--- title: "BMGD Quick-Flow Guide" description: Fast-track workflows for rapid game prototyping and flexible development --- Use BMGD Quick-Flow workflows for rapid game prototyping and flexible development when you need to move fast. ## When to Use This - Testing a game mechanic idea - Implementing a small feature - Rapid prototyping before committing to design - Bug fixes and tweaks ## When to Use Full BMGD Instead - Building a major feature or system - The scope is unclear or large - Multiple team members need alignment - The work affects game pillars or core loop - You need documentation for future reference :::note[Prerequisites] - BMad Method installed with BMGD module - Game Solo Dev agent (Indie) or other BMGD agent available ::: ## Game Solo Dev Agent For dedicated quick-flow development, use the **Game Solo Dev** agent. This agent is optimized for solo developers and small teams who want to skip the full planning phases. **Switch to Game Solo Dev:** Type `@game-solo-dev` or select from your IDE. Includes: `quick-prototype`, `quick-dev`, `quick-spec`, `code-review`, `test-framework` ## Quick-Prototype Use `quick-prototype` to rapidly test gameplay ideas with minimal setup. ### When to Use - You have a mechanic idea and want to test the "feel" - You're not sure if something will be fun - You want to experiment before committing to design - You need a proof of concept ### Steps 1. Run `quick-prototype` 2. Define what you're prototyping (mechanic, feature, system) 3. Set success criteria (2-3 items) 4. Build the minimum to test the idea 5. Playtest and evaluate ### Prototype Principles - **Minimum Viable Prototype** — Only what's needed to test the idea - **Hardcode First** — Magic numbers are fine, extract later - **Skip Edge Cases** — Happy path only for now - **Placeholder Everything** — Cubes, debug text, temp sounds - **Comment Intent** — Mark what's temporary vs keeper code ### After Prototyping - **Develop** (`d`) — Use `quick-dev` to build production code - **Iterate** (`i`) — Adjust and re-test the prototype - **Archive** (`a`) — Keep as reference, move on to other ideas ## Quick-Dev Use `quick-dev` for flexible development with game-specific considerations. ### When to Use - Implementing a feature from a tech-spec - Building on a successful prototype - Making changes that don't need full story workflow - Quick fixes and improvements ### Workflow Modes **Mode A: Tech-Spec Driven** ``` quick-dev tech-spec-combat.md ``` **Mode B: Direct Instructions** ``` quick-dev implement double-jump for the player ``` **Mode C: From Prototype** ``` quick-dev from the grappling hook prototype ``` ### Game-Specific Checks Quick-dev includes automatic consideration of: - **Performance** — No allocations in hot paths, object pooling - **Feel** — Input responsiveness, visual/audio feedback - **Integration** — Save/load, multiplayer sync, platform testing ### Complexity Routing | Signals | Recommendation | |---------|----------------| | Single mechanic, bug fix, tweak | Execute directly | | Multiple systems, performance-critical | Plan first (tech-spec) | | Platform/system level work | Use full BMGD workflow | ## Choosing Between Quick-Flows | Scenario | Use | |----------|-----| | "Will this be fun?" | `quick-prototype` | | "How should this feel?" | `quick-prototype` | | "Build this feature" | `quick-dev` | | "Fix this bug" | `quick-dev` | | "Test then build" | `quick-prototype` → `quick-dev` | ## Flow Comparison ``` Full BMGD Flow: Brief → GDD → Architecture → Sprint Planning → Stories → Implementation Quick-Flow: Idea → Quick-Prototype → Quick-Dev → Done ``` ## Checklists **Quick-Prototype:** - [ ] Prototype scope defined - [ ] Success criteria established (2-3 items) - [ ] Minimum viable code written - [ ] Placeholder assets used - [ ] Each criterion evaluated - [ ] Decision made (develop/iterate/archive) **Quick-Dev:** - [ ] Context loaded (spec, prototype, or guidance) - [ ] Files to modify identified - [ ] All tasks completed - [ ] No allocations in hot paths - [ ] Game runs without errors - [ ] Manual playtest completed ## Tips - **Timebox prototypes** — Set a limit (e.g., 2 hours). If it's not working, step back - **Embrace programmer art** — Focus on feel, not visuals - **Test on target hardware** — What feels right on dev machine might not on target - **Document learnings** — Even failed prototypes teach something - **Know when to graduate** — If quick-dev keeps expanding scope, create proper stories