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
This document tracks the major architectural improvements and transitions in the **Gnomes Bounty** project.
## Resolved Improvements
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.
2. **Noise System Added:** A dedicated `NoiseSystem` handles enemy alerts, adding a tactical stealth-puzzle layer.
3. **Manager Cleanup:** `GameManager` and other managers are now centralized in `Scripts/Managers/`.
4. **Enemy Logic Refined:** `EnemyAI` replaces the generic troll logic with specific behavior states.
5. **Environment Logic Centralized:** Folder structure now clearly separates world objects and environment mechanics.
For the current state of the architecture, see [Architecture.md](./Architecture.md).