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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# Key Gameplay Systems
This document details the core systems that drive the gameplay in **Gnomes Bounty**.
## 1. Hammer System
The gnome uses a **Magical Throwing Hammer**. This is the primary tool for:
- Stunning enemies.
- Breaking walls.
- Activating remote triggers.
**Files:** `Hammer.cs`, `HammerThrower.cs`.
## 2. Noise & Stealth
Enemies react to noise created by the player (e.g., breaking walls, hammer impacts). This system creates the tactical "stealth-puzzle" layer.
**Files:** `NoiseSystem.cs`.
## 3. Enemy AI & Spawning
Enemies (Goblins) follow predictable paths but become dangerous when alerted or when spawning from caves to increase level pressure.
**Files:** `EnemyAI.cs`, `EnemySpawner.cs`.
## 4. Environmental Interaction
Breakable walls, chests, and doors form the core of the level puzzles. The "Key Chest" mechanic ensures players must explore to find the exit key.
**Files:** `BreakableWall.cs`, `KeyChest.cs`, `Chest.cs`, `Door.cs`.