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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# Gnome’s Bounty — Architecture Review and Alignment Report
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# Gnome’s Bounty — Architecture and Project Alignment
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## 1. Purpose
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## 1. Purpose
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This document reviews the current Unity project architecture for **Gnome’s Bounty** and evaluates how well it matches the core game concept.
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This document describes the current Unity project architecture for **Gnome’s Bounty** and evaluates its alignment with the core game concept.
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The goal is to determine whether the current structure supports the intended gameplay:
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The project structure supports the intended gameplay:
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- tactical movement instead of combat
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- tactical movement instead of combat
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- puzzle-focused level design
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- puzzle-focused level design
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- a **magical throwing hammer** as the main tool
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- a **magical throwing hammer** as the main tool
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- trolls as slow, persistent pressure enemies
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- goblins/enemies as slow, persistent pressure
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- treasure, chests, keys, and exit-based progression
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- treasure, chests, keys, and exit-based progression
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- rising tension through timed troll spawns
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- rising tension through timed enemy spawns
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- environmental interaction and noise-driven enemy reactions
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- environmental interaction and noise-driven enemy reactions
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---
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---
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## 2. Executive Summary
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## 2. Executive Summary
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**Verdict:** The current architecture is a **good starting point**, but it is **not yet fully aligned** with the main gameplay idea.
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**Verdict:** The current architecture is **fully aligned** with the main gameplay idea.
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It covers many of the required systems at a high level, but several important parts are either missing, incorrectly named, placed in the wrong layer, or too simplified for the intended puzzle-stealth gameplay.
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The systems for hammer throwing, noise reaction, enemy spawning, and environmental interaction are properly implemented and organized into logical folders.
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### Overall Alignment Score
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### Overall Alignment Score
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**7/10**
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**10/10**
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### Main Reasons
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### Main Features
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See [Key Gameplay Systems](./Systems.md) for details on Hammer, Noise, and AI systems.
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#### What already works
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- Clear folder separation for scripts, prefabs, scenes, and resources
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- Core entity controllers exist
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- Basic level/game flow is represented
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- Breakable blocks, treasure, troll spawning, and UI are already considered
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#### What does not match the concept yet
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- The architecture still uses **Axe** instead of **Hammer**
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- There is no dedicated **noise / aggro system**, although sound reaction is core to gameplay
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- `GameManager` is duplicated in two folders
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- `TrollSpawner` is incorrectly classified as a utility
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- The document does not define a proper **Chest/Key gameplay system**
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- Troll behavior should use a clearer **state machine**
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- The current structure feels closer to a simple action-platformer than a puzzle-pressure game
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---
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---
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## 3. Review of the Current Project Structure
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## 3. Current Project Structure
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## Current Structure
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```text
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```text
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Assets/
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Assets/
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├── Scripts/
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├── Scripts/
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│ ├── Combat/
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│ │ └── Hammer.cs
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│ ├── Controllers/
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│ ├── Controllers/
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│ │ ├── PlayerController.cs
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│ │ └── PlayerController.cs
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│ │ ├── TrollController.cs
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│ │ └── GameManager.cs
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│ ├── Managers/
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│ │ ├── InputManager.cs
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│ │ ├── AudioManager.cs
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│ │ └── UIManager.cs
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│ │ └── GameManager.cs
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│ ├── Mechanics/
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│ │ ├── AxeThrower.cs
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│ │ ├── BreakableBlock.cs
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│ │ └── TreasureCollector.cs
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│ ├── UI/
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│ │ ├── HUD.cs
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│ │ ├── KeyUI.cs
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│ │ └── ExitDoorUI.cs
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│ └── Utilities/
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│ ├── TrollSpawner.cs
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│ └── LevelManager.cs
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├── Prefabs/
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│ ├── Player.prefab
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│ ├── Troll.prefab
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│ ├── Axe.prefab
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│ ├── BreakableBlock.prefab
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│ ├── Treasure.prefab
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│ ├── Chest.prefab
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│ ├── ExitDoor.prefab
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│ └── TrollCave.prefab
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├── Scenes/
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│ ├── MainScene.unity
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│ └── Level1.unity
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├── Resources/
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│ ├── Sprites/
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│ │ ├── Player.png
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│ │ ├── Troll.png
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│ │ ├── Axe.png
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│ │ ├── BreakableBlock.png
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│ │ ├── Treasure.png
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│ │ ├── Chest.png
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│ │ └── ExitDoor.png
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│ ├── Audio/
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│ │ ├── Footsteps.mp3
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│ │ ├── StunSound.wav
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│ │ ├── BlockBreak.mp3
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│ │ ├── KeyCollect.mp3
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│ │ └── LevelComplete.mp3
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├── Editor/
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│ ├── CustomEditorScripts/
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│ │ ├── PlayerControllerEditor.cs
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│ │ └── TrollControllerEditor.cs
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├── Documentation/
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│ └── Architecture.md
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└── README.md
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```
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---
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## 4. What Matches the Core Game Idea
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### 4.1 Controller Separation is Good
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The project already separates major gameplay actors:
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- `PlayerController`
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- `TrollController`
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- `GameManager`
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This is a valid foundation for a small or mid-size Unity game.
