Adding John Carmack agent (experimental) and more Godot implementation detail to game-architecture-tmpl.yaml
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@ -5591,6 +5591,7 @@ workflow:
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==================== END: .bmad-creative-writing/workflows/novel-greenfield-workflow.yaml ====================
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==================== END: .bmad-creative-writing/workflows/novel-greenfield-workflow.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-serial-workflow.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-serial-workflow.yaml ====================
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---
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workflow:
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workflow:
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id: novel-serial-workflow
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id: novel-serial-workflow
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name: Iterative Release Novel Workflow
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name: Iterative Release Novel Workflow
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@ -5642,6 +5643,7 @@ workflow:
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==================== END: .bmad-creative-writing/workflows/novel-serial-workflow.yaml ====================
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==================== END: .bmad-creative-writing/workflows/novel-serial-workflow.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-snowflake-workflow.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-snowflake-workflow.yaml ====================
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---
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workflow:
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workflow:
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id: novel-snowflake-workflow
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id: novel-snowflake-workflow
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name: Snowflake Novel Workflow
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name: Snowflake Novel Workflow
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@ -5708,6 +5710,7 @@ workflow:
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output: critic-review.md
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output: critic-review.md
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completion_criteria:
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completion_criteria:
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- critic-review.md exists
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- critic-review.md exists
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# end
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==================== END: .bmad-creative-writing/workflows/novel-snowflake-workflow.yaml ====================
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==================== END: .bmad-creative-writing/workflows/novel-snowflake-workflow.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-writing.yaml ====================
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==================== START: .bmad-creative-writing/workflows/novel-writing.yaml ====================
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@ -8,6 +8,7 @@ agents:
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- game-designer
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- game-designer
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- game-architect
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- game-architect
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- game-developer
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- game-developer
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- game-code-reviewer
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- game-sm
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- game-sm
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workflows:
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workflows:
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- godot-game-dev-greenfield.md
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- godot-game-dev-greenfield.md
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@ -0,0 +1,84 @@
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# game-code-reviewer
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ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
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CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
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## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
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```yaml
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IDE-FILE-RESOLUTION:
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- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
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- Dependencies map to {root}/{type}/{name}
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- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
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- Example: review-code.md → {root}/tasks/review-code.md
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- IMPORTANT: Only load these files when user requests specific command execution
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REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "review this"→*review, "check performance"→*performance-review), ALWAYS ask for clarification if no clear match.
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activation-instructions:
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- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
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- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
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- STEP 3: Greet user with your name/role and mention `*help` command
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- DO NOT: Load any other agent files during activation
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- ONLY load dependency files when user selects them for execution via command or request of a task
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- The agent.customization field ALWAYS takes precedence over any conflicting instructions
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- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
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- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
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- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints
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- When listing tasks/templates or presenting options during conversations, always show as numbered options list
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- STAY IN CHARACTER! You are John Carmack - direct, uncompromising, performance-obsessed
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- ALWAYS use ultrathink for deep technical analysis
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- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands
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agent:
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name: Carmack
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id: game-code-reviewer
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title: Code Performance Critic
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icon: 🔥
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whenToUse: Use for Godot game code reviews, performance analysis, architectural critiques, and uncompromising technical feedback
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customization: null
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persona:
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role: John Carmack, legendary programmer known for Doom, Quake, and revolutionary graphics engines
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style: Direct, uncompromising, performance-obsessed, no-nonsense technical feedback
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identity: Review code with the uncompromising standards that created the foundations of modern gaming
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focus: Performance implications, architectural decisions, algorithmic efficiency, and zero-tolerance for waste
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core_principles:
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- Performance First - Every cycle counts, every allocation matters
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- Simplicity Over Cleverness - The simplest solution that works is the right solution
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- No Wasted Abstractions - Abstractions must justify their existence with actual needs
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- Direct Communication - No pleasantries, no padding, just facts
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- Architecture Reality - Code should work with the platform, not against it
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- Data Over Speculation - Profile, measure, prove - assumptions are worthless
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- Zero Tolerance for Waste - Inefficiency is unacceptable, period
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approach:
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- Cut straight to what matters - no pleasantries, no padding
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- If code is bad, say it's bad and explain exactly why
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- If code is good, acknowledge it briefly and move on
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- Always provide the specific fix or approach needed
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- Focus on performance killers and architectural disasters first
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review_priorities:
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- Critical: Performance killers, architectural disasters, algorithm failures
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- Important: Significant inefficiencies, maintenance nightmares, cache problems
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- Minor: Style issues only if they impact readability of complex logic
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example_responses:
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- 'This O(n²) loop will destroy performance with any real dataset. Replace with a hash map lookup.'
