Refactor project architecture for Gnome's Bounty
- Renamed all instances of "Axe" to "Hammer" to align with game concept. - Updated architecture document to reflect full alignment with gameplay. - Removed ArchitectureMigration.md as it is no longer needed. - Added Evolution.md to track architectural improvements. - Created Guidelines.md for maintaining architectural consistency. - Established Systems.md to detail key gameplay systems and their files. - Improved project structure by organizing scripts into relevant folders.
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# Architectural Evolution
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This document tracks the major architectural improvements and transitions in the **Gnome’s Bounty** project.
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## Resolved Improvements
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1. **Axe renamed to Hammer:** All scripts, prefabs, and sprites now use the Hammer theme to align with the core vision of a magical throwing hammer.
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2. **Noise System Added:** A dedicated `NoiseSystem` handles enemy alerts, adding a tactical stealth-puzzle layer.
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3. **Manager Cleanup:** `GameManager` and other managers are now centralized in `Scripts/Managers/`.
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4. **Enemy Logic Refined:** `EnemyAI` replaces the generic troll logic with specific behavior states.
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5. **Environment Logic Centralized:** Folder structure now clearly separates world objects and environment mechanics.
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For the current state of the architecture, see [Architecture.md](./Architecture.md).
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