{"slug":"donchitos-create-architecture","name":"create-architecture","description":"Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.","long_description":"---\nname: create-architecture\ndescription: \"Author the architecture blueprint before code is written. Validates decisions against the pinned engine, flags knowledge gaps.\"\nargument-hint: \"[focus-area: full | layers | data-flow | api-boundaries | adr-audit] [--review full|lean|solo]\"\nuser-invocable: true\nallowed-tools: Read, Glob, Grep, Write, Bash, AskUserQuestion, Agent\nmodel: sonnet\n---\n\n!`source \"${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh\" 2>/dev/null && resolve_config --keys review_mode,automation,workflow,docs.density`\n\nResolved above — use as-is; `--review` overrides `review_mode`. No block →\ndefaults in `.claude/docs/config-resolution.md`.\n\n\n# Create Architecture\n\nThis skill produces `docs/architecture/architecture.md` — the master architecture\ndocument that translates all approved GDDs into a concrete technical blueprint.\nIt sits between design and implementation, and must exist before sprint planning begins.\n\n**Distinct from `/architecture-decision`**: ADRs record individual point decisions.\nThis skill creates the whole-system blueprint that gives ADRs their context.\n\n\nSee `.claude/docs/director-gates.md` for the full check pattern. Individual gate definitions live in `.claude/docs/director-gates/[gate-id].md` — the spawned agent reads its own gate file; do not read it in the parent session.\n\n\nEvery `AskUserQuestion` call follows `.claude/docs/automation-modes.md`\n(collaborative asks always · guided major-only · autonomous logs and proceeds;\n`automation_always_ask` categories always prompt).\n\n**`docs.density`** — it controls per-section *depth*, where `workflow`\ncontrols which sections exist. `modes.rigor` sets both together; set\n`docs.density` explicitly to vary depth alone: `terse` = layer diagrams + decision bullets,\nno essays; `balanced` = diagrams + paragraph explanations of layer choices\n(default); `thorough` = full prose with rationale, trade-offs, and alternatives\nconsidered per layer. Apply it to every section you author.\n\n**`workflow`** (see `.claude/docs/workflow-modes.md`):\n- `full` — full architecture: all layers, module ownership, data flow, API\n  boundaries, full ADR audit.\n- `standard` — simplified: system layer map + critical ADR list only.\n- `minimal` — not required. Can still be run voluntarily.\n\n**Argument modes:**\n- **No argument / `full`**: Full guided walkthrough — all sections, start to finish\n- **`layers`**: Focus on the system layer diagram only\n- **`data-flow`**: Focus on data flow between modules only\n- **`api-boundaries`**: Focus on API boundary definitions only\n- **`adr-audit`**: Audit existing ADRs for engine compatibility gaps only\n\n---\n\n## Phase 0: Load All Context\n\nBefore anything else, load the full project context in this order:\n\n### 0a. Engine Context (Critical)\n\nRead the four project-wide engine documents in full — they are small, and every\npart of each is used:\n\n1. `docs/engine-reference/[engine]/VERSION.md`\n   → Extract: engine name, version, LLM cutoff, post-cutoff risk levels\n2. `docs/engine-reference/[engine]/breaking-changes.md`\n   → Extract: all HIGH and MEDIUM risk changes\n3. `docs/engine-reference/[engine]/deprecated-apis.md`\n   → Extract: APIs to avoid\n4. `docs/engine-reference/[engine]/current-best-practices.md`\n   → Extract: post-cutoff best practices that differ from training data\n\nThen read **only the module docs whose domain this game actually uses** —\nnot the whole `modules/` directory:\n\n5. `docs/engine-reference/[engine]/modules/` — glob it to establish what exists,\n   then match against the domains present in `design/gdd/systems-index.md`\n   (the same domain vocabulary the ADR template uses: Physics, Rendering, UI,\n   Audio, Navigation, Animation, Networking, Core, Input). Read the matching\n   modules; skip the rest.\n   → Extract: current API patterns per domain\n\n   A game with no multiplayer system does not need the networking module loaded\n   to write its architecture, and loading it costs the same as one that does.