BMAD-METHOD/src/modules/bmgd/workflows/2-design/gdd/steps/step-09-levels.md

8.2 KiB

name description workflow_path thisStepFile nextStepFile workflowFile outputFile advancedElicitationTask partyModeWorkflow
step-09-levels Define level design framework and level progression {project-root}/_bmad/bmgd/workflows/2-design/gdd {workflow_path}/steps/step-09-levels.md {workflow_path}/steps/step-10-art-audio.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 9: Level Design

Progress: Step 9 of 14 - Next: Art & Audio

STEP GOAL:

Define the level design framework including level types, structure, and how levels progress or unlock throughout the game.

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
  • Level design is where mechanics meet content
  • Not all games have "levels" - some have open worlds, others are endless

Step-Specific Rules:

  • Focus on spatial design and content structure
  • FORBIDDEN to generate level designs without user input
  • Adapt terminology to game type (levels, stages, areas, dungeons, etc.)
  • Some games have no level structure - that's valid

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, 7, 8, 9] before loading next step
  • FORBIDDEN to load next step until C is selected

COLLABORATION MENUS (A/P/C):

  • A (Advanced Elicitation): Deep dive into level design principles
  • P (Party Mode): Get perspectives on level structure
  • C (Continue): Save the content to the document and proceed to next step

CONTEXT BOUNDARIES:

  • All previous context available (especially mechanics and progression)
  • Level design should teach and challenge using defined mechanics
  • Structure should support defined progression system

Sequence of Instructions (Do not deviate, skip, or optimize)

1. Determine Level Structure Type

First, establish the structural approach:

"Let's define how {{game_name}} structures its playable content.

Structure Types:

Type Description Examples
Linear Levels Distinct stages played in order Mario, Celeste
Hub-Based Central area connecting levels Mario 64, Hollow Knight
Open World Large continuous space Breath of the Wild, GTA
Procedural Generated levels each playthrough Spelunky, Dead Cells
Arena/Match Self-contained competitive spaces Fighting games, MOBAs
Puzzle Sets Collections of puzzles Portal, The Witness
Narrative Scenes Story-driven segments Visual novels, adventures
Endless Infinite generated content Endless runners, idle games

For {{game_type}} games, typical structures include: {typical_structures_for_game_type}

What structure best fits {{game_name}}?"

2. Level Types Discovery

Based on structure choice, elicit level types:

"Now let's define the types of {levels/areas/stages} in {{game_name}}.

Questions to consider:

  1. What different environments or settings exist?
  2. Are there tutorial levels? How are they integrated?
  3. Are there boss levels or climax moments?
  4. What's the shortest level? Longest?
  5. Any special or secret levels?

Describe the types of {levels/areas/stages} in {{game_name}}."

3. Level Progression Discovery

Guide user through progression structure:

"Now let's define how players progress through {levels/areas/content}.

Progression Models:

Model Description Best For
Linear Sequence 1 -> 2 -> 3 -> ... Story games, tutorials
Branching Paths Choices lead to different levels Replayability
Open Selection Player chooses order Mega Man style
Gated Progress Abilities unlock new areas Metroidvania
Score/Star Unlock Performance unlocks levels Angry Birds style
Story Unlock Narrative triggers unlock Adventure games

Questions to consider:

  1. How do players unlock new {levels/areas}?
  2. Can players replay previous {levels/areas}?
  3. Is there a "world map" or selection screen?
  4. How is the final {level/area} unlocked?

How do players progress through {{game_name}}'s content?"

4. Level Design Principles (Optional)

"Would you like to establish specific level design principles or guidelines for {{game_name}}?

Examples:

  • 'Teach through play, never through text'
  • 'Every room has one new idea'
  • '30 second rule - something interesting every 30 seconds'
  • 'Left is safety, right is danger'

These can guide consistent level design throughout development."

5. Generate Level Design Content

Based on the conversation, prepare the content:

## Level Design Framework

### Structure Type

{{structure_type_description}}

### Level Types

{{level_types_list}}

#### Tutorial Integration

{{how_tutorials_work}}

#### Special Levels

{{boss_levels_secret_levels_etc}}

### Level Progression

{{progression_model_description}}

#### Unlock System

{{how_levels_unlock}}

#### Replayability

{{replay_and_revisit_mechanics}}

### Level Design Principles

{{if_has_principles}}
{{level_design_guidelines}}
{{/if_has_principles}}

{{if_no_principles}}
_Level design principles will be established during production._
{{/if_no_principles}}

6. Present Content and Menu

Show the generated content to the user and present:

"I've drafted the Level Design Framework based on our conversation.

Here's what I'll add to the document:

[Show the complete markdown content from step 5]

Validation Check:

  • Does the structure support your core loop?
  • Does progression feel rewarding?
  • Are level types varied enough to maintain interest?

Select an Option: [A] Advanced Elicitation - Deep dive into level design specifics [P] Party Mode - Get other perspectives on level structure [C] Continue - Save this and move to Art & Audio (Step 10 of 14)"

7. 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, 7, 8, 9]
  • Load {nextStepFile}

CRITICAL STEP COMPLETION NOTE

ONLY WHEN [C continue option] is selected and [level design content saved with frontmatter updated], will you then load and read fully {nextStepFile}.


SYSTEM SUCCESS/FAILURE METRICS

SUCCESS:

  • Level structure type clearly identified
  • Level types defined with variety
  • Progression model documented
  • Tutorial integration addressed
  • A/P/C menu presented and handled correctly
  • Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9]

SYSTEM FAILURE:

  • Generating level designs without user input
  • Using wrong terminology for game type
  • Structure doesn't support core loop
  • 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.