dojo-architecture

Provide a layered architecture blueprint for onchain Dojo games.

Updated Apr 3, 2026
One-click install
npx skills add https://github.com/cartridge-gg/scoundrel --skill dojo-architecture
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dojo-architecture
Source: https://github.com/cartridge-gg/scoundrel/tree/main/.agents/skills/dojo-architecture
Command: npx skills add https://github.com/cartridge-gg/scoundrel --skill dojo-architecture

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Shinigami architecture provides a comprehensive, modular blueprint for structuring onchain Dojo games, ensuring scalable organization and consistent development workflows across teams.

Core Features & Use Cases

  • Layered architecture with 9 domains: Types, Elements, Models, Components, Systems, Helpers, Store, Events, Interfaces.
  • Clear guidance for structuring new games, onboarding developers, and maintaining codebase consistency across projects.
  • Use Case: design a new onchain Dojo game by following the architecture to define modules, data flows, and integration points.

Quick Start

Read this architecture overview to plan module boundaries and data flow for your Dojo game.

Frequently Asked Questions about dojo-architecture

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I structure a fully onchain Dojo game for scalability?

Structure a fully onchain Dojo game using a layered architecture with nine domains: Types, Elements, Models, Components, Systems, Helpers, Store, Events, and Interfaces. This modular blueprint defines module boundaries, state modeling, and event workflows to ensure consistent, auditable onchain implementations across development teams.

What is the best way to organize Dojo game modules and data flows?

Organize Dojo game modules and data flows by applying a layered architecture model that separates type dispatch, state modeling, component orchestration, and event workflows. This approach provides clear module boundaries and integration points for maintaining codebase consistency across projects.

When do I need a layered architecture for onchain systems design?

You need a layered architecture for onchain systems design when structuring new games, adding modules, or restructuring existing codebases. It provides a scalable blueprint that satisfies functional requirements by defining clear module boundaries and component orchestration for auditable gameplay.

Can I use this architecture blueprint to onboard developers to an existing Dojo codebase?

Yes, you can use this architecture blueprint to onboard developers to an existing Dojo codebase. It provides clear guidance for maintaining codebase consistency and defining module boundaries, helping new team members understand data flows and integration points quickly.

Does this Dojo architecture model support adding new modules to a live game?

Yes, this Dojo architecture model supports adding new modules to a live game by defining clear module boundaries and type dispatch. The layered approach separates Types, Elements, Models, and Systems, allowing functional extensions without disrupting existing onchain state modeling or event workflows.

Why should I separate Types, Elements, and Models in onchain game architecture?

Separating Types, Elements, and Models in onchain game architecture ensures clear state modeling and type dispatch. This layered separation enables consistent component orchestration and auditable event workflows, preventing codebase entanglement as the game scales.