feat:Created more comprehensive game story matching new format system as well
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==================== END: .bmad-2d-unity-game-dev/agents/game-sm.md ====================
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==================== END: .bmad-2d-unity-game-dev/agents/game-sm.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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# Create Game Development Story Task
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# Create Game Story Task
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## Purpose
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## Purpose
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Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
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To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
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## When to Use
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## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
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- Breaking down game epics into implementable stories
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### 0. Load Core Configuration and Check Workflow
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- Converting GDD features into development tasks
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- Preparing work for game developers
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- Ensuring clear handoffs from design to development
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## Prerequisites
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- Load `.bmad-2d-unity-game-dev/game-core-config.yaml` from the project root
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- If the file does not exist, check for `.bmad-2d-unity-game-dev/core-config.yaml` as fallback
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- If neither exists, HALT and inform the user: "game-core-config.yaml (or core-config.yaml) not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
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- Extract key configurations: `devStoryLocation`, `gdd.*`, `architecture.*`, `workflow.*`
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Before creating stories, ensure you have:
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### 1. Identify Next Story for Preparation
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- Completed Game Design Document (GDD)
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#### 1.1 Locate Epic Files and Review Existing Stories
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- Game Architecture Document
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- Epic definition this story belongs to
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- Clear understanding of the specific game feature
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## Process
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- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
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- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
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- **If highest story exists:**
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- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
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- If proceeding, select next sequential story in the current epic
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- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
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- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
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- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
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- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
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### 1. Story Identification
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### 2. Gather Story Requirements and Previous Story Context
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**Review Epic Context:**
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- Extract story requirements from the identified epic file or GDD section
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- If previous story exists, review Dev Agent Record sections for:
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- Completion Notes and Debug Log References
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- Implementation deviations and technical decisions
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- Unity-specific challenges (prefab issues, scene management, performance)
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- Asset pipeline decisions and optimizations
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- Extract relevant insights that inform the current story's preparation
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- Understand the epic's overall goal
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### 3. Gather Architecture Context
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- Identify specific features that need implementation
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- Review any existing stories in the epic
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- Ensure no duplicate work
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**Feature Analysis:**
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#### 3.1 Determine Architecture Reading Strategy
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- Reference specific GDD sections
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- **If `architectureVersion: >= v4` and `architectureSharded: true`**: Read `{architectureShardedLocation}/index.md` then follow structured reading order below
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- Understand player experience goals
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- **Else**: Use monolithic `architectureFile` for similar sections
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- Identify technical complexity
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- Estimate implementation scope
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### 2. Story Scoping
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#### 3.2 Read Architecture Documents Based on Story Type
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**Single Responsibility:**
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**For ALL Game Stories:** tech-stack.md, unified-project-structure.md, coding-standards.md, testing-strategy.md, unity-conventions.md
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- Focus on one specific game feature
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems.md, component-architecture.md, physics-config.md, input-system.md, state-machines.md
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- Ensure story is completable in 1-3 days
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- Break down complex features into multiple stories
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- Maintain clear boundaries with other stories
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**Implementation Clarity:**
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**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
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- Define exactly what needs to be built
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**For Backend/Services Stories, additionally:** data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
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- Specify all technical requirements
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- Include all necessary integration points
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- Provide clear success criteria
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### 3. Template Execution
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**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
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**Load Template:**
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**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
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Use `templates#game-story-tmpl` following all embedded LLM instructions
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**Key Focus Areas:**
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#### 3.3 Extract Story-Specific Technical Details
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- Clear, actionable description
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Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
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- Specific acceptance criteria
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- Detailed technical specifications
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- Complete implementation task list
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- Comprehensive testing requirements
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### 4. Story Validation
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Extract:
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**Technical Review:**
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- Specific Unity components and MonoBehaviours the story will use
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- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
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- Package-specific configurations and setup requirements
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- Prefab structures and scene organization requirements
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- Input system bindings and configurations
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- Physics settings and collision layers
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- UI canvas and layout specifications
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- Asset naming conventions and folder structures
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- Performance budgets (target FPS, memory limits, draw calls)
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- Platform-specific considerations (mobile vs desktop)
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- Testing requirements specific to Unity features
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- Verify all technical specifications are complete
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ALWAYS cite source documents: `[Source: architecture/{filename}.md#{section}]`
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- Ensure integration points are clearly defined
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- Confirm file paths match architecture
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- Validate C# interfaces and classes
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- Check for proper use of prefabs and scenes
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**Game Design Alignment:**
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### 4. Unity-Specific Technical Analysis
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- Confirm story implements GDD requirements
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#### 4.1 Package Dependencies Analysis
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- Verify player experience goals are met
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- Check balance parameters are included
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- Ensure game mechanics are correctly interpreted
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**Implementation Readiness:**
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- Identify Unity Package Manager packages required for the story
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- Document package versions from manifest.json
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- Note any package-specific APIs or components being used
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- List package configuration requirements (e.g., Input System settings, URP asset config)
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- Identify any third-party Asset Store packages and their integration points
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- All dependencies identified
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#### 4.2 Scene and Prefab Planning
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- Assets requirements specified
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- Testing criteria defined
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- Definition of Done complete
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### 5. Quality Assurance
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- Identify which scenes will be modified or created
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- List prefabs that need to be created or updated
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- Document prefab variant requirements
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- Specify scene loading/unloading requirements
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**Apply Checklist:**
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#### 4.3 Component Architecture
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Execute `checklists#game-story-dod-checklist` against completed story
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**Story Criteria:**
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- Define MonoBehaviour scripts needed
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- Specify ScriptableObject assets required
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- Document component dependencies and execution order
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- Identify required Unity Events and UnityActions
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- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
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- Story is immediately actionable
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#### 4.4 Asset Requirements
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- No design decisions left to developer
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- Technical requirements are complete
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- Testing requirements are comprehensive
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- Performance requirements are specified
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### 6. Story Refinement
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- List sprite/texture requirements with resolution specs
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- Define animation clips and animator controllers needed
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- Specify audio clips and their import settings
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- Document any shader or material requirements
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- Note any package-specific assets (e.g., URP materials, Input Action maps)
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**Developer Perspective:**
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### 5. Populate Story Template with Full Context
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- Can a developer start implementation immediately?
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- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
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- Are all technical questions answered?
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- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
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- Is the scope appropriate for the estimated points?
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- **`Dev Notes` section (CRITICAL):**
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- Are all dependencies clearly identified?
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- CRITICAL: This section MUST contain ONLY information extracted from architecture documents and GDD. NEVER invent or assume technical details.
