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Game Architect

作者 Yuki001 · GitHub ↗ · v0.1.0
cross-platform ✓ 安全检测通过
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在 OpenClaw 中安装
/install game-architect
功能描述
READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contain...
使用说明 (SKILL.md)

Game Architect Skill

Game architecture domain knowledge reference. Provides paradigm selection, system design references for game project architecture.

[!NOTE] This skill contains domain knowledge only, not a workflow. Pair it with a workflow skill (e.g., OpenSpec, SpecKit) or an agent's plan mode for structured design flow.

Usage Modes

With Workflow Skill (Recommended)

When used with a workflow skill (e.g., OpenSpec, SpecKit) or in the plan mode of an agent, this skill serves as a domain knowledge plugin:

  • During requirements/spec phases: Consult the Paradigm Selection Guide and System-Specific References to inform architectural decisions
  • During design/planning phases: Use the Reference Lookup Guide below to read relevant references/ documents

Standalone

A lightweight workflow-standalone.md is also available as a self-contained design pipeline if needed.

Knowledge Mode (Query)

When user requests to query knowledge for game architecture, this skill provides a reference lookup guide to relevant references/ documents based on the task.


Reference Lookup Guide

When designing game architecture, read the relevant references/ documents based on the task:

Architecture References

When Read
Always (high-level structure) references/macro-design.md
Always (core principles) references/principles.md
Requirement analysis references/requirements.md
Choosing DDD paradigm references/domain-driven-design.md
Choosing Data-Driven paradigm references/data-driven-design.md
Choosing Prototype paradigm references/prototype-design.md
Evolution & extensibility review references/evolution.md
Performance optimization needed references/performance-optimization.md
Multiplayer support needed references/system-multiplayer.md

For system-specific design, see the System-Specific References table below.

System-Specific References

System Category Reference
Foundation & Core (Logs, Timers, Modules, Events, Resources, Audio, Input) references/system-foundation.md
Time & Logic Flow (Update Loops, Async, FSM, Command Queues, Controllers) references/system-time.md
Combat & Scene (Scene Graphs, Spatial Partitioning, ECS/EC, Loading) references/system-scene.md
UI & Modules (Modules Management, MVC/MVP/MVVM, UI Management, Data Binding, Reactive) references/system-ui.md
Skill System (Attribute, Skill, Buff) references/system-skill.md
Action Combat System (HitBox, Damage, Melee, Projectiles) references/system-action-combat.md
Narrative System (Dialogue, Cutscenes, Story Flow) references/system-narrative.md
Game AI System (Movement, Pathfinding, Decision Making, Tactical) references/system-game-ai.md
Multiplayer System (Client-Server, Sync Models, Distributed Server, AOI, Communication) references/system-multiplayer.md
Algorithm & Data Structures (Pathfinding, Search, Physics, Generic Solver) references/algorithm.md

Paradigm Selection Guide

Paradigm KeyPoint Applicability Scope Examples Reference
Domain-Driven Design (DDD) OOP & Entity First High Rule Complexity. \x3Cbr> Rich Domain Concepts. \x3Cbr> Many Distinct Entities. Core Combat Logic, Physics Interactions, Damage/Buff Rules, Complex AI Decision. references/domain-driven-design.md
Data-Driven Design Data Layer First High Content Complexity. \x3Cbr> Flow Orchestration. \x3Cbr> Simple Data Management. Content: Quests, Level Design.\x3Cbr>Flow: Tutorial Flow, Skill Execution, Narrative.\x3Cbr>Mgmt: Inventory, Shop, Mail, Leaderboard. references/data-driven-design.md
Use-Case Driven Prototype Use-Case Implementation First Rapid Validation Game Jam, Core Mechanic Testing. references/prototype-design.md

Mixing Paradigms

Most projects mix paradigms:

  1. Macro Consistency: All modules follow the same Module Management Framework.
  2. Domain for Core Entities & Rules: Use DDD for systems with high rule complexity, rich domain concepts, and many distinct entities (e.g., Combat Actors, Damage Formulas, AI Decision).
  3. Data for Content, Flow & State: Use Data-Driven for expandable content (Quests, Level Design), flow orchestration (Tutorial, Skill Execution, Narrative), and simple data management (Inventory, Shop).
  4. Hybrid Paradigms:
    • 4.1 Entities as Data: Domain Entities naturally hold both data (fields) and behavior (methods). Design entities to be serialization-friendly (use IDs, keep state as plain fields) so they serve both roles without a separate data layer.
    • 4.2 Flow + Domain: Use data-driven flow to orchestrate the sequence/pipeline, domain logic to handle rules at each step. E.g., Skill System: flow drives cast→channel→apply, domain handles damage calc and buff interactions.
    • 4.3 Separate Data/Domain Layers: Only when edit-time and runtime representations truly diverge. Use a Bake/Compile step to bridge them. E.g., visual node-graph editors, compiled assets.
  5. Paradigm Interchangeability: Many systems can be validly implemented with either paradigm. E.g., Actor inheritance hierarchy (Domain) ↔ ECS components + systems (Data-Driven); Buff objects with encapsulated rules (Domain) ↔ Tag + Effect data entries resolved by a generic pipeline (Data-Driven). See Selection Criteria table above for trade-off signals.
  6. Integration: Application Layer bridges different paradigms.

