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