\n   **If the domain match is ambiguous, read the module** — a missed engine\n   constraint is far more expensive here than a redundant read, because this\n   phase is where those constraints get baked into the architecture.\n\nIf no engine is configured, stop and prompt:\n> \"No engine is configured. Run `/setup-engine` first. Architecture cannot be\n> written without knowing which engine and version you are targeting.\"\n\n### 0b. Design Context + Technical Requirements Extraction\n\nLoad the approved design documents and extract technical requirements from each:\n\n1. `design/gdd/game-concept.md` — game pillars, genre, core loop\n2. `design/gdd/systems-index.md` — all systems, dependencies, priority tiers\n\n**Check both exist before reading either. Neither is optional here, and both\nneed an absence branch** — §0a stops for an unconfigured engine, and these two\nmatter just as much:\n\n- **`systems-index.md` absent** — stop:\n  > \"No systems index found. Run `/map-systems` first. An architecture written\n  > without it invents layers for systems nobody mapped, and every ADR, epic and\n  > story downstream inherits that invention.\"\n  At `minimal` the index is not required (§ tier note above) — say so and proceed\n  from the brief instead.\n- **`game-concept.md` absent** — at `standard`/`full`, stop and point at\n  `/brainstorm`. At `minimal`, read `design/game-brief.md` in its place; if that\n  is absent too, stop — there is no design record to architect against.\n- **Either present but empty or still template placeholders** — treat as absent.\n  Present-but-empty is the case that most looks like present.\n\nDo not proceed on a partial read and note it later. This phase is where design\nassumptions get baked into ADRs, and an assumption made here is re-derived by\neverything downstream rather than re-checked.\n3. Project config — `naming.*` and `performance.*` from `project.yaml` (for any\n   key absent or empty, fall back to `.claude/docs/technical-preferences.md`);\n   allowed libraries and forbidden patterns from\n   `.claude/docs/technical-preferences.md` (not migrated to project.yaml)\n4. **Every GDD in `design/gdd/`** — extract technical requirements from the\n   sections that carry them, **not from whole files**. Establish the denominator\n   first (glob `design/gdd/*.md`, count **N**), then:\n   ```\n   Grep pattern=\"^## (Detailed Rules|Detailed Design|Formulas|Dependencies|Tuning Knobs|Acceptance Criteria)\" glob=\"design/gdd/*.md\" output_mode=\"content\" -A 40\n   ```\n   Overview and Player Fantasy are narrative and imply no architecture; the\n   scanned set is where rules, numbers, and cross-system contracts live. Accept\n   either `## Detailed Rules` or `## Detailed Design` — the design standard and\n   the GDD template disagree on the name and they denote the same section.\n\n   Full-read a GDD when it matched **zero** sections (it predates the template —\n   a zero-match means \"unstructured\", never \"no requirements\") or when a scanned\n   section refers to material outside itself. **Never treat an absent section as\n   an absent requirement**: report any GDD that contributed nothing, rather than\n   letting it drop silently out of the baseline below.\n\n   For each, extract:\n   - Data structures implied by the game rules\n   - Performance constraints stated or implied\n   - Engine capabilities the system requires\n   - Cross-system communication patterns (what talks to what, how)\n   - State that must persist (save/load implications)\n   - Threading or timing requirements\n\nBuild a **Technical Requirements Baseline** — a flat list of all extracted\nrequirements across all GDDs, numbered `TR-[gdd-slug]-[NNN]`. This is the\ncomplete set of what the architecture must cover. Present it as:\n\n```\n## Technical Requirements Baseline\nExtracted from [N] GDDs | [X] total requirements\n\n| Req ID | GDD | System | Requirement | Domain |\n|--------|-----|--------|-------------|--------|\n| TR-combat-001 | combat.md | Combat | Hitbox detection per-frame | Physics |\n| TR-combat-002 | combat.md | Combat | Combo state machine | Core |\n| TR-inventory-001 | inventory.md | Inventory | Item persistence | Save/Load |\n```\n\nThis baseline feeds into every subsequent phase. No GDD requirement should be\nleft without an architectural decision to support it by the end of this session.