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- Include ALL relevant technical details from Steps 2-4, organized by category:
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- **Previous Story Insights**: Key learnings from previous story implementation
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- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
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- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
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- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
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- **Input Configuration**: Input actions, bindings, control schemes [with source references]
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- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
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- **Asset Pipeline**: Asset requirements, import settings, optimization notes
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- **Performance Targets**: FPS targets, memory budgets, profiler metrics
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- **Platform Considerations**: Mobile vs desktop differences, input variations
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- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
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- Every technical detail MUST include its source reference: `[Source: architecture/{filename}.md#{section}]`
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- If information for a category is not found in the architecture docs, explicitly state: "No specific guidance found in architecture docs"
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- **`Tasks / Subtasks` section:**
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- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed Architecture Information
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- Include Unity-specific tasks:
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- Scene setup and configuration
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- Prefab creation and testing
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- Component implementation with proper lifecycle methods
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- Input system integration
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- Physics configuration
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- UI implementation with proper anchoring
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- Performance profiling checkpoints
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- Each task must reference relevant architecture documentation
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- Include PlayMode testing as explicit subtasks
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- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
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- Add notes on Unity project structure alignment or discrepancies found in Step 4
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**Iterative Improvement:**
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### 6. Story Draft Completion and Review
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- Address any gaps or ambiguities
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- Review all sections for completeness and accuracy
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- Clarify complex technical requirements
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- Verify all source references are included for technical details
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- Ensure story fits within epic scope
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- Ensure Unity-specific requirements are comprehensive:
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- Verify story points estimation
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- All scenes and prefabs documented
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- Component dependencies clear
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- Asset requirements specified
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- Performance targets defined
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- Update status to "Draft" and save the story file
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- Execute `.bmad-2d-unity-game-dev/tasks/execute-checklist` `.bmad-2d-unity-game-dev/checklists/game-story-dod-checklist`
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- Provide summary to user including:
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- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
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- Status: Draft
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- Key Unity components and systems included
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- Scene/prefab modifications required
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- Asset requirements identified
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- Any deviations or conflicts noted between GDD and architecture
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- Checklist Results
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- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
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## Story Elements Checklist
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### 7. Unity-Specific Validation
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### Required Sections
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Before finalizing, ensure:
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- [ ] Clear, specific description
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- [ ] All required Unity packages are documented with versions
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- [ ] Complete acceptance criteria (functional, technical, game design)
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- [ ] Package-specific APIs and configurations are included
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- [ ] Detailed technical specifications
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- [ ] All MonoBehaviour lifecycle methods are considered
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- [ ] File creation/modification list
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- [ ] Prefab workflows are clearly defined
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- [ ] C# interfaces and classes
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- [ ] Scene management approach is specified
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- [ ] Integration point specifications
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- [ ] Input system integration is complete (legacy or new Input System)
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- [ ] Ordered implementation tasks
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- [ ] UI canvas setup follows Unity best practices
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- [ ] Comprehensive testing requirements
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- [ ] Performance profiling points are identified
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- [ ] Performance criteria
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- [ ] Asset import settings are documented
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- [ ] Dependencies clearly identified
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- [ ] Platform-specific code paths are noted
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- [ ] Definition of Done checklist
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- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
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### Game-Specific Requirements
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This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
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- [ ] GDD section references
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- [ ] Game mechanic implementation details
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- [ ] Player experience goals
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- [ ] Balance parameters
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- [ ] Unity-specific requirements (components, prefabs, scenes)
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- [ ] Performance targets (stable frame rate)
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- [ ] Cross-platform considerations
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### Technical Quality
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- [ ] C# best practices compliance
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- [ ] Architecture document alignment
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- [ ] Code organization follows standards
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- [ ] Error handling requirements
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- [ ] Memory management considerations
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- [ ] Testing strategy defined
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## Common Pitfalls
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**Scope Issues:**
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- Story too large (break into multiple stories)
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- Story too vague (add specific requirements)
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- Missing dependencies (identify all prerequisites)
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- Unclear boundaries (define what's in/out of scope)
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**Technical Issues:**
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- Missing integration details
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- Incomplete technical specifications
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- Undefined interfaces or classes
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- Missing performance requirements
