Change hammer mechanic from throw to hit

This commit is contained in:
2026-06-22 16:34:46 +03:00
parent 21682f6af2
commit 5fbe7391d3
15 changed files with 39263 additions and 1328 deletions
+6 -7
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@@ -8,7 +8,7 @@ The goal is to determine whether the current structure supports the intended gam
- tactical movement instead of combat
- puzzle-focused level design
- a **magical throwing hammer** as the main tool
- a **magical hammer hit** as the main tool
- trolls as slow, persistent pressure enemies
- treasure, chests, keys, and exit-based progression
- rising tension through timed troll spawns
@@ -373,19 +373,18 @@ or embed a clearly defined state enum and transitions into `TrollController`.
---
## 5.7 Hammer Logic Should Be More Than a Simple Throw Script
The current `AxeThrower.cs` / future `HammerThrower.cs` likely handles only basic projectile logic.
## 5.7 Hammer Logic Should Be More Than a Simple Hit Script
The current `AxeThrower.cs` / `HammerThrower.cs` likely handles only basic hit logic.
But the concept needs more behavior:
- cooldown after throw
- cooldown after use
- collision with walls
- collision with trolls
- destruction of fragile blocks
- impact feedback
- optional light knockback
- disappearance on impact
- return availability after cooldown
- availability after cooldown
### Required fix
The hammer should be treated as a gameplay subsystem, not just a small helper script.
@@ -394,7 +393,7 @@ Possible structure:
```text
Scripts/Player/HammerThrower.cs
Scripts/Projectiles/HammerProjectile.cs
Scripts/Combat/Hammer.cs
```
---