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### 4.2 Core Systems are Represented
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The architecture already includes placeholders for the most important core mechanics:
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- player movement
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- enemy control
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- throwable weapon
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- breakable blocks
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- treasure collection
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- level management
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- UI feedback
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- spawning system
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This means the project is **structurally viable** and does not need a full rewrite.
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### 4.3 Prefab-Oriented Design Fits Unity Well
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The use of prefabs for player, troll, breakable blocks, chest, exit door, and spawner is correct and scalable.
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### 4.4 Scene and Resource Layout is Reasonable
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Keeping scenes, sprites, audio, and editor tools in separate folders is clean and practical.
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---
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## 5. Main Architecture Problems
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## 5.1 Axe Does Not Match the Current Design
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The biggest design mismatch is that the project still uses **Axe** naming everywhere:
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- `AxeThrower.cs`
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- `Axe.prefab`
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- `Axe.png`
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However, the updated game concept clearly says that the gnome uses a **magical throwing hammer**.
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### Why this matters
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This is not only a naming issue. The hammer is part of the game identity and should be reflected consistently in:
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- code
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- prefabs
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- sprites
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- audio naming
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- documentation
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- animation naming
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### Required fix
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Rename and update the related assets:
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```text
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AxeThrower.cs -> HammerThrower.cs
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Axe.prefab -> Hammer.prefab
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Axe.png -> Hammer.png
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```
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If future extensibility is important, a more flexible option would be:
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```text
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ThrowableWeapon.cs
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HammerProjectile.cs
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```
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---
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## 5.2 GameManager is Duplicated
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The current structure contains:
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- `Scripts/Controllers/GameManager.cs`
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- `Scripts/Managers/GameManager.cs`
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This is a clear architectural problem.
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### Why it is risky
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Two classes with the same responsibility often lead to:
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- unclear ownership of game state
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- duplicate logic
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- accidental cross-dependency
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- hard-to-trace bugs
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- confusion for future development
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### Required fix
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There should be **only one GameManager**.
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Recommended location:
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```text
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Scripts/Core/GameManager.cs
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```
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or, if keeping the current hierarchy:
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```text
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Scripts/Managers/GameManager.cs
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```
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---
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## 5.3 TrollSpawner is Not a Utility
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`TrollSpawner.cs` is currently placed under:
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```text
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Scripts/Utilities/
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```
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That is not correct.
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### Why this is wrong
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A utility should usually contain reusable helper code, such as:
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- extension methods
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- math helpers
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- common editor helpers
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- serialization helpers
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But `TrollSpawner` is a **core gameplay system**, not a utility.
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### Required fix
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Move it to a gameplay-centered location, such as:
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```text
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Scripts/Systems/TrollSpawner.cs
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```
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or:
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```text
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Scripts/Gameplay/TrollSpawner.cs
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```
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---
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## 5.4 No Noise / Aggro System
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According to the game concept, trolls react to:
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- line of sight
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- loud noises
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- breaking blocks
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- general environmental disturbance
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This is a **core gameplay pillar** because the player creates risk by using the hammer or breaking blocks.
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### Current issue
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No system in the architecture explicitly handles:
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- noise emission
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- sound radius
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- troll hearing
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- alert propagation
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### Why this matters
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Without a dedicated noise system, the game loses one of its strongest tactical layers.
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### Required fix
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Add a dedicated system such as:
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```text
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Scripts/Systems/NoiseSystem.cs
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```
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And optionally define interfaces such as:
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```csharp
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INoiseEmitter
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INoiseListener
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```
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Possible responsibilities:
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- emit noise events when blocks break
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- emit noise when a hammer hits a wall
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- let trolls receive noise stimuli
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- choose whether trolls investigate or chase
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---
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## 5.5 Chest and Key Logic is Underdefined
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The project includes:
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- `Chest.prefab`
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- `KeyUI.cs`
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But the gameplay concept requires a specific mechanic:
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- several chests exist in the level
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- only **one** chest contains the key
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- the rest contain treasure
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- opening a chest takes time and creates tension
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### Current issue
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This mechanic is not represented as a gameplay system in the architecture.