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**Game Design Issues:**
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- Not referencing GDD properly
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- Missing player experience context
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- Unclear game mechanic implementation
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- Missing balance parameters
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## Success Criteria
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**Story Readiness:**
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- [ ] Developer can start implementation immediately
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- [ ] No additional design decisions required
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- [ ] All technical questions answered
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- [ ] Testing strategy is complete
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- [ ] Performance requirements are clear
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- [ ] Story fits within epic scope
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**Quality Validation:**
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- [ ] Game story DOD checklist passes
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- [ ] Architecture alignment confirmed
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- [ ] GDD requirements covered
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- [ ] Implementation tasks are ordered and specific
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- [ ] Dependencies are complete and accurate
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## Handoff Protocol
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**To Game Developer:**
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1. Provide story document
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2. Confirm GDD and architecture access
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3. Verify all dependencies are met
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4. Answer any clarification questions
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5. Establish check-in schedule
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**Story Status Updates:**
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- Draft → Ready for Development
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- In Development → Code Review
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- Code Review → Testing
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- Testing → Done
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This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.
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==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/execute-checklist.md ====================
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@ -6011,223 +6011,191 @@ These guidelines ensure consistent, high-quality game development that meets per
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==================== END: .bmad-2d-unity-game-dev/data/development-guidelines.md ====================
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==================== END: .bmad-2d-unity-game-dev/data/development-guidelines.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
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# Create Game Development Story Task
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# Create Game Story Task
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## Purpose
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## Purpose
|
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|
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Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
|
To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
|
||||||
|
|
||||||
## When to Use
|
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
|
||||||
|
|
||||||
- Breaking down game epics into implementable stories
|
### 0. Load Core Configuration and Check Workflow
|
||||||
- Converting GDD features into development tasks
|
|
||||||
- Preparing work for game developers
|
|
||||||
- Ensuring clear handoffs from design to development
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|
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## Prerequisites
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- Load `.bmad-2d-unity-game-dev/game-core-config.yaml` from the project root
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||||||
|
- If the file does not exist, check for `.bmad-2d-unity-game-dev/core-config.yaml` as fallback
|
||||||
|
- If neither exists, HALT and inform the user: "game-core-config.yaml (or core-config.yaml) not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
|
||||||
|
- Extract key configurations: `devStoryLocation`, `gdd.*`, `architecture.*`, `workflow.*`
|
||||||
|
|
||||||
Before creating stories, ensure you have:
|
### 1. Identify Next Story for Preparation
|
||||||
|
|
||||||
- Completed Game Design Document (GDD)
|
#### 1.1 Locate Epic Files and Review Existing Stories
|
||||||
- Game Architecture Document
|
|
||||||
- Epic definition this story belongs to
|
|
||||||
- Clear understanding of the specific game feature
|
|
||||||
|
|
||||||
## Process
|
- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
|
||||||
|
- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
|
||||||
|
- **If highest story exists:**
|
||||||
|
- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
|
||||||
|
- If proceeding, select next sequential story in the current epic
|
||||||
|
- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
|
||||||
|
- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
|
||||||
|
- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
|
||||||
|
- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
|
||||||
|
|
||||||
### 1. Story Identification
|
### 2. Gather Story Requirements and Previous Story Context
|
||||||
|
|
||||||
**Review Epic Context:**
|
- Extract story requirements from the identified epic file or GDD section
|
||||||
|
- If previous story exists, review Dev Agent Record sections for:
|
||||||
|
- Completion Notes and Debug Log References
|
||||||
|
- Implementation deviations and technical decisions
|
||||||
|
- Unity-specific challenges (prefab issues, scene management, performance)
|
||||||
|
- Asset pipeline decisions and optimizations
|
||||||
|
- Extract relevant insights that inform the current story's preparation
|
||||||
|
|
||||||
- Understand the epic's overall goal
|
### 3. Gather Architecture Context
|
||||||
- Identify specific features that need implementation
|
|
||||||
- Review any existing stories in the epic
|
|
||||||
- Ensure no duplicate work
|
|
||||||
|
|
||||||
**Feature Analysis:**
|
#### 3.1 Determine Architecture Reading Strategy
|
||||||
|
|
||||||
- Reference specific GDD sections
|
- **If `architectureVersion: >= v4` and `architectureSharded: true`**: Read `{architectureShardedLocation}/index.md` then follow structured reading order below
|
||||||
- Understand player experience goals
|
- **Else**: Use monolithic `architectureFile` for similar sections
|
||||||
- Identify technical complexity
|
|
||||||
- Estimate implementation scope
|
|
||||||
|
|
||||||
### 2. Story Scoping
|
#### 3.2 Read Architecture Documents Based on Story Type
|
||||||
|
|
||||||
**Single Responsibility:**
|
**For ALL Game Stories:** tech-stack.md, unified-project-structure.md, coding-standards.md, testing-strategy.md, unity-conventions.md
|
||||||
|
|
||||||
- Focus on one specific game feature
|
**For Gameplay/Mechanics Stories, additionally:** gameplay-systems.md, component-architecture.md, physics-config.md, input-system.md, state-machines.md
|
||||||
- Ensure story is completable in 1-3 days
|
|
||||||
- Break down complex features into multiple stories
|
|
||||||
- Maintain clear boundaries with other stories
|
|
||||||
|
|
||||||
**Implementation Clarity:**
|
**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
|
||||||
|
|
||||||
- Define exactly what needs to be built
|
**For Backend/Services Stories, additionally:** data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
|
||||||
- Specify all technical requirements
|
|
||||||
- Include all necessary integration points
|
|
||||||
- Provide clear success criteria
|
|
||||||
|
|
||||||
### 3. Template Execution
|
**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
|
||||||
|
|
||||||
**Load Template:**
|
**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
|
||||||
Use `templates#game-story-tmpl` following all embedded LLM instructions
|
|
||||||
|
|
||||||
**Key Focus Areas:**
|
#### 3.3 Extract Story-Specific Technical Details
|
||||||
|
|
||||||
- Clear, actionable description
|
Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
|
||||||
- Specific acceptance criteria
|
|
||||||
- Detailed technical specifications
|
|
||||||
- Complete implementation task list
|
|
||||||
- Comprehensive testing requirements
|
|
||||||
|
|
||||||
### 4. Story Validation
|
Extract:
|
||||||
|
|
||||||
**Technical Review:**
|
- Specific Unity components and MonoBehaviours the story will use
|
||||||
|
- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
|
||||||
|
- Package-specific configurations and setup requirements
|
||||||
|
- Prefab structures and scene organization requirements
|
||||||
|
- Input system bindings and configurations
|
||||||
|
- Physics settings and collision layers
|
||||||
|
- UI canvas and layout specifications
|
||||||
|
- Asset naming conventions and folder structures
|
||||||
|
- Performance budgets (target FPS, memory limits, draw calls)
|
||||||
|
- Platform-specific considerations (mobile vs desktop)
|
||||||
|
- Testing requirements specific to Unity features
|
||||||
|
|
||||||
- Verify all technical specifications are complete
|
ALWAYS cite source documents: `[Source: architecture/{filename}.md#{section}]`
|
||||||
- Ensure integration points are clearly defined
|
|
||||||
- Confirm file paths match architecture
|
|
||||||
- Validate C# interfaces and classes
|
|
||||||
- Check for proper use of prefabs and scenes
|
|
||||||
|
|
||||||
**Game Design Alignment:**
|
