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