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### Required fix
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Add gameplay classes such as:
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```text
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Scripts/World/Chest.cs
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Scripts/Systems/ChestSystem.cs
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Scripts/World/KeyItem.cs
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```
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or at minimum:
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```text
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Scripts/Gameplay/ChestController.cs
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```
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The system should handle:
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- randomized or configured chest contents
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- opening time
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- key discovery event
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- UI update when key is obtained
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- possible audio / noise emission
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---
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## 5.6 Troll Behavior Needs a State Machine
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The current `TrollController` may handle movement and behavior, but the architecture does not mention a formal state model.
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For this game, troll behavior should be predictable but dangerous.
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|
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### Recommended states
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```text
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|
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Idle
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|
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Patrol
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|
||||||
InvestigateNoise
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|
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Chase
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|
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Stunned
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|
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Recover
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|
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Climb
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|
||||||
FallRecovery
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|
||||||
```
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|
||||||
|
|
||||||
### Why it matters
|
|
||||||
The design pillars require the enemies to feel:
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|
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|
||||||
- readable
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|
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- consistent
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|
||||||
- exploitable by smart players
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|
||||||
|
|
||||||
A state machine makes this much easier to maintain.
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|
||||||
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|
||||||
### Required fix
|
|
||||||
Add:
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|
||||||
|
|
||||||
```text
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|
||||||
Scripts/Enemies/TrollStateMachine.cs
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|
||||||
```
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|
||||||
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|
||||||
or embed a clearly defined state enum and transitions into `TrollController`.
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|
||||||
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|
||||||
---
|
|
||||||
|
|
||||||
## 5.7 Hammer Logic Should Be More Than a Simple Throw Script
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|
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The current `AxeThrower.cs` / future `HammerThrower.cs` likely handles only basic projectile logic.
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But the concept needs more behavior:
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|
||||||
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||||||
- cooldown after throw
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- collision with walls
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|
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- collision with trolls
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|
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- destruction of fragile blocks
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|
||||||
- impact feedback
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|
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- optional light knockback
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|
||||||
- disappearance on impact
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|
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- return availability after cooldown
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|
||||||
|
|
||||||
### Required fix
|
|
||||||
The hammer should be treated as a gameplay subsystem, not just a small helper script.
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|
||||||
|
|
||||||
Possible structure:
|
|
||||||
|
|
||||||
```text
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|
||||||
Scripts/Player/HammerThrower.cs
|
|
||||||
Scripts/Projectiles/HammerProjectile.cs
|
|
||||||
```
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|
||||||
|
|
||||||
---
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|
||||||
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|
||||||
## 5.8 LevelManager Should Orchestrate Puzzle Pressure
|
|
||||||
`LevelManager.cs` exists, but based on the structure it is too generic.
|
|
||||||
|
|
||||||
For this game, the level is not just geometry. It contains:
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|
||||||
|
|
||||||
- chest placement
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|
||||||
- key progression
|
|
||||||
- troll cave pressure timing
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|
||||||
- block-based shortcuts
|
|
||||||
- treasure pathing
|
|
||||||
- exit condition tracking
|
|
||||||
|
|
||||||
### Required fix
|
|
||||||
`LevelManager` should coordinate:
|
|
||||||
|
|
||||||
- level initialization
|
|
||||||
- references to key objects
|
|
||||||
- troll spawn schedule
|
|
||||||
- level completion state
|
|
||||||
- fail state handling
|
|
||||||
- score / treasure summary
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Recommended Revised Architecture
|
|
||||||
|
|
||||||
Below is a revised structure that better fits the game concept while staying simple and Unity-friendly.
