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bmad-method-mcp

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Breakthrough Method of Agile AI-driven Development with Enhanced MCP Integration

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workflow: id: game-prototype name: Game Prototype Development description: Fast-track workflow for rapid game prototyping and concept validation. Optimized for game jams, proof-of-concept development, and quick iteration on game mechanics using Phaser 3 and TypeScript. type: prototype project_types: - game-jam - proof-of-concept - mechanic-test - technical-demo - learning-project - rapid-iteration prototype_sequence: - step: concept_definition agent: game-designer duration: 15-30 minutes creates: concept-summary.md notes: Quickly define core game concept, primary mechanic, and target experience. Focus on what makes this game unique and fun. - step: rapid_design agent: game-designer duration: 30-60 minutes creates: prototype-spec.md requires: concept-summary.md optional_steps: - quick_brainstorming - reference_research notes: Create minimal but complete design specification. Focus on core mechanics, basic controls, and success/failure conditions. - step: technical_planning agent: game-developer duration: 15-30 minutes creates: prototype-architecture.md requires: prototype-spec.md notes: Define minimal technical implementation plan. Identify core Phaser 3 systems needed and performance constraints. - step: implementation_stories agent: game-sm duration: 30-45 minutes creates: prototype-stories/ requires: prototype-spec.md, prototype-architecture.md notes: Create 3-5 focused implementation stories for core prototype features. Each story should be completable in 2-4 hours. - step: iterative_development agent: game-developer duration: varies implements: prototype-stories/ notes: Implement stories in priority order. Test frequently and adjust design based on what feels fun. Document discoveries. workflow_end: action: prototype_evaluation notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.' game_jam_sequence: - step: jam_concept agent: game-designer duration: 10-15 minutes creates: jam-concept.md notes: Define game concept based on jam theme. One sentence core mechanic, basic controls, win condition. - step: jam_implementation agent: game-developer duration: varies (jam timeline) creates: working-prototype requires: jam-concept.md notes: Directly implement core mechanic. No formal stories - iterate rapidly on what's fun. Document major decisions. jam_workflow_end: action: jam_submission notes: Submit to game jam. Capture lessons learned and consider post-jam development if concept shows promise. flow_diagram: | ```mermaid graph TD A[Start: Prototype Project] --> B{Development Context?} B -->|Standard Prototype| C[game-designer: concept-summary.md] B -->|Game Jam| D[game-designer: jam-concept.md] C --> E[game-designer: prototype-spec.md] E --> F[game-developer: prototype-architecture.md] F --> G[game-sm: create prototype stories] G --> H[game-developer: iterative implementation] H --> I[Prototype Evaluation] D --> J[game-developer: direct implementation] J --> K[Game Jam Submission] E -.-> E1[Optional: quick brainstorming] E -.-> E2[Optional: reference research] style I fill:#90EE90 style K fill:#90EE90 style C fill:#FFE4B5 style E fill:#FFE4B5 style F fill:#FFE4B5 style G fill:#FFE4B5 style H fill:#FFE4B5 style D fill:#FFB6C1 style J fill:#FFB6C1 ``` decision_guidance: use_prototype_sequence_when: - Learning new game development concepts - Testing specific game mechanics - Building portfolio pieces - Have 1-7 days for development - Need structured but fast development - Want to validate game concepts before full development use_game_jam_sequence_when: - Participating in time-constrained game jams - Have 24-72 hours total development time - Want to experiment with wild or unusual concepts - Learning through rapid iteration - Building networking/portfolio presence prototype_best_practices: scope_management: - Start with absolute minimum viable gameplay - One core mechanic implemented well beats many mechanics poorly - Focus on "game feel" over features - Cut features ruthlessly to meet timeline rapid_iteration: - Test the game every 1-2 hours of development - Ask "Is this fun?" frequently during development - Be willing to pivot mechanics if they don't feel good - Document what works and what doesn't technical_efficiency: - Use simple graphics (geometric shapes, basic sprites) - Leverage Phaser 3's built-in systems heavily - Avoid complex custom systems in prototypes - Prioritize functional over polished prototype_evaluation_criteria: core_mechanic_validation: - Is the primary mechanic engaging for 30+ seconds? - Do players understand the mechanic without explanation? - Does the mechanic have depth for extended play? - Are there natural difficulty progression opportunities? technical_feasibility: - Does the prototype run at acceptable frame rates? - Are there obvious technical blockers for expansion? - Is the codebase clean enough for further development? - Are performance targets realistic for full game? player_experience: - Do testers engage with the game voluntarily? - What emotions does the game create in players? - Are players asking for "just one more try"? - What do players want to see added or changed? post_prototype_options: iterate_and_improve: action: continue_prototyping when: Core mechanic shows promise but needs refinement next_steps: Create new prototype iteration focusing on identified improvements expand_to_full_game: action: transition_to_full_development when: Prototype validates strong game concept next_steps: Use game-dev-greenfield workflow to create full game design and architecture pivot_concept: action: new_prototype_direction when: Current mechanic doesn't work but insights suggest new direction next_steps: Apply learnings to new prototype concept archive_and_learn: action: document_learnings when: Prototype doesn't work but provides valuable insights next_steps: Document lessons learned and move to next prototype concept time_boxing_guidance: concept_phase: Maximum 30 minutes - if you can't explain the game simply, simplify it design_phase: Maximum 1 hour - focus on core mechanics only planning_phase: Maximum 30 minutes - identify critical path to playable prototype implementation_phase: Time-boxed iterations - test every 2-4 hours of work success_metrics: development_velocity: - Playable prototype in first day of development - Core mechanic demonstrable within 4-6 hours of coding - Major iteration cycles completed in 2-4 hour blocks learning_objectives: - Clear understanding of what makes the mechanic fun (or not) - Technical feasibility assessment for full development - Player reaction and engagement validation - Design insights for future development handoff_prompts: concept_to_design: Game concept defined. Create minimal design specification focusing on core mechanics and player experience. design_to_technical: Design specification ready. Create technical implementation plan for rapid prototyping. technical_to_stories: Technical plan complete. Create focused implementation stories for prototype development. stories_to_implementation: Stories ready. Begin iterative implementation with frequent playtesting and design validation. prototype_to_evaluation: Prototype playable. Evaluate core mechanics, gather feedback, and determine next development steps.