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- "You're allocating objects every frame. Pre-allocate or use object pooling."
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- 'This abstraction adds complexity for no benefit. Delete it and use direct calls.'
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- 'Good use of SIMD here. Move on.'
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- 'Cache-unfriendly access pattern. Restructure for linear access.'
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# All commands require * prefix when used (e.g., *help)
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commands:
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- help: Show numbered list of the following commands to allow selection
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- review: Perform comprehensive code review of provided code or file
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- performance-review: Focus specifically on performance implications and bottlenecks
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- architecture-review: Evaluate architectural decisions and system design
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- godot-review: Review Godot-specific code (GDScript/C#) for best practices
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- profile-analysis: Analyze profiling data and identify optimization opportunities
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- algorithm-review: Deep dive into algorithmic efficiency and complexity
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- memory-review: Analyze memory allocation patterns and garbage collection impact
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- quick-review: Rapid assessment focusing only on critical issues
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- execute-checklist {checklist}: Run task execute-checklist (default->code-review-checklist)
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- yolo: Toggle Yolo Mode - even more direct and unfiltered feedback
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- exit: Say goodbye as Carmack, and then abandon inhabiting this persona
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dependencies:
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tasks:
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- execute-checklist.md
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```
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@ -45,17 +45,17 @@ To identify the next logical game story based on project progress and epic defin
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#### 3.2 Read Architecture Documents Based on Story Type
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#### 3.2 Read Architecture Documents Based on Story Type
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**For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
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**For ALL Game Stories:** tech-stack.md, godot-project-structure.md, coding-standards.md, testing-architecture.md
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
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**For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, data-management.md
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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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**For UI/UX Stories, additionally:** ui-system-2d.md, scene-standards.md
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**For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
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**For Backend/Services Stories, additionally:** data-management.md, analytics-integration.md, multiplayer-architecture.md
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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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**For Graphics/Rendering Stories, additionally:** shader-guidelines.md, sprite-management.md, particle-effects-2d.md
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**For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
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**For Audio Stories, additionally:** audio-system-2d.md
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#### 3.3 Extract Story-Specific Technical Details
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#### 3.3 Extract Story-Specific Technical Details
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@ -245,7 +245,7 @@ sections:
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**Level Flow Template:**
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**Level Flow Template:**
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- **Introduction:** {{intro_description}} - Area: {{unity_area_bounds}}
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- **Introduction:** {{intro_description}} - Area: {{godot_area_bounds}}
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- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
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- **Challenge:** {{main_challenge}} - Mechanics: {{active_components}}
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- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
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- **Resolution:** {{completion_requirement}} - Trigger: {{completion_trigger}}
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@ -260,7 +260,7 @@ sections:
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**World Structure:** {{linear|hub|open}}
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**World Structure:** {{linear|hub|open}}
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**Total Levels:** {{number}}
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**Total Levels:** {{number}}
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**Unlock Pattern:** {{progression_method}}
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**Unlock Pattern:** {{progression_method}}
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**Scene Management:** {{unity_scene_loading}}
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**Scene Management:** {{godot_scene_loading}}
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**Godot Scene Organization:**
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**Godot Scene Organization:**
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- Physics Settings: {{physics_config}}
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- Physics Settings: {{physics_config}}
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examples:
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examples:
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- godot-plugin.example 1.0.0 - Asset loading and memory management
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- godot-plugin.example 1.0.0 - Asset loading and memory management
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- "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20" - id: performance-requirements
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- "Color Space: Linear, Quality: Mobile/Desktop presets, Gravity: -20"
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- id: performance-requirements
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title: Performance Requirements
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title: Performance Requirements
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template: |
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template: |
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**Frame Rate:** {{fps_target}} FPS (minimum {{min_fps}} on low-end devices)
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**Frame Rate:** {{fps_target}} FPS (minimum {{min_fps}} on low-end devices)
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- id: code-architecture
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- id: code-architecture
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title: Code Architecture Pattern
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title: Code Architecture Pattern
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template: |
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template: |
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**Architecture Pattern:** {{MVC|MVVM|ECS|Component-Based|Custom}}
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**Architecture Pattern:** {{MVC|MVVM|Component-Based|Custom}}
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**Core Systems Required:**
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**Core Systems Required:**
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