--- title: "BMGD Quick-Flow Guide" --- Fast-track workflows for rapid game prototyping and flexible development. --- ## Game Solo Dev Agent For dedicated quick-flow development, use the **Game Solo Dev** agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast. **Switch to Game Solo Dev:** Type `@game-solo-dev` or select the agent from your IDE. The Game Solo Dev agent includes: - `quick-prototype` - Rapid mechanic testing - `quick-dev` - Flexible feature implementation - `create-tech-spec` - Create implementation-ready specs - `code-review` - Quality checks - `test-framework` - Automated testing setup --- ## Overview Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for: - Testing a game mechanic idea - Implementing a small feature - Rapid prototyping before committing to design - Bug fixes and tweaks ``` Full BMGD Flow: Brief → GDD → Architecture → Sprint Planning → Stories → Implementation Quick-Flow: Idea → Quick-Prototype → Quick-Dev → Done ``` --- ## Quick-Prototype **Command:** `quick-prototype` **Agent:** Game Designer, Game Developer **Purpose:** Rapidly test gameplay ideas with minimal setup ### When to Use - You have a mechanic idea and want to test the "feel" - You're not sure if something will be fun - You want to experiment before committing to design - You need a proof of concept ### Workflow Steps 1. **Define Scope** - What are you prototyping? (mechanic, feature, system) 2. **Set Success Criteria** - How will you know if it works? 3. **Rapid Implementation** - Build the minimum to test the idea 4. **Playtest and Evaluate** - Does it feel right? ### Prototype Principles - **Minimum Viable Prototype** - Only what's needed to test the idea - **Hardcode First** - Magic numbers are fine, extract later - **Skip Edge Cases** - Happy path only for now - **Placeholder Everything** - Cubes, debug text, temp sounds - **Comment Intent** - Mark what's temporary vs keeper code ### Example Session ``` You: quick-prototype Agent: What are you prototyping? You: I want to test a grappling hook mechanic. Player should be able to aim at surfaces and pull themselves toward the hook point. Agent: What makes this prototype successful? You: 1. Aiming feels responsive and intuitive 2. The pull movement feels satisfying, not floaty 3. Player can chain hooks without awkward pauses Agent: [Implements minimal grappling hook] Agent: Prototype complete! Playtest results: - Aiming: Works, consider adding aim assist - Movement: Pull is smooth, might need speed curve - Chaining: Currently has 0.2s delay, feels sluggish Next: [d] Develop further | [i] Iterate | [a] Archive ``` ### After Prototyping - **Develop** (`d`) - Use `quick-dev` to build production code - **Iterate** (`i`) - Adjust and re-test the prototype - **Archive** (`a`) - Keep as reference, move on to other ideas --- ## Quick-Dev **Command:** `quick-dev` **Agent:** Game Developer **Purpose:** Flexible development with game-specific considerations ### When to Use - Implementing a feature from a tech-spec - Building on a successful prototype - Making changes that don't need full story workflow - Quick fixes and improvements ### Workflow Modes **Mode A: Tech-Spec Driven** ``` You: quick-dev tech-spec-combat.md Agent: [Loads spec, extracts tasks, implements] ``` **Mode B: Direct Instructions** ``` You: quick-dev implement double-jump for the player Agent: [Evaluates complexity, offers planning options] ``` **Mode C: From Prototype** ``` You: quick-dev from the grappling hook prototype Agent: [Loads prototype, productionizes code] ``` ### Game-Specific Checks Quick-dev includes automatic consideration of: - **Performance** - No allocations in hot paths, object pooling - **Feel** - Input responsiveness, visual/audio feedback - **Integration** - Save/load, multiplayer sync, platform testing ### Example Session ``` You: quick-dev implement enemy patrol behavior Agent: This looks like a focused feature. Options: [t] Plan first - Create tech-spec (recommended) [r] Prototype first - Test the idea [e] Execute directly You: e Agent: Any additional guidance? (patterns, files, constraints) You: Use the existing AIController base class. Enemies should patrol between waypoints and return if player leaves range. Agent: [Implements patrol behavior] Agent: Implementation Complete! Files Modified: EnemyAI.cs, PatrolBehavior.cs Tests: Unit tests added for patrol state machine Performance: No per-frame allocations Recommended: Playtest the changes ``` ### Complexity Routing Quick-dev automatically detects complex requests and offers alternatives: | Signals | Recommendation | | -------------------------------------- | ---------------------- | | Single mechanic, bug fix, tweak | Execute directly | | Multiple systems, performance-critical | Plan first (tech-spec) | | Platform/system level work | Use full BMGD workflow | --- ## Choosing Between Quick-Flows | Scenario | Use | | ----------------------- | ------------------------------- | | "Will this be fun?" | `quick-prototype` | | "How should this feel?" | `quick-prototype` | | "Build this feature" | `quick-dev` | | "Fix this bug" | `quick-dev` | | "Test then build" | `quick-prototype` → `quick-dev` | --- ## Quick-Flow vs Full BMGD ### Use Quick-Flow When - The scope is small and well-understood - You're experimenting or prototyping - You have a clear tech-spec already - The work doesn't affect core game systems significantly ### Use Full BMGD When - Building a major feature or system - The scope is unclear or large - Multiple team members need alignment - The work affects game pillars or core loop - You need documentation for future reference --- ## Checklists ### Quick-Prototype Checklist **Before:** - [ ] Prototype scope defined - [ ] Success criteria established (2-3 items) **During:** - [ ] Minimum viable code written - [ ] Placeholder assets used - [ ] Core functionality testable **After:** - [ ] Each criterion evaluated - [ ] Decision made (develop/iterate/archive) ### Quick-Dev Checklist **Before:** - [ ] Context loaded (spec, prototype, or guidance) - [ ] Files to modify identified - [ ] Patterns understood **During:** - [ ] All tasks completed - [ ] No allocations in hot paths - [ ] Frame rate maintained **After:** - [ ] Game runs without errors - [ ] Feature works as specified - [ ] Manual playtest completed --- ## Tips for Success ### 1. Timebox Prototypes Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider. ### 2. Embrace Programmer Art Prototypes don't need to look good. Focus on feel, not visuals. ### 3. Test on Target Hardware What feels right on your dev machine might not feel right on target platform. ### 4. Document Learnings Even failed prototypes teach something. Note what you learned. ### 5. Know When to Graduate If quick-dev keeps expanding scope, stop and create proper stories. --- ## Next Steps - **[Workflows Guide](../../reference/workflows/bmgd-workflows.md)** - Full workflow reference - **[Agents Guide](../../explanation/game-dev/agents.md)** - Agent capabilities - **[Quick Start Guide](../../tutorials/getting-started/quick-start-bmgd.md)** - Getting started with BMGD