|
|
||||||
|
|
||||||
```text
|
|
||||||
Assets/
|
|
||||||
├── Scripts/
|
|
||||||
│ ├── Core/
|
|
||||||
│ │ ├── GameManager.cs
|
|
||||||
│ │ ├── LevelManager.cs
|
|
||||||
│ │ └── GameEvents.cs
|
|
||||||
│ │
|
|
||||||
│ ├── Player/
|
|
||||||
│ │ ├── PlayerController.cs
|
|
||||||
│ │ ├── HammerThrower.cs
|
|
||||||
│ │ └── PlayerInventory.cs
|
|
||||||
│ │
|
|
||||||
│ ├── Enemies/
|
│ ├── Enemies/
|
||||||
│ │ ├── TrollController.cs
|
│ │ ├── EnemyAI.cs
|
||||||
│ │ ├── TrollStateMachine.cs
|
│ │ └── EnemySpawner.cs
|
||||||
│ │ └── TrollSensors.cs
|
│ ├── Environment/
|
||||||
│ │
|
│ │ ├── MapElements/
|
||||||
│ ├── Systems/
|
│ │ │ ├── IMapElement.cs
|
||||||
│ │ ├── TrollSpawner.cs
|
│ │ │ ├── MapElement.cs
|
||||||
│ │ ├── NoiseSystem.cs
|
│ │ │ └── MapElementSO.cs
|
||||||
│ │ ├── ChestSystem.cs
|
│ │ └── BreakableWall.cs
|
||||||
│ │ └── ScoreSystem.cs
|
│ ├── EnvironmentObjects/
|
||||||
│ │
|
|
||||||
│ ├── World/
|
|
||||||
│ │ ├── BreakableBlock.cs
|
|
||||||
│ │ ├── Treasure.cs
|
|
||||||
│ │ ├── Chest.cs
|
│ │ ├── Chest.cs
|
||||||
│ │ ├── ExitDoor.cs
|
│ │ ├── Door.cs
|
||||||
│ │ ├── KeyItem.cs
|
│ │ ├── DoorInteract.cs
|
||||||
│ │ └── TrollCave.cs
|
│ │ └── KeyChest.cs
|
||||||
│ │
|
|
||||||
│ ├── Projectiles/
|
|
||||||
│ │ └── HammerProjectile.cs
|
|
||||||
│ │
|
|
||||||
│ ├── Managers/
|
│ ├── Managers/
|
||||||
|
│ │ ├── GameManager.cs
|
||||||
│ │ ├── InputManager.cs
|
│ │ ├── InputManager.cs
|
||||||
│ │ ├── AudioManager.cs
|
│ │ ├── LevelManager.cs
|
||||||
|
│ │ ├── NoiseSystem.cs
|
||||||
│ │ └── UIManager.cs
|
│ │ └── UIManager.cs
|
||||||
│ │
|
│ ├── Player/
|
||||||
│ ├── UI/
|
│ │ ├── HammerThrower.cs
|
||||||
│ │ ├── HUD.cs
|
│ │ └── PlayerState.cs
|
||||||
│ │ ├── KeyUI.cs
|
│ ├── ScriptableObject/
|
||||||
│ │ ├── ExitDoorUI.cs
|
│ │ └── TreasureSO.cs
|
||||||
│ │ └── TreasureUI.cs
|
│ └── Utilities/
|
||||||
│ │
|
│ ├── CameraFollow.cs
|
||||||
│ └── Editor/
|
│ ├── Character.cs
|
||||||
│ ├── PlayerControllerEditor.cs
|
│ ├── Enums.cs
|
||||||
│ └── TrollControllerEditor.cs
|
│ ├── IDoor.cs
|
||||||
│
|
│ ├── InputActions.cs
|
||||||
|
│ └── MainMenu.cs
|
||||||
├── Prefabs/
|
├── Prefabs/
|
||||||
│ ├── Player.prefab
|
│ ├── BreakableTile.prefab
|
||||||
│ ├── Troll.prefab
|
|
||||||
│ ├── Hammer.prefab
|
|
||||||
│ ├── HammerProjectile.prefab
|
|
||||||
│ ├── BreakableBlock.prefab
|
|
||||||
│ ├── Treasure.prefab
|
|
||||||
│ ├── Chest.prefab
|
│ ├── Chest.prefab
|
||||||
│ ├── ExitDoor.prefab
|
│ ├── Explosion.prefab
|
||||||
│ └── TrollCave.prefab
|
│ ├── Goblin.prefab
|
||||||
│
|
│ ├── Hammer.prefab
|
||||||
|
│ ├── Ladder.prefab
|
||||||
|
│ ├── Player.prefab
|
||||||
|
│ └── Torch.prefab
|
||||||
├── Scenes/
|
├── Scenes/
|
||||||
│ ├── MainScene.unity
|
│ ├── Level 1.unity
|
||||||
│ └── Level1.unity
|
│ ├── MainMenu.unity
|
||||||
│
|
│ └── Test.unity
|
||||||
├── Resources/
|
├── Sprites/
|
||||||
│ ├── Sprites/
|
│ ├── Arts/
|
||||||
│ │ ├── Player.png
|
│ ├── Env/
|
||||||
│ │ ├── Troll.png
|
│ ├── Coin.png
|
||||||
│ │ ├── Hammer.png
|
│ ├── Goblin_parts.png
|
||||||
│ │ ├── BreakableBlock.png
|
│ ├── Hammer.png
|
||||||
│ │ ├── Treasure.png
|
│ ├── Key.png
|
||||||
│ │ ├── Chest.png
|
│ └── Tileset.png
|
||||||
│ │ └── ExitDoor.png
|
└── Docs/
|
||||||
│ └── Audio/
|
├── Architecture.md
|
||||||
│ ├── Footsteps.mp3
|
├── ArchitectureMigration.md
|
||||||
│ ├── StunSound.wav
|
├── Background.md
|
||||||
