diff --git a/expansion-packs/bmad-wechat-mini-game-dev/agents/game-orchestrator.md b/expansion-packs/bmad-wechat-mini-game-dev/agents/game-orchestrator.md index 62cd83d5..f12700f4 100644 --- a/expansion-packs/bmad-wechat-mini-game-dev/agents/game-orchestrator.md +++ b/expansion-packs/bmad-wechat-mini-game-dev/agents/game-orchestrator.md @@ -38,6 +38,7 @@ commands: dependencies: data: - development-guidelines.md + - technical-preferences.md tasks: - document-project.md templates: diff --git a/expansion-packs/bmad-wechat-mini-game-dev/data/technical-preferences.md b/expansion-packs/bmad-wechat-mini-game-dev/data/technical-preferences.md new file mode 100644 index 00000000..dccc2d1e --- /dev/null +++ b/expansion-packs/bmad-wechat-mini-game-dev/data/technical-preferences.md @@ -0,0 +1,30 @@ + + +# Technical Preferences for WeChat Mini-Game Development + +This document outlines the preferred technologies, patterns, and libraries for developing games on the WeChat Mini-Game platform. It serves as a guide for the `game-orchestrator` and `game-developer` agents to ensure consistency and optimal performance. + +## Core Technologies + +- **Language**: JavaScript (ES6+) is preferred for its broad compatibility and performance on the platform. TypeScript can be used for larger projects, but be mindful of the added compilation step. +- **Rendering Engine**: Utilize the native **Canvas 2D API** provided by the WeChat Mini-Game runtime. Avoid heavy, general-purpose rendering engines that are not optimized for the platform. +- **UI**: Prefer WeChat's native UI components for menus, buttons, and other non-gameplay screens where possible. This ensures a familiar user experience and better performance. + +## Architecture and Patterns + +- **State Management**: For simple games, a lightweight event bus or a simple singleton pattern is preferred for managing game state. For more complex games, consider a minimal state management library like `tiny-atom` or `unistore`. Avoid large, complex libraries like Redux. +- **Component Model**: Follow a simple component-based architecture. Each major game entity (e.g., player, enemy, HUD) should be its own component with a clear interface. +- **Object Pooling**: Implement object pooling for frequently created and destroyed objects (e.g., bullets, particles) to reduce pressure on the garbage collector. + +## Performance + +- **Asset Optimization**: All assets must be heavily optimized. Use tools like TinyPNG for images and ensure audio files are compressed. +- **Package Size**: The initial package size must be kept under 4MB. Use subpackages for non-essential assets and levels. +- **Memory Management**: Be mindful of memory usage. Avoid creating large objects in the game loop and clean up unused resources explicitly. + +## Anti-Patterns (Things to Avoid) + +- **Large Frameworks**: Do not use large, general-purpose JavaScript frameworks like React, Vue, or Angular for the main game loop. They are not designed for the performance requirements of a game loop. +- **Heavy Libraries**: Avoid including large libraries that are not essential for the game's functionality. Every kilobyte counts towards the package size limit. +- **Blocking Operations**: Never perform blocking operations (e.g., synchronous file I/O) on the main thread. Use asynchronous APIs or worker threads for heavy tasks. +- **Deep Object Nesting**: Avoid deep nesting of objects in your game state, as this can make state updates and debugging more complex.