### 4. Unity-Specific Technical Analysis
|
||||||
|
|
||||||
- Confirm story implements GDD requirements
|
#### 4.1 Package Dependencies Analysis
|
||||||
- Verify player experience goals are met
|
|
||||||
- Check balance parameters are included
|
|
||||||
- Ensure game mechanics are correctly interpreted
|
|
||||||
|
|
||||||
**Implementation Readiness:**
|
- Identify Unity Package Manager packages required for the story
|
||||||
|
- Document package versions from manifest.json
|
||||||
|
- Note any package-specific APIs or components being used
|
||||||
|
- List package configuration requirements (e.g., Input System settings, URP asset config)
|
||||||
|
- Identify any third-party Asset Store packages and their integration points
|
||||||
|
|
||||||
- All dependencies identified
|
#### 4.2 Scene and Prefab Planning
|
||||||
- Assets requirements specified
|
|
||||||
- Testing criteria defined
|
|
||||||
- Definition of Done complete
|
|
||||||
|
|
||||||
### 5. Quality Assurance
|
- Identify which scenes will be modified or created
|
||||||
|
- List prefabs that need to be created or updated
|
||||||
|
- Document prefab variant requirements
|
||||||
|
- Specify scene loading/unloading requirements
|
||||||
|
|
||||||
**Apply Checklist:**
|
#### 4.3 Component Architecture
|
||||||
Execute `checklists#game-story-dod-checklist` against completed story
|
|
||||||
|
|
||||||
**Story Criteria:**
|
- Define MonoBehaviour scripts needed
|
||||||
|
- Specify ScriptableObject assets required
|
||||||
|
- Document component dependencies and execution order
|
||||||
|
- Identify required Unity Events and UnityActions
|
||||||
|
- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
|
||||||
|
|
||||||
- Story is immediately actionable
|
#### 4.4 Asset Requirements
|
||||||
- No design decisions left to developer
|
|
||||||
- Technical requirements are complete
|
|
||||||
- Testing requirements are comprehensive
|
|
||||||
- Performance requirements are specified
|
|
||||||
|
|
||||||
### 6. Story Refinement
|
- List sprite/texture requirements with resolution specs
|
||||||
|
- Define animation clips and animator controllers needed
|
||||||
|
- Specify audio clips and their import settings
|
||||||
|
- Document any shader or material requirements
|
||||||
|
- Note any package-specific assets (e.g., URP materials, Input Action maps)
|
||||||
|
|
||||||
**Developer Perspective:**
|
### 5. Populate Story Template with Full Context
|
||||||
|
|
||||||
- Can a developer start implementation immediately?
|
- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
|
||||||
- Are all technical questions answered?
|
- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
|
||||||
- Is the scope appropriate for the estimated points?
|
- **`Dev Notes` section (CRITICAL):**
|
||||||
- Are all dependencies clearly identified?
|
- CRITICAL: This section MUST contain ONLY information extracted from architecture documents and GDD. NEVER invent or assume technical details.
|
||||||
|
- Include ALL relevant technical details from Steps 2-4, organized by category:
|
||||||
|
- **Previous Story Insights**: Key learnings from previous story implementation
|
||||||
|
- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
|
||||||
|
- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
|
||||||
|
- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
|
||||||
|
- **Input Configuration**: Input actions, bindings, control schemes [with source references]
|
||||||
|
- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
|
||||||
|
- **Asset Pipeline**: Asset requirements, import settings, optimization notes
|
||||||
|
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
|
||||||
|
- **Platform Considerations**: Mobile vs desktop differences, input variations
|
||||||
|
- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
|
||||||
|
- Every technical detail MUST include its source reference: `[Source: architecture/{filename}.md#{section}]`
|
||||||
|
- If information for a category is not found in the architecture docs, explicitly state: "No specific guidance found in architecture docs"
|
||||||
|
- **`Tasks / Subtasks` section:**
|
||||||
|
- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed Architecture Information
|
||||||
|
- Include Unity-specific tasks:
|
||||||
|
- Scene setup and configuration
|
||||||
|
- Prefab creation and testing
|
||||||
|
- Component implementation with proper lifecycle methods
|
||||||
|
- Input system integration
|
||||||
|
- Physics configuration
|
||||||
|
- UI implementation with proper anchoring
|
||||||
|
- Performance profiling checkpoints
|
||||||
|
- Each task must reference relevant architecture documentation
|
||||||
|
- Include PlayMode testing as explicit subtasks
|
||||||
|
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
|
||||||
|
- Add notes on Unity project structure alignment or discrepancies found in Step 4
|
||||||
|
|
||||||
**Iterative Improvement:**
|
### 6. Story Draft Completion and Review
|
||||||
|
|
||||||
- Address any gaps or ambiguities
|
- Review all sections for completeness and accuracy
|
||||||
- Clarify complex technical requirements
|
- Verify all source references are included for technical details
|
||||||
- Ensure story fits within epic scope
|
- Ensure Unity-specific requirements are comprehensive:
|
||||||
- Verify story points estimation
|
- All scenes and prefabs documented
|
||||||
|
- Component dependencies clear
|
||||||
|
- Asset requirements specified
|
||||||
|
- Performance targets defined
|
||||||
|
- Update status to "Draft" and save the story file
|
||||||
|
- Execute `.bmad-2d-unity-game-dev/tasks/execute-checklist` `.bmad-2d-unity-game-dev/checklists/game-story-dod-checklist`
|
||||||
|
- Provide summary to user including:
|
||||||
|
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
|
||||||
|
- Status: Draft
|
||||||
|
- Key Unity components and systems included
|
||||||
|
- Scene/prefab modifications required
|
||||||
|
- Asset requirements identified
|
||||||
|
- Any deviations or conflicts noted between GDD and architecture
|
||||||
|
- Checklist Results
|
||||||
|
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
|
||||||
|
|
||||||
## Story Elements Checklist
|
### 7. Unity-Specific Validation
|
||||||
|
|
||||||
### Required Sections
|
Before finalizing, ensure:
|
||||||
|
|
||||||
- [ ] Clear, specific description
|
- [ ] All required Unity packages are documented with versions
|
||||||
- [ ] Complete acceptance criteria (functional, technical, game design)
|
- [ ] Package-specific APIs and configurations are included
|
||||||
- [ ] Detailed technical specifications
|
- [ ] All MonoBehaviour lifecycle methods are considered
|
||||||
- [ ] File creation/modification list
|
- [ ] Prefab workflows are clearly defined
|
||||||
- [ ] C# interfaces and classes
|
- [ ] Scene management approach is specified
|
||||||
- [ ] Integration point specifications
|
- [ ] Input system integration is complete (legacy or new Input System)
|
||||||
- [ ] Ordered implementation tasks
|
- [ ] UI canvas setup follows Unity best practices
|
||||||
- [ ] Comprehensive testing requirements
|
- [ ] Performance profiling points are identified
|
||||||
- [ ] Performance criteria
|
- [ ] Asset import settings are documented
|
||||||
- [ ] Dependencies clearly identified
|
- [ ] Platform-specific code paths are noted
|
||||||
- [ ] Definition of Done checklist
|
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
|
||||||
|
|
||||||
### Game-Specific Requirements
|
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
|
||||||
|
|
||||||
- [ ] GDD section references
|
|
||||||
- [ ] Game mechanic implementation details
|
|
||||||
- [ ] Player experience goals
|
|
||||||
- [ ] Balance parameters
|
|
||||||
- [ ] Unity-specific requirements (components, prefabs, scenes)
|
|
||||||
- [ ] Performance targets (stable frame rate)
|
|
||||||
- [ ] Cross-platform considerations
|
|
||||||
|
|
||||||
### Technical Quality
|
|
||||||
|
|
||||||
- [ ] C# best practices compliance
|
|
||||||
- [ ] Architecture document alignment
|
|
||||||
- [ ] Code organization follows standards
|
|
||||||
- [ ] Error handling requirements
|
|
||||||
- [ ] Memory management considerations
|
|
||||||
- [ ] Testing strategy defined
|
|
||||||
|
|
||||||
## Common Pitfalls
|
|
||||||
|
|
||||||
**Scope Issues:**
|
|
||||||
|
|
||||||
- Story too large (break into multiple stories)
|
|
||||||
- Story too vague (add specific requirements)
|
|
||||||
- Missing dependencies (identify all prerequisites)
|
|
||||||
- Unclear boundaries (define what's in/out of scope)
|
|
||||||
|
|
||||||
**Technical Issues:**
|
|
||||||
|
|
||||||
- Missing integration details
|
|
||||||
- Incomplete technical specifications
|
|
||||||
- Undefined interfaces or classes
|
|
||||||
- Missing performance requirements
|
|
||||||
|
|
||||||
**Game Design Issues:**
|
|
||||||
|
|
||||||
- Not referencing GDD properly
|
|
||||||
- Missing player experience context
|
|
||||||
- Unclear game mechanic implementation
|
|
||||||
- Missing balance parameters
|
|
||||||
|
|
||||||
## Success Criteria
|
|
||||||
|
|
||||||
**Story Readiness:**
|
|
||||||
|
|
||||||
- [ ] Developer can start implementation immediately
|
|
||||||
- [ ] No additional design decisions required
|
|
||||||
- [ ] All technical questions answered
|
|
||||||
- [ ] Testing strategy is complete
|
|
||||||
- [ ] Performance requirements are clear
|
|
||||||
- [ ] Story fits within epic scope
|
|
||||||
|
|
||||||
**Quality Validation:**
|
|
||||||
|
|
||||||
- [ ] Game story DOD checklist passes
|
|
||||||
- [ ] Architecture alignment confirmed
|
|
||||||
- [ ] GDD requirements covered
|
|
||||||
- [ ] Implementation tasks are ordered and specific
|
|
||||||
- [ ] Dependencies are complete and accurate
|
|
||||||
|
|
||||||
## Handoff Protocol
|
|
||||||
|
|
||||||
**To Game Developer:**
|
|
||||||
|
|
||||||
1. Provide story document
|
|
||||||
2. Confirm GDD and architecture access
|
|
||||||
3. Verify all dependencies are met
|
|
||||||
4. Answer any clarification questions
|
|
||||||
5. Establish check-in schedule
|
|
||||||
|
|
||||||
**Story Status Updates:**
|
|
||||||
|
|
||||||
- Draft → Ready for Development
|
|
||||||
- In Development → Code Review
|
|
||||||