│ ├── BlockBreak.mp3
|
├── Decoraions.md
|
||||||
│ ├── KeyCollect.mp3
|
├── GameConcept.md
|
||||||
│ ├── HammerThrow.wav
|
├── Hud_specs.md
|
||||||
│ ├── HammerImpact.wav
|
├── MigrationCompletionSummary.md
|
||||||
│ └── LevelComplete.mp3
|
├── SetupGuide.md
|
||||||
│
|
└── TilesetSpecs.md
|
||||||
├── Documentation/
|
|
||||||
│ ├── Architecture.md
|
|
||||||
│ ├── GameConcept.md
|
|
||||||
│ └── SystemsOverview.md
|
|
||||||
│
|
|
||||||
└── README.md
|
|
||||||
```
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 7. Recommended Responsibilities by System
|
## 4. Key Gameplay Systems
|
||||||
|
|
||||||
## 7.1 Core
|
Core gameplay mechanics are detailed in separate documents:
|
||||||
|
- **[Systems.md](./Systems.md)**: Detailed breakdown of Hammer, Noise, AI, and Environment systems.
|
||||||
### GameManager
|
|
||||||
Responsible for global game state:
|
|
||||||
|
|
||||||
- current level
|
|
||||||
- score
|
|
||||||
- pause state
|
|
||||||
- restart flow
|
|
||||||
- progression to the next level
|
|
||||||
- game over / level complete state
|
|
||||||
|
|
||||||
### LevelManager
|
|
||||||
Responsible for level-specific runtime orchestration:
|
|
||||||
|
|
||||||
- setup of level references
|
|
||||||
- chest/key logic initialization
|
|
||||||
- spawn schedule coordination
|
|
||||||
- exit unlock checks
|
|
||||||
- level completion verification
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 7.2 Player
|
## 5. Architectural Evolution
|
||||||
|
|
||||||
### PlayerController
|
History of architectural changes and resolved issues can be found in **[Evolution.md](./Evolution.md)**.
|
||||||
Handles:
|
|
||||||
|
|
||||||
- movement
|
|
||||||
- ladders
|
|
||||||
- drop-through actions
|
|
||||||
- jumps (if enabled)
|
|
||||||
- interaction with chests and treasures
|
|
||||||
|
|
||||||
### HammerThrower
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- throw input
|
|
||||||
- cooldown management
|
|
||||||
- spawn of hammer projectile
|
|
||||||
- animation trigger
|
|
||||||
- throw direction logic
|
|
||||||
|
|
||||||
### PlayerInventory
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- hasKey flag
|
|
||||||
- treasure count
|
|
||||||
- temporary status values if needed later
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 7.3 Enemies
|
## 6. Implementation Guidelines
|
||||||
|
|
||||||
### TrollController
|
Standard practices for project expansion are located in **[Guidelines.md](./Guidelines.md)**.
|
||||||
Handles physical enemy behavior:
|
|
||||||
|
|
||||||
- movement
|
|
||||||
- pathing on platforms and ladders
|
|
||||||
- stun timing
|
|
||||||
- chase control
|
|
||||||
|
|
||||||
### TrollStateMachine
|
|
||||||
Handles transitions between:
|
|
||||||
|
|
||||||
- patrol
|
|
||||||
- investigate noise
|
|
||||||
- chase
|
|
||||||
- stunned
|
|
||||||
- recovery
|
|
||||||
|
|
||||||
### TrollSensors
|
|
||||||
Handles perception:
|
|
||||||
|
|
||||||
- line of sight to the player
|
|
||||||
- hearing range
|
|
||||||
- awareness of noise events
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 7.4 Systems
|
## 7. Conclusion
|
||||||
|
|
||||||
### TrollSpawner
|
The project architecture is now in a healthy state, directly supporting the "Gnome’s Bounty" gameplay pillars. It is ready for further content expansion (new levels, enemies, and puzzle elements) without requiring structural changes.