\n\n### 0c. Existing Architecture Decisions\n\nTo learn **what has already been decided and in which domain**, scan the ADR\nheaders — do not full-read every ADR to produce a list of numbers and domains:\n```\nGrep pattern=\"^## (Status|Summary)\" glob=\"docs/architecture/adr-*.md\" output_mode=\"content\" -A 4\nGrep pattern=\"\\*\\*Domain\\*\\*\" glob=\"docs/architecture/adr-*.md\" output_mode=\"content\"\n```\n`## Summary` (a 2-sentence what-and-why) plus `## Status` and the Engine\nCompatibility `Domain` field are exactly \"what was decided and its domain\". List\nthe ADRs found, their status, and their domains from the scan. Full-read a\nspecific ADR only when a new decision this session would collide with it and you\nneed its reasoning — not to build the inventory.\n\n### 0d. Generate Knowledge Gap Inventory\n\nBefore proceeding, display a structured summary:\n\n```\n## Engine Knowledge Gap Inventory\nEngine: [name + version]\nLLM Training Covers: up to approximately [version]\nPost-Cutoff Versions: [list]\n\n### HIGH RISK Domains (must verify against engine reference before deciding)\n- [Domain]: [Key changes]\n\n### MEDIUM RISK Domains (verify key APIs)\n- [Domain]: [Key changes]\n\n### LOW RISK Domains (in training data, likely reliable)\n- [Domain]: [no significant post-cutoff changes]\n\n### Systems from GDD that touch HIGH/MEDIUM risk domains:\n- [GDD system name] → [domain] → [risk level]\n```\n\nUse `AskUserQuestion`:\n- Prompt: \"One or more engine domains are HIGH RISK — the LLM's knowledge may be unreliable for these areas. Architectural recommendations in these domains should be cross-referenced with the engine docs before being acted on. How would you like to proceed?\"\n- Options:\n  - `[A] Proceed — flag HIGH RISK domains throughout the output`\n  - `[B] Let me check the engine reference first — pause here`\n  - `[C] Show me which domains are HIGH RISK and why`\n\n---\n\n## Phase 1: System Layer Mapping\n\nMap every system from `systems-index.md` into an architecture layer. The standard\ngame architecture layers are:\n\n```\n┌─────────────────────────────────────────────┐\n│  PRESENTATION LAYER                         │  ← UI, HUD, menus, VFX, audio\n├─────────────────────────────────────────────┤\n│  FEATURE LAYER                              │  ← gameplay systems, AI, quests\n├─────────────────────────────────────────────┤\n│  CORE LAYER                                 │  ← physics, input, combat, movement\n├─────────────────────────────────────────────┤\n│  FOUNDATION LAYER                           │  ← engine integration, save/load,\n│                                             │    scene management, event bus\n├─────────────────────────────────────────────┤\n│  PLATFORM LAYER                             │  ← OS, hardware, engine API surface\n└─────────────────────────────────────────────┘\n```\n\nFor each GDD system, ask:\n- Which layer does it belong to?\n- What are its module boundaries?\n- What does it own exclusively? (data, state, behaviour)\n\nPresent the proposed layer assignment and ask for approval before proceeding to\nthe next section. Write the approved layer map immediately to the skeleton file.\n\n**Engine awareness check**: For each system assigned to the Core and Foundation\nlayers, flag if it touches a HIGH or MEDIUM risk engine domain. Show the relevant\nengine reference excerpt inline.\n\n---\n\n## Phase 2: Module Ownership Map\n\nFor each module defined in Phase 1, define ownership:\n\n- **Owns**: what data and state this module is solely responsible for\n- **Exposes**: what other modules may read or call\n- **Consumes**: what it reads from other modules\n- **Engine APIs used**: which specific engine classes/nodes/signals this module\n  calls directly (with version and risk level noted)\n\nFormat as a table per layer, then as an ASCII dependency diag","tagline":"Author the architecture blueprint before code is written. 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