- Code Review → Testing
|
|
||||||
- Testing → Done
|
|
||||||
|
|
||||||
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.
|
|
||||||
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
||||||
|
|
||||||
==================== START: .bmad-2d-unity-game-dev/tasks/correct-course.md ====================
|
==================== START: .bmad-2d-unity-game-dev/tasks/correct-course.md ====================
|
||||||
|
|
@ -8676,223 +8644,191 @@ The questions and perspectives offered should always consider:
|
||||||
==================== END: .bmad-2d-unity-game-dev/tasks/advanced-elicitation.md ====================
|
==================== END: .bmad-2d-unity-game-dev/tasks/advanced-elicitation.md ====================
|
||||||
|
|
||||||
==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
==================== START: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
||||||
# Create Game Development Story Task
|
# Create Game Story Task
|
||||||
|
|
||||||
## Purpose
|
## Purpose
|
||||||
|
|
||||||
Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
|
To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
|
||||||
|
|
||||||
## When to Use
|
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
|
||||||
|
|
||||||
- Breaking down game epics into implementable stories
|
### 0. Load Core Configuration and Check Workflow
|
||||||
- Converting GDD features into development tasks
|
|
||||||
- Preparing work for game developers
|
|
||||||
- Ensuring clear handoffs from design to development
|
|
||||||
|
|
||||||
## Prerequisites
|
- Load `.bmad-2d-unity-game-dev/game-core-config.yaml` from the project root
|
||||||
|
- If the file does not exist, check for `.bmad-2d-unity-game-dev/core-config.yaml` as fallback
|
||||||
|
- If neither exists, HALT and inform the user: "game-core-config.yaml (or core-config.yaml) not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
|
||||||
|
- Extract key configurations: `devStoryLocation`, `gdd.*`, `architecture.*`, `workflow.*`
|
||||||
|
|
||||||
Before creating stories, ensure you have:
|
### 1. Identify Next Story for Preparation
|
||||||
|
|
||||||
- Completed Game Design Document (GDD)
|
#### 1.1 Locate Epic Files and Review Existing Stories
|
||||||
- Game Architecture Document
|
|
||||||
- Epic definition this story belongs to
|
|
||||||
- Clear understanding of the specific game feature
|
|
||||||
|
|
||||||
## Process
|
- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
|
||||||
|
- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
|
||||||
|
- **If highest story exists:**
|
||||||
|
- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
|
||||||
|
- If proceeding, select next sequential story in the current epic
|
||||||
|
- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
|
||||||
|
- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
|
||||||
|
- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
|
||||||
|
- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
|
||||||
|
|
||||||
### 1. Story Identification
|
### 2. Gather Story Requirements and Previous Story Context
|
||||||
|
|
||||||
**Review Epic Context:**
|
- Extract story requirements from the identified epic file or GDD section
|
||||||
|
- If previous story exists, review Dev Agent Record sections for:
|
||||||
|
- Completion Notes and Debug Log References
|
||||||
|
- Implementation deviations and technical decisions
|
||||||
|
- Unity-specific challenges (prefab issues, scene management, performance)
|
||||||
|
- Asset pipeline decisions and optimizations
|
||||||
|
- Extract relevant insights that inform the current story's preparation
|
||||||
|
|
||||||
- Understand the epic's overall goal
|
### 3. Gather Architecture Context
|
||||||
- Identify specific features that need implementation
|
|
||||||
- Review any existing stories in the epic
|
|
||||||
- Ensure no duplicate work
|
|
||||||
|
|
||||||
**Feature Analysis:**
|
#### 3.1 Determine Architecture Reading Strategy
|
||||||
|
|
||||||
- Reference specific GDD sections
|
- **If `architectureVersion: >= v4` and `architectureSharded: true`**: Read `{architectureShardedLocation}/index.md` then follow structured reading order below
|
||||||
- Understand player experience goals
|
- **Else**: Use monolithic `architectureFile` for similar sections
|
||||||
- Identify technical complexity
|
|
||||||
- Estimate implementation scope
|
|
||||||
|
|
||||||
### 2. Story Scoping
|
#### 3.2 Read Architecture Documents Based on Story Type
|
||||||
|
|
||||||
**Single Responsibility:**
|
**For ALL Game Stories:** tech-stack.md, unified-project-structure.md, coding-standards.md, testing-strategy.md, unity-conventions.md
|
||||||
|
|
||||||
- Focus on one specific game feature
|
**For Gameplay/Mechanics Stories, additionally:** gameplay-systems.md, component-architecture.md, physics-config.md, input-system.md, state-machines.md
|
||||||
- Ensure story is completable in 1-3 days
|
|
||||||
- Break down complex features into multiple stories
|
|
||||||
- Maintain clear boundaries with other stories
|
|
||||||
|
|
||||||
**Implementation Clarity:**
|
**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
|
||||||
|
|
||||||
- Define exactly what needs to be built
|
**For Backend/Services Stories, additionally:** data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
|
||||||
- Specify all technical requirements
|
|
||||||
- Include all necessary integration points
|
|
||||||
- Provide clear success criteria
|
|
||||||
|
|
||||||
### 3. Template Execution
|
**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
|
||||||
|
|
||||||
**Load Template:**
|
**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
|
||||||
Use `templates#game-story-tmpl` following all embedded LLM instructions
|
|
||||||
|
|
||||||
**Key Focus Areas:**
|
#### 3.3 Extract Story-Specific Technical Details
|
||||||
|
|
||||||
- Clear, actionable description
|
Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
|
||||||
- Specific acceptance criteria
|
|
||||||
- Detailed technical specifications
|
|
||||||
- Complete implementation task list
|
|
||||||
- Comprehensive testing requirements
|
|
||||||
|
|
||||||
### 4. Story Validation
|
Extract:
|
||||||
|
|
||||||
**Technical Review:**
|
- Specific Unity components and MonoBehaviours the story will use
|
||||||
|
- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
|
||||||
|
- Package-specific configurations and setup requirements
|
||||||
|
- Prefab structures and scene organization requirements
|
||||||
|
- Input system bindings and configurations
|
||||||
|
- Physics settings and collision layers
|
||||||
|
- UI canvas and layout specifications
|
||||||
|
- Asset naming conventions and folder structures
|
||||||
|
- Performance budgets (target FPS, memory limits, draw calls)
|
||||||
|
- Platform-specific considerations (mobile vs desktop)
|
||||||
|
- Testing requirements specific to Unity features
|
||||||
|
|
||||||
- Verify all technical specifications are complete
|
ALWAYS cite source documents: `[Source: architecture/{filename}.md#{section}]`
|
||||||
- Ensure integration points are clearly defined
|
|
||||||
- Confirm file paths match architecture
|
|
||||||
- Validate C# interfaces and classes
|
|
||||||
- Check for proper use of prefabs and scenes
|
|
||||||
|
|
||||||
**Game Design Alignment:**
|
### 4. Unity-Specific Technical Analysis
|
||||||
|
|
||||||
- Confirm story implements GDD requirements
|
#### 4.1 Package Dependencies Analysis
|
||||||
- Verify player experience goals are met
|
|
||||||
- Check balance parameters are included
|
|
||||||
- Ensure game mechanics are correctly interpreted
|
|
||||||
|
|
||||||
**Implementation Readiness:**
|
- Identify Unity Package Manager packages required for the story
|
||||||
|
- Document package versions from manifest.json
|
||||||
|
- Note any package-specific APIs or components being used
|
||||||
|
- List package configuration requirements (e.g., Input System settings, URP asset config)
|
||||||
|
- Identify any third-party Asset Store packages and their integration points
|
||||||
|
|
||||||
- All dependencies identified
|
#### 4.2 Scene and Prefab Planning
|
||||||
- Assets requirements specified
|
|
||||||
- Testing criteria defined
|
|
||||||
- Definition of Done complete
|
|
||||||
|
|
||||||
### 5. Quality Assurance
|
- Identify which scenes will be modified or created
|
||||||
|
- List prefabs that need to be created or updated
|
||||||
|
- Document prefab variant requirements
|
||||||
|
- Specify scene loading/unloading requirements
|
||||||
|
|
||||||
**Apply Checklist:**
|
#### 4.3 Component Architecture
|
||||||
Execute `checklists#game-story-dod-checklist` against completed story
|
|
||||||
|
|
||||||
**Story Criteria:**
|
- Define MonoBehaviour scripts needed
|
||||||
|
- Specify ScriptableObject assets required
|
||||||
|
- Document component dependencies and execution order
|
||||||
|
- Identify required Unity Events and UnityActions
|
||||||
|
- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
|
||||||
|
|
||||||
- Story is immediately actionable
|
#### 4.4 Asset Requirements
|
||||||
- No design decisions left to developer
|
|
||||||
- Technical requirements are complete
|
|
||||||
- Testing requirements are comprehensive
|
|
||||||
- Performance requirements are specified
|
|
||||||
|
|
||||||
### 6. Story Refinement
|
- List sprite/texture requirements with resolution specs
|
||||||
|
- Define animation clips and animator controllers needed
|
||||||
|
- Specify audio clips and their import settings
|
||||||
|
- Document any shader or material requirements
|
||||||
|
- Note any package-specific assets (e.g., URP materials, Input Action maps)
|
||||||
|
|
||||||
**Developer Perspective:**
|
### 5. Populate Story Template with Full Context
|
||||||
|
|
||||||
- Can a developer start implementation immediately?
|
- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
|
||||||
- Are all technical questions answered?
|
- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
|
||||||
- Is the scope appropriate for the estimated points?
|
- **`Dev Notes` section (CRITICAL):**
|
||||||
- Are all dependencies clearly identified?
|
- CRITICAL: This section MUST contain ONLY information extracted from architecture documents and GDD. NEVER invent or assume technical details.
