gameplay-architecture

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Original

English
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Translation

Chinese

Gameplay Architecture

游戏玩法架构

Purpose

目的

Define system ownership, boundaries, state flow, and extensibility for gameplay code across engines.
为跨引擎的游戏玩法代码定义系统归属、边界、状态流和可扩展性。

Use When

适用场景

  • a feature touches multiple systems
  • architecture is becoming hard to reason about
  • new systems need stable contracts
  • 某功能涉及多个系统时
  • 架构变得难以理解时
  • 新系统需要稳定契约时

Inputs

输入项

  • feature intent
  • engine constraints
  • existing architecture
  • test and performance requirements
  • 功能意图
  • 引擎约束
  • 现有架构
  • 测试与性能要求

Process

流程

  1. define system responsibilities and boundaries
  2. map state ownership and event flow
  3. separate authored data, runtime logic, and presentation
  4. identify extension points and anti-coupling measures
  5. record risks, migration concerns, and validation strategy
  1. 定义系统职责与边界
  2. 绘制状态归属与事件流图
  3. 分离创作数据、运行时逻辑与表现层
  4. 识别扩展点与解耦措施
  5. 记录风险、迁移注意事项与验证策略

Outputs

输出项

  • architecture sketch
  • system boundary notes
  • state ownership map
  • implementation constraints
  • 架构草图
  • 系统边界说明
  • 状态归属图
  • 实现约束条件

Quality Bar

质量标准

  • gameplay systems communicate through explicit interfaces or events, not direct cross-references
  • game state ownership is unambiguous: each piece of state has exactly one writer
  • systems can be tested in isolation with stubbed dependencies
  • the update/tick flow is documented: what runs in what order, and why
  • 游戏玩法系统通过明确接口或事件通信,而非直接交叉引用
  • 游戏状态归属明确:每一项状态仅有一个写入方
  • 系统可通过存根依赖进行独立测试
  • 更新/Tick流程已文档化:明确各环节的运行顺序及原因

Common Failure Modes

常见失败模式

  • god objects that accumulate every gameplay responsibility
  • bidirectional dependencies between systems that make any change risky
  • state mutated from multiple systems with no clear owner
  • architecture that only works at current scale and collapses with content growth
  • 承担所有游戏玩法职责的“上帝对象”(god objects)
  • 系统间双向依赖导致任何变更都存在风险
  • 状态被多个系统修改且无明确归属方
  • 仅适用于当前规模的架构,随内容增长而崩溃

Related Agents

相关角色

  • architect
  • technical-design-lead
  • gameplay-programmer
  • 架构师(architect)
  • 技术设计主管(technical-design-lead)
  • 游戏玩法程序员(gameplay-programmer)

Related Commands

相关指令

  • tech-design
  • plan
  • verify
  • tech-design
  • plan
  • verify

Notes

注意事项

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • 保持本skill与相关规则层及当前项目文档一致。
  • 若引擎特定约束对工作流程产生实质性影响,请移交至匹配的引擎skill或引擎特定审核人员。