|
||||||
Handles:
|
|
||||||
|
|
||||||
- first spawn delay
|
|
||||||
- repeated spawn timing
|
|
||||||
- maximum troll count
|
|
||||||
- visual/audio warnings before spawn
|
|
||||||
|
|
||||||
### NoiseSystem
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- noise registration by world position
|
|
||||||
- intensity/radius
|
|
||||||
- listener notification
|
|
||||||
- optional debug visualization
|
|
||||||
|
|
||||||
### ChestSystem
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- which chest has the key
|
|
||||||
- what treasure is inside other chests
|
|
||||||
- opening resolution
|
|
||||||
- communication with `KeyUI` and exit state
|
|
||||||
|
|
||||||
### ScoreSystem
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- treasure total
|
|
||||||
- optional chest bonuses
|
|
||||||
- end-of-level scoring summary
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7.5 World Objects
|
|
||||||
|
|
||||||
### BreakableBlock
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- whether block is breakable
|
|
||||||
- destruction trigger
|
|
||||||
- sound generation
|
|
||||||
- optional debris effect
|
|
||||||
- optional noise event emission
|
|
||||||
|
|
||||||
### Treasure
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- collectible value
|
|
||||||
- pickup feedback
|
|
||||||
- destroy-on-collect logic
|
|
||||||
|
|
||||||
### Chest
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- interaction zone
|
|
||||||
- opening state
|
|
||||||
- opening time
|
|
||||||
- content reveal
|
|
||||||
|
|
||||||
### ExitDoor
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- locked/unlocked state
|
|
||||||
- requirement check for key
|
|
||||||
- level end trigger
|
|
||||||
|
|
||||||
### TrollCave
|
|
||||||
Handles:
|
|
||||||
|
|
||||||
- spawn point reference
|
|
||||||
- warning effects
|
|
||||||
- integration with `TrollSpawner`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Alignment with the Main Game Idea
|
|
||||||
|
|
||||||
## 8.1 Tactical Movement, Not Combat
|
|
||||||
The revised architecture supports this by keeping combat lightweight and utility-based.
|
|
||||||
|
|
||||||
- player has a throwable hammer
|
|
||||||
- trolls are controlled through stun and routing, not damage
|
|
||||||
- breakable blocks are a navigation tool
|
|
||||||
- enemy reaction is part of puzzle solving
|
|
||||||
|
|
||||||
## 8.2 Puzzle-Driven Pressure
|
|
||||||
The presence of:
|
|
||||||
|
|
||||||
- `NoiseSystem`
|
|
||||||
- `ChestSystem`
|
|
||||||
- `TrollSpawner`
|
|
||||||
- `LevelManager`
|
|
||||||
|
|
||||||
creates the intended pressure loop:
|
|
||||||
|
|
||||||
1. explore carefully
|
|
||||||
2. make a noisy move
|
|
||||||
3. attract danger
|
|
||||||
4. improvise route changes
|
|
||||||
5. secure the key
|
|
||||||
6. escape
|
|
||||||
|
|
||||||
## 8.3 Predictable but Dangerous Trolls
|
|
||||||
A state machine preserves readability, allowing players to learn and exploit enemy behavior.
|
|
||||||
|
|
||||||
## 8.4 Short Replayable Levels
|
|
||||||
The architecture supports compact levels because it keeps systems modular and level-specific logic in the proper place.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Priority Fix List
|
|
||||||
|
|
||||||
If the goal is to improve the architecture without overengineering, apply the following changes first.
|
|
||||||
|
|
||||||
### Priority 1 — Must Fix Immediately
|
|
||||||
1. Replace **Axe** naming with **Hammer** everywhere
|
|
||||||
2. Remove duplicated `GameManager`
|
|
||||||
3. Move `TrollSpawner` out of `Utilities`
|
|
||||||
4. Add a noise reaction system
|
|
||||||
|
|
||||||
### Priority 2 — Strongly Recommended
|
|
||||||
5. Add a proper chest/key gameplay class
|
|
||||||
6. Add a troll state machine
|
|
||||||
7. Expand hammer logic into a real projectile + cooldown system
|
|
||||||
|
|
||||||
### Priority 3 — Nice to Have
|
|
||||||
8. Add `PlayerInventory`
|
|
||||||
9. Add `ScoreSystem`
|
|
||||||
10. Add debug editor tools for noise radius, spawn timing, and chest content assignment
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Final Conclusion
|
|
||||||
|
|
||||||
The current architecture is **not wrong**, but it is still only a **partial match** for the actual game concept.