|
||||||
|
- Include ALL relevant technical details from Steps 2-4, organized by category:
|
||||||
|
- **Previous Story Insights**: Key learnings from previous story implementation
|
||||||
|
- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
|
||||||
|
- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
|
||||||
|
- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
|
||||||
|
- **Input Configuration**: Input actions, bindings, control schemes [with source references]
|
||||||
|
- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
|
||||||
|
- **Asset Pipeline**: Asset requirements, import settings, optimization notes
|
||||||
|
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
|
||||||
|
- **Platform Considerations**: Mobile vs desktop differences, input variations
|
||||||
|
- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
|
||||||
|
- Every technical detail MUST include its source reference: `[Source: architecture/{filename}.md#{section}]`
|
||||||
|
- If information for a category is not found in the architecture docs, explicitly state: "No specific guidance found in architecture docs"
|
||||||
|
- **`Tasks / Subtasks` section:**
|
||||||
|
- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed Architecture Information
|
||||||
|
- Include Unity-specific tasks:
|
||||||
|
- Scene setup and configuration
|
||||||
|
- Prefab creation and testing
|
||||||
|
- Component implementation with proper lifecycle methods
|
||||||
|
- Input system integration
|
||||||
|
- Physics configuration
|
||||||
|
- UI implementation with proper anchoring
|
||||||
|
- Performance profiling checkpoints
|
||||||
|
- Each task must reference relevant architecture documentation
|
||||||
|
- Include PlayMode testing as explicit subtasks
|
||||||
|
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
|
||||||
|
- Add notes on Unity project structure alignment or discrepancies found in Step 4
|
||||||
|
|
||||||
**Iterative Improvement:**
|
### 6. Story Draft Completion and Review
|
||||||
|
|
||||||
- Address any gaps or ambiguities
|
- Review all sections for completeness and accuracy
|
||||||
- Clarify complex technical requirements
|
- Verify all source references are included for technical details
|
||||||
- Ensure story fits within epic scope
|
- Ensure Unity-specific requirements are comprehensive:
|
||||||
- Verify story points estimation
|
- All scenes and prefabs documented
|
||||||
|
- Component dependencies clear
|
||||||
|
- Asset requirements specified
|
||||||
|
- Performance targets defined
|
||||||
|
- Update status to "Draft" and save the story file
|
||||||
|
- Execute `.bmad-2d-unity-game-dev/tasks/execute-checklist` `.bmad-2d-unity-game-dev/checklists/game-story-dod-checklist`
|
||||||
|
- Provide summary to user including:
|
||||||
|
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
|
||||||
|
- Status: Draft
|
||||||
|
- Key Unity components and systems included
|
||||||
|
- Scene/prefab modifications required
|
||||||
|
- Asset requirements identified
|
||||||
|
- Any deviations or conflicts noted between GDD and architecture
|
||||||
|
- Checklist Results
|
||||||
|
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
|
||||||
|
|
||||||
## Story Elements Checklist
|
### 7. Unity-Specific Validation
|
||||||
|
|
||||||
### Required Sections
|
Before finalizing, ensure:
|
||||||
|
|
||||||
- [ ] Clear, specific description
|
- [ ] All required Unity packages are documented with versions
|
||||||
- [ ] Complete acceptance criteria (functional, technical, game design)
|
- [ ] Package-specific APIs and configurations are included
|
||||||
- [ ] Detailed technical specifications
|
- [ ] All MonoBehaviour lifecycle methods are considered
|
||||||
- [ ] File creation/modification list
|
- [ ] Prefab workflows are clearly defined
|
||||||
- [ ] C# interfaces and classes
|
- [ ] Scene management approach is specified
|
||||||
- [ ] Integration point specifications
|
- [ ] Input system integration is complete (legacy or new Input System)
|
||||||
- [ ] Ordered implementation tasks
|
- [ ] UI canvas setup follows Unity best practices
|
||||||
- [ ] Comprehensive testing requirements
|
- [ ] Performance profiling points are identified
|
||||||
- [ ] Performance criteria
|
- [ ] Asset import settings are documented
|
||||||
- [ ] Dependencies clearly identified
|
- [ ] Platform-specific code paths are noted
|
||||||
- [ ] Definition of Done checklist
|
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
|
||||||
|
|
||||||
### Game-Specific Requirements
|
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
|
||||||
|
|
||||||
- [ ] GDD section references
|
|
||||||
- [ ] Game mechanic implementation details
|
|
||||||
- [ ] Player experience goals
|
|
||||||
- [ ] Balance parameters
|
|
||||||
- [ ] Unity-specific requirements (components, prefabs, scenes)
|
|
||||||
- [ ] Performance targets (stable frame rate)
|
|
||||||
- [ ] Cross-platform considerations
|
|
||||||
|
|
||||||
### Technical Quality
|
|
||||||
|
|
||||||
- [ ] C# best practices compliance
|
|
||||||
- [ ] Architecture document alignment
|
|
||||||
- [ ] Code organization follows standards
|
|
||||||
- [ ] Error handling requirements
|
|
||||||
- [ ] Memory management considerations
|
|
||||||
- [ ] Testing strategy defined
|
|
||||||
|
|
||||||
## Common Pitfalls
|
|
||||||
|
|
||||||
**Scope Issues:**
|
|
||||||
|
|
||||||
- Story too large (break into multiple stories)
|
|
||||||
- Story too vague (add specific requirements)
|
|
||||||
- Missing dependencies (identify all prerequisites)
|
|
||||||
- Unclear boundaries (define what's in/out of scope)
|
|
||||||
|
|
||||||
**Technical Issues:**
|
|
||||||
|
|
||||||
- Missing integration details
|
|
||||||
- Incomplete technical specifications
|
|
||||||
- Undefined interfaces or classes
|
|
||||||
- Missing performance requirements
|
|
||||||
|
|
||||||
**Game Design Issues:**
|
|
||||||
|
|
||||||
- Not referencing GDD properly
|
|
||||||
- Missing player experience context
|
|
||||||
- Unclear game mechanic implementation
|
|
||||||
- Missing balance parameters
|
|
||||||
|
|
||||||
## Success Criteria
|
|
||||||
|
|
||||||
**Story Readiness:**
|
|
||||||
|
|
||||||
- [ ] Developer can start implementation immediately
|
|
||||||
- [ ] No additional design decisions required
|
|
||||||
- [ ] All technical questions answered
|
|
||||||
- [ ] Testing strategy is complete
|
|
||||||
- [ ] Performance requirements are clear
|
|
||||||
- [ ] Story fits within epic scope
|
|
||||||
|
|
||||||
**Quality Validation:**
|
|
||||||
|
|
||||||
- [ ] Game story DOD checklist passes
|
|
||||||
- [ ] Architecture alignment confirmed
|
|
||||||
- [ ] GDD requirements covered
|
|
||||||
- [ ] Implementation tasks are ordered and specific
|
|
||||||
- [ ] Dependencies are complete and accurate
|
|
||||||
|
|
||||||
## Handoff Protocol
|
|
||||||
|
|
||||||
**To Game Developer:**
|
|
||||||
|
|
||||||
1. Provide story document
|
|
||||||
2. Confirm GDD and architecture access
|
|
||||||
3. Verify all dependencies are met
|
|
||||||
4. Answer any clarification questions
|
|
||||||
5. Establish check-in schedule
|
|
||||||
|
|
||||||
**Story Status Updates:**
|
|
||||||
|
|
||||||
- Draft → Ready for Development
|
|
||||||
- In Development → Code Review
|
|
||||||
- Code Review → Testing
|
|
||||||
- Testing → Done
|
|
||||||
|
|
||||||
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.
