
- id: performance-epic - id: performance-epic
title: "Epic: Performance" title: "Epic: Performance & Platform Optimization"
type: bullet-list type: bullet-list
template: | template: |
- Optimization and profiling - Unity Profiler analysis and optimization passes
- Mobile platform testing - Memory management and garbage collection optimization
- Memory management - Asset optimization (texture compression, audio compression)
- Platform-specific performance tuning
- Build size optimization and asset bundling
- Quality settings configuration for different device tiers
- id: user-experience-epic - id: user-experience-epic
title: "Epic: User Experience" title: "Epic: User Experience & Polish"
type: bullet-list type: bullet-list
template: | template: |
- Audio implementation - Complete UI/UX implementation with responsive design
- Visual effects and polish - Audio implementation with dynamic mixing
- Final UI/UX refinement - Visual effects and particle systems
- Accessibility features implementation
- Tutorial and onboarding flow
- Final testing and bug fixing across all platforms
- id: success-metrics - id: success-metrics
title: Success Metrics title: Success Metrics & Quality Assurance
instruction: Define measurable goals for the game instruction: Define measurable goals for the Unity game development project with specific targets that can be validated through Unity Analytics and profiling tools.
elicit: true
sections: sections:
- id: technical-metrics - id: technical-metrics
title: Technical Metrics title: Technical Performance Metrics
type: bullet-list type: bullet-list
template: | template: |
- Frame rate: {{fps_target}} - **Frame Rate:** Consistent {{fps_target}} FPS with <5% drops below {{min_fps}}
- Load time: {{load_target}} - **Load Times:** Initial load <{{initial_load}}s, level transitions <{{level_load}}s
- Crash rate: <{{crash_threshold}}% - **Memory Usage:** Heap memory <{{heap_limit}}MB, texture memory <{{texture_limit}}MB
- Memory usage: <{{memory_target}}MB - **Crash Rate:** <{{crash_threshold}}% across all supported platforms
- **Build Size:** Final build <{{size_limit}}MB for mobile, <{{desktop_limit}}MB for desktop
- **Battery Life:** Mobile gameplay sessions >{{battery_target}} hours on average device
examples:
- "Frame Rate: Consistent 60 FPS with <5% drops below 45 FPS on target hardware"
- "Crash Rate: <0.5% across iOS/Android, <0.1% on desktop platforms"
- id: gameplay-metrics - id: gameplay-metrics
title: Gameplay Metrics title: Gameplay & User Engagement Metrics
type: bullet-list type: bullet-list
template: | template: |
- Tutorial completion: {{completion_rate}}% - **Tutorial Completion:** {{tutorial_rate}}% of players complete basic tutorial
- Average session: {{session_length}} minutes - **Level Progression:** {{progression_rate}}% reach level {{target_level}} within first session
- Level completion: {{level_completion}}% - **Session Duration:** Average session length {{session_target}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}% - **Player Retention:** Day 1: {{d1_retention}}%, Day 7: {{d7_retention}}%, Day 30: {{d30_retention}}%
- **Gameplay Completion:** {{completion_rate}}% complete main game content
- id: appendices - **Control Responsiveness:** Input lag <{{input_lag}}ms on all platforms
title: Appendices examples:
sections: - "Tutorial Completion: 85% of players complete movement and basic mechanics tutorial"
- id: change-log - "Session Duration: Average 15-20 minutes per session for mobile, 30-45 minutes for desktop"
title: Change Log - id: platform-specific-metrics
instruction: Track document versions and changes title: Platform-Specific Quality Metrics
type: table type: table
template: | template: |
| Date | Version | Description | Author | | Platform | Frame Rate | Load Time | Memory | Build Size | Battery |
| :--- | :------ | :---------- | :----- | | -------- | ---------- | --------- | ------ | ---------- | ------- |
- id: references | {{platform}} | {{fps}} | {{load}} | {{memory}} | {{size}} | {{battery}} |
title: References examples:
instruction: List any competitive analysis, inspiration, or research sources - "iOS, 60 FPS, <3s, <150MB, <80MB, 3+ hours"
- "Android, 60 FPS, <5s, <200MB, <100MB, 2.5+ hours"
- id: next-steps-integration
title: Next Steps & BMad Integration
instruction: Define how this GDD integrates with BMad's agent workflow and what follow-up documents or processes are needed.
sections:
- id: architecture-handoff
title: Unity Architecture Requirements
instruction: Summary of key architectural decisions that need to be implemented in Unity project setup
type: bullet-list type: bullet-list
template: "{{reference}}" template: |
- Unity {{unity_version}} project with {{render_pipeline}} pipeline
- {{architecture_pattern}} code architecture with {{folder_structure}}
- Required packages: {{essential_packages}}
- Performance targets: {{key_performance_metrics}}
- Platform builds: {{deployment_targets}}
- id: story-creation-guidance
title: Story Creation Guidance for SM Agent
instruction: Provide guidance for the Story Manager (SM) agent on how to break down this GDD into implementable user stories
template: |
**Epic Prioritization:** {{epic_order_rationale}}
**Story Sizing Guidelines:**
- Foundation stories: {{foundation_story_scope}}
- Feature stories: {{feature_story_scope}}
- Polish stories: {{polish_story_scope}}
**Unity-Specific Story Considerations:**
- Each story should result in testable Unity scenes or prefabs
- Include specific Unity components and systems in acceptance criteria
- Consider cross-platform testing requirements
- Account for Unity build and deployment steps
examples:
- "Foundation stories: Individual Unity systems (Input, Audio, Scene Management) - 1-2 days each"
- "Feature stories: Complete gameplay mechanics with UI and feedback - 2-4 days each"
- id: recommended-agents
title: Recommended BMad Agent Sequence
type: numbered-list
template: |
1. **{{agent_name}}**: {{agent_responsibility}}
examples:
- "Unity Architect: Create detailed technical architecture document with specific Unity implementation patterns"
- "Unity Developer: Implement core systems and gameplay mechanics according to architecture"
- "QA Tester: Validate performance metrics and cross-platform functionality"

View File

@ -1,7 +1,7 @@
template: template:
id: game-story-template-v2 id: game-story-template-v3
name: Game Development Story name: Game Development Story
version: 2.0 version: 3.0
output: output:
format: markdown format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md" filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"