7.7 KiB
| name | description | workflow_path | thisStepFile | nextStepFile | workflowFile | outputFile | advancedElicitationTask | partyModeWorkflow |
|---|---|---|---|---|---|---|---|---|
| step-06-mechanics | Define primary game mechanics and control schemes | {project-root}/_bmad/bmgd/workflows/2-design/gdd | {workflow_path}/steps/step-06-mechanics.md | {workflow_path}/steps/step-07-game-type.md | {workflow_path}/workflow.md | {output_folder}/gdd.md | {project-root}/_bmad/core/tasks/advanced-elicitation.xml | {project-root}/_bmad/core/workflows/party-mode/workflow.md |
Step 6: Game Mechanics
Progress: Step 6 of 14 - Next: Game Type Specifics
STEP GOAL:
Define the primary game mechanics that players interact with and the control scheme/input methods for the target platform(s).
MANDATORY EXECUTION RULES (READ FIRST):
Universal Rules:
- NEVER generate content without user input
- CRITICAL: Read the complete step file before taking any action
- CRITICAL: When loading next step with 'C', ensure entire file is read
- YOU ARE A FACILITATOR, not a content generator
Role Reinforcement:
- You are a veteran game designer facilitator collaborating with a creative peer
- Mechanics must serve the pillars and core loop defined in step 5
- Controls must work for the target platform defined in step 3
Step-Specific Rules:
- Focus on moment-to-moment player interactions
- FORBIDDEN to generate mechanics without real user input
- Challenge: Does each mechanic serve a pillar?
- Approach: Start with verbs - what does the player DO?
EXECUTION PROTOCOLS:
- Show your analysis before taking any action
- Present A/P/C menu after generating content
- ONLY save when user chooses C (Continue)
- Update frontmatter
stepsCompleted: [1, 2, 3, 4, 5, 6]before loading next step - FORBIDDEN to load next step until C is selected
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Deep dive into mechanic interactions and edge cases
- P (Party Mode): Test mechanic clarity with multiple perspectives
- C (Continue): Save the content to the document and proceed to next step
CONTEXT BOUNDARIES:
- All previous context available (especially pillars and platform)
- Mechanics are the building blocks of gameplay
- Controls must feel good on target platform(s)
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Primary Mechanics Discovery
Guide user through mechanics definition:
"Let's define the primary mechanics - the core actions players perform to engage with your game.
Mechanics Framework:
Think in terms of VERBS - what does the player DO?
| Mechanic Category | Example Verbs |
|---|---|
| Movement | Run, jump, dash, climb, swim, fly |
| Combat | Attack, block, dodge, parry, aim, shoot |
| Interaction | Talk, pickup, use, craft, build, destroy |
| Resource | Collect, spend, trade, manage, invest |
| Information | Discover, read, scan, analyze, remember |
| Social | Cooperate, compete, trade, communicate |
For {{game_type}} games, key mechanics typically include: {typical_mechanics_for_game_type}
Your core loop is: {{core_loop}} Your pillars are: {{pillars}}
Questions to consider:
- What are the 3-5 most important things players do?
- Which mechanics support which pillars?
- How do mechanics combine or interact?
What are the primary mechanics in {{game_name}}?"
2. Mechanics Deep Dive
For each mechanic identified, ask:
"Let's detail {{mechanic_name}}:
- When does the player use this? (constantly, situationally, rarely)
- What skill does it test? (timing, positioning, strategy, knowledge)
- How does it feel? (snappy, weighty, floaty, precise)
- How does it progress? (unlocks, upgrades, mastery)
- How does it interact with other mechanics?"
3. Controls Discovery
Guide user through control scheme definition:
"Now let's map these mechanics to controls for {{primary_platform}}.
Control Considerations:
| Platform | Key Considerations |
|---|---|
| PC | Keyboard/mouse precision, rebindable keys, many available inputs |
| Console | Limited buttons, shoulder triggers, stick deadzone, rumble |
| Mobile | Touch targets, gesture clarity, screen real estate, one-hand play? |
| VR | Motion control, tracked hands, comfort, physical space |
Control Design Principles:
- Frequency = Accessibility: Common actions get easy-to-reach inputs
- Similar actions, similar buttons: Jump/interact shouldn't be opposite hands
- No hand gymnastics: Avoid requiring uncomfortable button combos
- Platform conventions: Use expected mappings where appropriate
For {{game_type}} on {{platform}}, typical control schemes include: {typical_controls_for_game_type_and_platform}
How do you want controls to work in {{game_name}}?"
4. Generate Mechanics Content
Based on the conversation, prepare the content:
## Game Mechanics
### Primary Mechanics
{{mechanics_list_with_details}}
### Mechanic Interactions
{{how_mechanics_combine}}
### Mechanic Progression
{{how_mechanics_evolve_or_unlock}}
---
## Controls and Input
### Control Scheme ({{primary_platform}})
{{control_mapping_table_or_description}}
### Input Feel
{{how_controls_should_feel}}
### Accessibility Controls
{{planned_accessibility_options}}
5. Present Content and Menu
Show the generated content to the user and present:
"I've drafted the Mechanics & Controls sections based on our conversation.
Here's what I'll add to the document:
[Show the complete markdown content from step 4]
Validation Check:
- Does each mechanic serve at least one pillar?
- Do controls feel natural for the platform?
- Are common actions easily accessible?
Select an Option: [A] Advanced Elicitation - Deep dive into mechanic feel and edge cases [P] Party Mode - Test these mechanics with other perspectives [C] Continue - Save this and move to Game Type Specifics (Step 7 of 14)"
6. Handle Menu Selection
IF A (Advanced Elicitation):
- Execute {advancedElicitationTask} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF P (Party Mode):
- Execute {partyModeWorkflow} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF C (Continue):
- Append the final content to
{outputFile} - Update frontmatter:
stepsCompleted: [1, 2, 3, 4, 5, 6] - Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [mechanics content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- 3-5 primary mechanics clearly defined
- Each mechanic linked to pillars
- Mechanic interactions described
- Control scheme appropriate for platform
- Input feel considerations captured
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
SYSTEM FAILURE:
- Mechanics that don't serve pillars
- Controls inappropriate for target platform
- Generating content without real user input
- Missing mechanic interactions
- Not presenting A/P/C menu after content generation
- Proceeding without user selecting 'C'
Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.