|
|
||||||
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
==================== END: .bmad-2d-unity-game-dev/tasks/create-game-story.md ====================
|
||||||
|
|
||||||
==================== START: .bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md ====================
|
==================== START: .bmad-2d-unity-game-dev/tasks/game-design-brainstorming.md ====================
|
||||||
|
|
|
||||||
|
|
@ -1,217 +1,185 @@
|
||||||
# Create Game Development Story Task
|
# Create Game Story Task
|
||||||
|
|
||||||
## Purpose
|
## Purpose
|
||||||
|
|
||||||
Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
|
To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
|
||||||
|
|
||||||
## When to Use
|
## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
|
||||||
|
|
||||||
- Breaking down game epics into implementable stories
|
### 0. Load Core Configuration and Check Workflow
|
||||||
- Converting GDD features into development tasks
|
|
||||||
- Preparing work for game developers
|
|
||||||
- Ensuring clear handoffs from design to development
|
|
||||||
|
|
||||||
## Prerequisites
|
- Load `{root}/game-core-config.yaml` from the project root
|
||||||
|
- If the file does not exist, check for `{root}/core-config.yaml` as fallback
|
||||||
|
- If neither exists, HALT and inform the user: "game-core-config.yaml (or core-config.yaml) not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
|
||||||
|
- Extract key configurations: `devStoryLocation`, `gdd.*`, `architecture.*`, `workflow.*`
|
||||||
|
|
||||||
Before creating stories, ensure you have:
|
### 1. Identify Next Story for Preparation
|
||||||
|
|
||||||
- Completed Game Design Document (GDD)
|
#### 1.1 Locate Epic Files and Review Existing Stories
|
||||||
- Game Architecture Document
|
|
||||||
- Epic definition this story belongs to
|
|
||||||
- Clear understanding of the specific game feature
|
|
||||||
|
|
||||||
## Process
|
- Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
|
||||||
|
- If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
|
||||||
|
- **If highest story exists:**
|
||||||
|
- Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
|
||||||
|
- If proceeding, select next sequential story in the current epic
|
||||||
|
- If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
|
||||||
|
- **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
|
||||||
|
- **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
|
||||||
|
- Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
|
||||||
|
|
||||||
### 1. Story Identification
|
### 2. Gather Story Requirements and Previous Story Context
|
||||||
|
|
||||||
**Review Epic Context:**
|
- Extract story requirements from the identified epic file or GDD section
|
||||||
|
- If previous story exists, review Dev Agent Record sections for:
|
||||||
|
- Completion Notes and Debug Log References
|
||||||
|
- Implementation deviations and technical decisions
|
||||||
|
- Unity-specific challenges (prefab issues, scene management, performance)
|
||||||
|
- Asset pipeline decisions and optimizations
|
||||||
|
- Extract relevant insights that inform the current story's preparation
|
||||||
|
|
||||||
- Understand the epic's overall goal
|
### 3. Gather Architecture Context
|
||||||
- Identify specific features that need implementation
|
|
||||||
- Review any existing stories in the epic
|
|
||||||
- Ensure no duplicate work
|
|
||||||
|
|
||||||
**Feature Analysis:**
|
#### 3.1 Determine Architecture Reading Strategy
|
||||||
|
|
||||||
- Reference specific GDD sections
|
- **If `architectureVersion: >= v4` and `architectureSharded: true`**: Read `{architectureShardedLocation}/index.md` then follow structured reading order below
|
||||||
- Understand player experience goals
|
- **Else**: Use monolithic `architectureFile` for similar sections
|
||||||
- Identify technical complexity
|
|
||||||
- Estimate implementation scope
|
|
||||||
|
|
||||||
### 2. Story Scoping
|
#### 3.2 Read Architecture Documents Based on Story Type
|
||||||
|
|
||||||
**Single Responsibility:**
|
**For ALL Game Stories:** tech-stack.md, unified-project-structure.md, coding-standards.md, testing-strategy.md, unity-conventions.md
|
||||||
|
|
||||||
- Focus on one specific game feature
|
**For Gameplay/Mechanics Stories, additionally:** gameplay-systems.md, component-architecture.md, physics-config.md, input-system.md, state-machines.md
|
||||||
- Ensure story is completable in 1-3 days
|
|
||||||
- Break down complex features into multiple stories
|
|
||||||
- Maintain clear boundaries with other stories
|
|
||||||
|
|
||||||
**Implementation Clarity:**
|
**For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
|
||||||
|
|
||||||
- Define exactly what needs to be built
|
**For Backend/Services Stories, additionally:** data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
|
||||||
- Specify all technical requirements
|
|
||||||
- Include all necessary integration points
|
|
||||||
- Provide clear success criteria
|
|
||||||
|
|
||||||
### 3. Template Execution
|
**For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
|
||||||
|
|
||||||
**Load Template:**
|
**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
|
||||||
Use `templates#game-story-tmpl` following all embedded LLM instructions
|
|
||||||
|
|
||||||
**Key Focus Areas:**
|
#### 3.3 Extract Story-Specific Technical Details
|
||||||
|
|
||||||
- Clear, actionable description
|
Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
|
||||||
- Specific acceptance criteria
|
|
||||||
- Detailed technical specifications
|
|
||||||
- Complete implementation task list
|
|
||||||
- Comprehensive testing requirements
|
|
||||||
|
|
||||||
### 4. Story Validation
|
Extract:
|
||||||
|
|
||||||
**Technical Review:**
|
- Specific Unity components and MonoBehaviours the story will use
|
||||||
|
- Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
|
||||||
|
- Package-specific configurations and setup requirements
|
||||||
|
- Prefab structures and scene organization requirements
|
||||||
|
- Input system bindings and configurations
|
||||||
|
- Physics settings and collision layers
|
||||||
|
- UI canvas and layout specifications
|
||||||
|
- Asset naming conventions and folder structures
|
||||||
|
- Performance budgets (target FPS, memory limits, draw calls)
|
||||||
|
- Platform-specific considerations (mobile vs desktop)
|
||||||
|
- Testing requirements specific to Unity features
|
||||||
|
|
||||||
- Verify all technical specifications are complete
|
ALWAYS cite source documents: `[Source: architecture/{filename}.md#{section}]`
|
||||||
- Ensure integration points are clearly defined
|
|
||||||
- Confirm file paths match architecture
|
|
||||||
- Validate C# interfaces and classes
|
|
||||||
- Check for proper use of prefabs and scenes
|
|
||||||
|
|
||||||
**Game Design Alignment:**
|
### 4. Unity-Specific Technical Analysis
|
||||||
|
|
||||||
- Confirm story implements GDD requirements
|
#### 4.1 Package Dependencies Analysis
|
||||||
- Verify player experience goals are met
|
|
||||||
- Check balance parameters are included
|
|
||||||
- Ensure game mechanics are correctly interpreted
|
|
||||||
|
|
||||||
**Implementation Readiness:**
|
- Identify Unity Package Manager packages required for the story
|
||||||
|
- Document package versions from manifest.json
|
||||||
|
- Note any package-specific APIs or components being used
|
||||||
|
- List package configuration requirements (e.g., Input System settings, URP asset config)
|
||||||
|
- Identify any third-party Asset Store packages and their integration points
|
||||||
|
|
||||||
- All dependencies identified
|
#### 4.2 Scene and Prefab Planning
|
||||||
- Assets requirements specified
|
|
||||||
- Testing criteria defined
|
|
||||||
- Definition of Done complete
|
|
||||||
|
|
||||||
### 5. Quality Assurance
|
- Identify which scenes will be modified or created
|
||||||
|
- List prefabs that need to be created or updated
|
||||||
|
- Document prefab variant requirements
|
||||||
|
- Specify scene loading/unloading requirements
|
||||||
|
|
||||||
**Apply Checklist:**
|
#### 4.3 Component Architecture
|
||||||
Execute `checklists#game-story-dod-checklist` against completed story
|
|
||||||
|
|
||||||
**Story Criteria:**
|
- Define MonoBehaviour scripts needed
|
||||||
|
- Specify ScriptableObject assets required
|
||||||
|
- Document component dependencies and execution order
|
||||||
|
- Identify required Unity Events and UnityActions
|
||||||
|
- Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
|
||||||
|
|
||||||
- Story is immediately actionable
|
#### 4.4 Asset Requirements
|
||||||
- No design decisions left to developer
|
|
||||||
- Technical requirements are complete
|
|
||||||
- Testing requirements are comprehensive
|
|
||||||
- Performance requirements are specified
|
|
||||||
|
|
||||||
### 6. Story Refinement
|
- List sprite/texture requirements with resolution specs
|
||||||
|
- Define animation clips and animator controllers needed
|
||||||
|
- Specify audio clips and their import settings
|
||||||
|
- Document any shader or material requirements
|
||||||
|
- Note any package-specific assets (e.g., URP materials, Input Action maps)
|
||||||
|
|
||||||
**Developer Perspective:**
|
### 5. Populate Story Template with Full Context
|
||||||
|
|
||||||
- Can a developer start implementation immediately?
|
- Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
|
||||||
- Are all technical questions answered?
|
- Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
|
||||||
- Is the scope appropriate for the estimated points?
|
- **`Dev Notes` section (CRITICAL):**
|
||||||
- Are all dependencies clearly identified?