|
|
||||||
|
|
||||||
It already supports a basic playable prototype, but if left unchanged it will likely drift toward a simpler arcade platformer. The missing systems are exactly the ones that make **Gnome’s Bounty** feel distinct:
|
|
||||||
|
|
||||||
- the **magical throwing hammer**
|
|
||||||
- noise-based enemy pressure
|
|
||||||
- chest/key tension
|
|
||||||
- readable troll AI
|
|
||||||
- puzzle-first level orchestration
|
|
||||||
|
|
||||||
### Final Assessment
|
|
||||||
|
|
||||||
**The architecture is a solid base, but it should be revised before production scaling.**
|
|
||||||
|
|
||||||
With the changes proposed in this document, the project structure will align much better with the intended gameplay and will stay cleaner as the game grows.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Short Version
|
|
||||||
|
|
||||||
### Does the architecture match the main game idea?
|
|
||||||
|
|
||||||
**Partially yes.**
|
|
||||||
|
|
||||||
### Is it good enough for a prototype?
|
|
||||||
|
|
||||||
**Yes.**
|
|
||||||
|
|
||||||
### Is it ready for long-term development without corrections?
|
|
||||||
|
|
||||||
**No.**
|
|
||||||
|
|
||||||
### Most important changes:
|
|
||||||
|
|
||||||
- Axe -> Hammer
|
|
||||||
- Add NoiseSystem
|
|
||||||
- Remove duplicate GameManager
|
|
||||||
- Add Troll state machine
|
|
||||||
- Add Chest/Key gameplay logic
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 12. Recommended File Naming Cleanup
|
|
||||||
|
|
||||||
```text
|
|
||||||
AxeThrower.cs -> HammerThrower.cs
|
|
||||||
Axe.prefab -> Hammer.prefab
|
|
||||||
Axe.png -> Hammer.png
|
|
||||||
TreasureCollector -> TreasureSystem or PlayerInventory
|
|
||||||
TrollSpawner -> move to Systems/
|
|
||||||
LevelManager -> move to Core/
|
|
||||||
GameManager -> keep only one instance
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 13. Recommended Next Step
|
|
||||||
|
|
||||||
The most practical next step is to create a **production-ready Unity script skeleton** for the revised architecture, including:
|
|
||||||
|
|
||||||
- `PlayerController`
|
|
||||||
- `HammerThrower`
|
|
||||||
- `HammerProjectile`
|
|
||||||
- `TrollController`
|
|
||||||
- `TrollStateMachine`
|
|
||||||
- `NoiseSystem`
|
|
||||||
- `Chest`
|
|
||||||
- `LevelManager`
|
|
||||||
- `GameManager`
|
|
||||||
|
|
||||||
This would turn the conceptual structure into an implementation-ready foundation.
|
|
||||||
|
|||||||
@@ -1,681 +0,0 @@
|
|||||||
# Gnome’s Bounty — Architecture Migration Plan for Coding Model
|
|
||||||
|
|
||||||
## 1. Purpose
|
|
||||||
|
|
||||||
This document is written for a coding model / AI coding agent that will work on the current Unity project for **Gnome’s Bounty**.
|
|
||||||
|
|
||||||
The purpose is to guide the model through a **safe, incremental architecture migration** based on the **current project structure**, not an idealized rewrite.
|
|
||||||
|
|
||||||
The agent should use this file as an execution plan.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Main Goal
|
|
||||||
|
|
||||||
Refactor and extend the current Unity project so it better matches the intended game concept:
|
|
||||||
|
|
||||||
- 2D puzzle-platformer
|
|
||||||
- player uses a **throwing hammer**
|
|
||||||
- hammer can **stun enemies** and **break certain walls**
|
|
||||||
- player opens chests, finds a key, and exits through a door
|
|
||||||
- enemies should create pressure over time
|
|
||||||
- enemy AI should eventually react to **noise**
|
|
||||||
- the project structure should become cleaner without requiring a full rewrite
|
|
||||||
|
|
||||||
The goal is **not** to rebuild the game from scratch.
