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:
- What different environments or settings exist?
- Are there tutorial levels? How are they integrated?
- Are there boss levels or climax moments?
- What's the shortest level? Longest?
- 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:
- How do players unlock new {levels/areas}?
- Can players replay previous {levels/areas}?
- Is there a "world map" or selection screen?
- 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.