Selection Criteria

When both DDD and Data-Driven fit, use these signals:

Signal Favor DDD Favor Data-Driven
Entity interactions Complex multi-entity rules (attacker × defender × buffs × environment) Mostly CRUD + display, few cross-entity rules
Behavior source Varies by entity type, hard to express as pure data Driven by config tables, designer-authored content
Change frequency Rules change with game balance iterations Content/flow changes far more often than logic
Performance profile Acceptable overhead for rich object graphs Needs batch processing, cache-friendly layouts
Networking Stateful objects acceptable Flat state snapshots preferred (sync, rollback)
Team workflow Programmers own the logic Designers need to iterate without code changes

安全使用建议
This skill is a packaged set of game-architecture reference documents and appears coherent with its stated purpose. It's low-risk because it contains only text and asks for no credentials or installs. Before installing, consider: (1) Who published it and whether you trust the source (there's no homepage or owner metadata beyond an ID). (2) Review license/usage terms if you plan to reuse text or diagrams in commercial work. (3) Remember this is reference material only — it will not perform actions for you; pair it with a workflow skill if you want step-by-step planning. Finally, never paste secrets into prompts when experimenting with any skill.
功能分析
Type: OpenClaw Skill Name: game-architect Version: 0.1.0 The game-architect skill bundle is a comprehensive domain knowledge reference for game system design, containing detailed documentation on architectural paradigms (DDD, Data-Driven), system-specific designs (Combat, AI, Multiplayer), and optimization strategies. The instructions in SKILL.md and workflow-standalone.md provide a structured framework for the AI agent to assist in requirement analysis and technical planning without any evidence of malicious intent, data exfiltration, or unauthorized command execution.
能力评估
Purpose & Capability
The name/description (game architecture reference) matches the actual contents: a SKILL.md and many reference documents about game design. There are no unrelated requirements (no env vars, no binaries).
Instruction Scope
SKILL.md instructs the agent to read and use the included reference files and to pair with a workflow skill for flow control. There are no commands, file-system probes, or instructions to read arbitrary host files or transmit data externally; the scope is limited to internal documentation lookup.
Install Mechanism
No install specification and no code files are present. Being instruction-only means nothing will be downloaded or executed at install time.
Credentials
The skill requires no environment variables, credentials, or config paths. There are no requests for secrets or unrelated service keys, which is proportionate for a documentation/reference skill.
Persistence & Privilege
Flags show default behavior (always: false, user-invocable: true, model invocation allowed). The skill does not request permanent presence or elevated privileges and does not modify other skills or system configs.
如何使用
  1. 确保已安装 OpenClaw(本地或 Docker 部署)
  2. 在对话框中输入安装命令:/install game-architect
  3. 安装完成后,直接呼叫该 Skill 的名称或使用 /game-architect 触发
  4. 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
版本历史
v0.1.0
Initial release of the game-architect skill—a comprehensive game system architecture reference. - Provides a detailed knowledge base for selecting and mixing architectural paradigms (DDD, Data-Driven, Prototype) in game projects. - Contains reference lookup guides and system-specific design tables for common categories: combat, skills, AI, multiplayer, UI, narrative, and scene systems. - Designed to pair with workflow skills (e.g., OpenSpec, SpecKit) as a domain knowledge plugin or support structured planning in agent workflows. - Includes a concise guide for mixing paradigms and selection criteria tables to assist architectural decision-making. - Offers lightweight standalone usage and direct knowledge query support.
元数据
Slug game-architect
版本 0.1.0
许可证
累计安装 1
当前安装数 1
历史版本数 1
常见问题

Game Architect 是什么?

READ this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contain... 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 324 次。

如何安装 Game Architect?

在 OpenClaw 或 Claude Code 对话框中运行命令「/install game-architect」即可一键安装,无需额外配置。

Game Architect 是免费的吗?

是的,Game Architect 完全免费(开源免费),可自由下载、安装和使用。

Game Architect 支持哪些平台?

Game Architect 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。

谁开发了 Game Architect?

由 Yuki001(@yuki001)开发并维护,当前版本 v0.1.0。

💬 留言讨论