|
- CRITICAL: This section MUST contain ONLY information extracted from architecture documents and GDD. NEVER invent or assume technical details.
|
||||||
|
- Include ALL relevant technical details from Steps 2-4, organized by category:
|
||||||
|
- **Previous Story Insights**: Key learnings from previous story implementation
|
||||||
|
- **Package Dependencies**: Unity packages required, versions, configurations [with source references]
|
||||||
|
- **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
|
||||||
|
- **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
|
||||||
|
- **Input Configuration**: Input actions, bindings, control schemes [with source references]
|
||||||
|
- **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
|
||||||
|
- **Asset Pipeline**: Asset requirements, import settings, optimization notes
|
||||||
|
- **Performance Targets**: FPS targets, memory budgets, profiler metrics
|
||||||
|
- **Platform Considerations**: Mobile vs desktop differences, input variations
|
||||||
|
- **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
|
||||||
|
- Every technical detail MUST include its source reference: `[Source: architecture/{filename}.md#{section}]`
|
||||||
|
- If information for a category is not found in the architecture docs, explicitly state: "No specific guidance found in architecture docs"
|
||||||
|
- **`Tasks / Subtasks` section:**
|
||||||
|
- Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed Architecture Information
|
||||||
|
- Include Unity-specific tasks:
|
||||||
|
- Scene setup and configuration
|
||||||
|
- Prefab creation and testing
|
||||||
|
- Component implementation with proper lifecycle methods
|
||||||
|
- Input system integration
|
||||||
|
- Physics configuration
|
||||||
|
- UI implementation with proper anchoring
|
||||||
|
- Performance profiling checkpoints
|
||||||
|
- Each task must reference relevant architecture documentation
|
||||||
|
- Include PlayMode testing as explicit subtasks
|
||||||
|
- Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
|
||||||
|
- Add notes on Unity project structure alignment or discrepancies found in Step 4
|
||||||
|
|
||||||
**Iterative Improvement:**
|
### 6. Story Draft Completion and Review
|
||||||
|
|
||||||
- Address any gaps or ambiguities
|
- Review all sections for completeness and accuracy
|
||||||
- Clarify complex technical requirements
|
- Verify all source references are included for technical details
|
||||||
- Ensure story fits within epic scope
|
- Ensure Unity-specific requirements are comprehensive:
|
||||||
- Verify story points estimation
|
- All scenes and prefabs documented
|
||||||
|
- Component dependencies clear
|
||||||
|
- Asset requirements specified
|
||||||
|
- Performance targets defined
|
||||||
|
- Update status to "Draft" and save the story file
|
||||||
|
- Execute `{root}/tasks/execute-checklist` `{root}/checklists/game-story-dod-checklist`
|
||||||
|
- Provide summary to user including:
|
||||||
|
- Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
|
||||||
|
- Status: Draft
|
||||||
|
- Key Unity components and systems included
|
||||||
|
- Scene/prefab modifications required
|
||||||
|
- Asset requirements identified
|
||||||
|
- Any deviations or conflicts noted between GDD and architecture
|
||||||
|
- Checklist Results
|
||||||
|
- Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
|
||||||
|
|
||||||
## Story Elements Checklist
|
### 7. Unity-Specific Validation
|
||||||
|
|
||||||
### Required Sections
|
Before finalizing, ensure:
|
||||||
|
|
||||||
- [ ] Clear, specific description
|
- [ ] All required Unity packages are documented with versions
|
||||||
- [ ] Complete acceptance criteria (functional, technical, game design)
|
- [ ] Package-specific APIs and configurations are included
|
||||||
- [ ] Detailed technical specifications
|
- [ ] All MonoBehaviour lifecycle methods are considered
|
||||||
- [ ] File creation/modification list
|
- [ ] Prefab workflows are clearly defined
|
||||||
- [ ] C# interfaces and classes
|
- [ ] Scene management approach is specified
|
||||||
- [ ] Integration point specifications
|
- [ ] Input system integration is complete (legacy or new Input System)
|
||||||
- [ ] Ordered implementation tasks
|
- [ ] UI canvas setup follows Unity best practices
|
||||||
- [ ] Comprehensive testing requirements
|
- [ ] Performance profiling points are identified
|
||||||
- [ ] Performance criteria
|
- [ ] Asset import settings are documented
|
||||||
- [ ] Dependencies clearly identified
|
- [ ] Platform-specific code paths are noted
|
||||||
- [ ] Definition of Done checklist
|
- [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
|
||||||
|
|
||||||
### Game-Specific Requirements
|
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
|
||||||
|
|
||||||
- [ ] GDD section references
|
|
||||||
- [ ] Game mechanic implementation details
|
|
||||||
- [ ] Player experience goals
|
|
||||||
- [ ] Balance parameters
|
|
||||||
- [ ] Unity-specific requirements (components, prefabs, scenes)
|
|
||||||
- [ ] Performance targets (stable frame rate)
|
|
||||||
- [ ] Cross-platform considerations
|
|
||||||
|
|
||||||
### Technical Quality
|
|
||||||
|
|
||||||
- [ ] C# best practices compliance
|
|
||||||
- [ ] Architecture document alignment
|
|
||||||
- [ ] Code organization follows standards
|
|
||||||
- [ ] Error handling requirements
|
|
||||||
- [ ] Memory management considerations
|
|
||||||
- [ ] Testing strategy defined
|
|
||||||
|
|
||||||
## Common Pitfalls
|
|
||||||
|
|
||||||
**Scope Issues:**
|
|
||||||
|
|
||||||
- Story too large (break into multiple stories)
|
|
||||||
- Story too vague (add specific requirements)
|
|
||||||
- Missing dependencies (identify all prerequisites)
|
|
||||||
- Unclear boundaries (define what's in/out of scope)
|
|
||||||
|
|
||||||
**Technical Issues:**
|
|
||||||
|
|
||||||
- Missing integration details
|
|
||||||
- Incomplete technical specifications
|
|
||||||
- Undefined interfaces or classes
|
|
||||||
- Missing performance requirements
|
|
||||||
|
|
||||||
**Game Design Issues:**
|
|
||||||
|
|
||||||
- Not referencing GDD properly
|
|
||||||
- Missing player experience context
|
|
||||||
- Unclear game mechanic implementation
|
|
||||||
- Missing balance parameters
|
|
||||||
|
|
||||||
## Success Criteria
|
|
||||||
|
|
||||||
**Story Readiness:**
|
|
||||||
|
|
||||||
- [ ] Developer can start implementation immediately
|
|
||||||
- [ ] No additional design decisions required
|
|
||||||
- [ ] All technical questions answered
|
|
||||||
- [ ] Testing strategy is complete
|
|
||||||
- [ ] Performance requirements are clear
|
|
||||||
- [ ] Story fits within epic scope
|
|
||||||
|
|
||||||
**Quality Validation:**
|
|
||||||
|
|
||||||
- [ ] Game story DOD checklist passes
|
|
||||||
- [ ] Architecture alignment confirmed
|
|
||||||
- [ ] GDD requirements covered
|
|
||||||
- [ ] Implementation tasks are ordered and specific
|
|
||||||
- [ ] Dependencies are complete and accurate
|
|
||||||
|
|
||||||
## Handoff Protocol
|
|
||||||
|
|
||||||
**To Game Developer:**
|
|
||||||
|
|
||||||
1. Provide story document
|
|
||||||
2. Confirm GDD and architecture access
|
|
||||||
3. Verify all dependencies are met
|
|
||||||
4. Answer any clarification questions
|
|
||||||
5. Establish check-in schedule
|
|
||||||
|
|
||||||
**Story Status Updates:**
|
|
||||||
|
|
||||||
- Draft → Ready for Development
|
|
||||||
- In Development → Code Review
|
|
||||||
- Code Review → Testing
|
|
||||||
- Testing → Done
|
|
||||||
|
|
||||||
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue