Install
openclaw skills install game-architectREAD this skill when designing or planning any game system architecture — including combat, skills, AI, UI, multiplayer, narrative, or scene systems. Contain...
openclaw skills install game-architectGame 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.
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:
references/ documentsA lightweight workflow-standalone.md is also available as a self-contained design pipeline if needed.
When user requests to query knowledge for game architecture, this skill provides a reference lookup guide to relevant references/ documents based on the task.
When designing game architecture, read the relevant references/ documents based on the task:
| 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 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 | KeyPoint | Applicability Scope | Examples | Reference |
|---|---|---|---|---|
| Domain-Driven Design (DDD) | OOP & Entity First | High Rule Complexity. <br> Rich Domain Concepts. <br> 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. <br> Flow Orchestration. <br> Simple Data Management. | Content: Quests, Level Design.<br>Flow: Tutorial Flow, Skill Execution, Narrative.<br>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 |
Most projects mix paradigms:
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 |