|
|
||||||
The goal is to **improve the current project safely**.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Current Project Context
|
|
||||||
|
|
||||||
The current Unity project already contains the following relevant files and systems:
|
|
||||||
|
|
||||||
- `PlayerController.cs`
|
|
||||||
- `Hammer.cs`
|
|
||||||
- `HammerThrower.cs`
|
|
||||||
- `EnemyAI.cs`
|
|
||||||
- `CharacterSpawner.cs`
|
|
||||||
- `BreakableWall.cs`
|
|
||||||
- `Chest.cs`
|
|
||||||
- `KeyChest.cs`
|
|
||||||
- `Door.cs`
|
|
||||||
- `DoorInteract.cs`
|
|
||||||
- `InputManager.cs`
|
|
||||||
- `UiManager.cs`
|
|
||||||
- `Character.cs`
|
|
||||||
- `CameraFollow.cs`
|
|
||||||
- `TreasureSO.cs`
|
|
||||||
- `MapElementSO.cs`
|
|
||||||
|
|
||||||
The project also includes folders and assets related to:
|
|
||||||
|
|
||||||
- controllers
|
|
||||||
- environment objects
|
|
||||||
- managers
|
|
||||||
- map elements
|
|
||||||
- scriptable objects
|
|
||||||
- prefabs
|
|
||||||
- scenes
|
|
||||||
- animations
|
|
||||||
- sprites
|
|
||||||
|
|
||||||
This means the project already has a prototype-level gameplay foundation.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Important Constraints for the Coding Model
|
|
||||||
|
|
||||||
### 4.1 General Rules
|
|
||||||
- Do **not** rewrite unrelated systems.
|
|
||||||
- Do **not** perform a full architecture rewrite.
|
|
||||||
- Prefer **small, safe, incremental changes**.
|
|
||||||
- Keep the project **Unity-friendly** and inspector-friendly.
|
|
||||||
- Preserve existing gameplay where possible.
|
|
||||||
- Keep naming consistent and readable.
|
|
||||||
- Avoid unnecessary abstractions.
|
|
||||||
- Use simple `MonoBehaviour` patterns unless something more advanced is clearly required.
|
|
||||||
|
|
||||||
### 4.2 Refactoring Rules
|
|
||||||
- If renaming files/classes, clearly list all renamed files.
|
|
||||||
- If Unity references may break because of renaming or moving scripts, explicitly mention required Unity setup steps.
|
|
||||||
- If a class is currently too generic, improve it gradually instead of replacing it immediately.
|
|
||||||
- Prefer **adding missing gameplay systems** over rewriting existing ones.
|
|
||||||
- If a task is risky, choose the safest implementation that preserves compatibility.
|
|
||||||
|
|
||||||
### 4.3 Output Rules
|
|
||||||
For each task, the coding model must return:
|
|
||||||
1. A short summary of what was changed
|
|
||||||
2. A list of files changed
|
|
||||||
3. Full code for every **new file**
|
|
||||||
4. Full code for every **modified file**
|
|
||||||
5. Unity setup instructions (if required)
|
|
||||||
6. Notes about assumptions, risks, or possible scene/prefab reference issues
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. Architecture Issues to Solve
|
|
||||||
|
|
||||||
The current project already aligns with the concept in several areas, but the following architectural gaps should be addressed:
|
|
||||||
|
|
||||||
1. `UiManager.cs` should be normalized to `UIManager.cs`
|
|
||||||
2. `HammerThrower.cs` and `Hammer.cs` should have clearly separated responsibilities
|
|
||||||
3. There is no explicit `GameManager.cs`
|
|
||||||
4. There is no explicit `LevelManager.cs`
|
|
||||||
5. There is no dedicated `NoiseSystem.cs`
|
|
||||||
6. `EnemyAI.cs` is likely too generic and should gradually support enemy states
|
|
||||||
7. Hammer gameplay should clearly support:
|
|
||||||
- cooldown
|
|
||||||
- projectile behavior
|
|
||||||
- stun
|
|
||||||
- destructible wall interaction
|
|
||||||
- self-destruction on impact
|
|
||||||
8. The chest → key → door → exit loop should be centralized and explicit
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. High-Level Migration Phases
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 1 — Safe Cleanup and Structural Preparation
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Improve naming and separate responsibilities without changing game behavior too much.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Rename `UiManager.cs` to `UIManager.cs`
|
|
||||||
2. Review `Hammer.cs` and `HammerThrower.cs`
|
|
||||||
3. Ensure:
|
|
||||||
- `HammerThrower` handles throw input, direction, cooldown, and projectile spawn
|
|
||||||
- `Hammer` handles projectile movement, collision detection, stun, breakable wall interaction, and self-destruction
|
|
||||||
4. Review `EnemyAI.cs`
|
|
||||||
5. Do **not** deeply refactor `EnemyAI` yet
|
|
||||||
6. Keep all current gameplay working
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
- cleaner naming
|
|
||||||
- clearer hammer responsibilities
|
|
||||||
- no major gameplay breakage
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- project compiles
|
|
||||||
- hammer still works
|
|
||||||
- no scene references are silently broken
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 2 — Add Core Gameplay Managers
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Introduce missing orchestration for game state and level progression.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Create `GameManager.cs`
|
|
||||||
2. Create `LevelManager.cs`
|
|
||||||
3. `GameManager` should manage:
|
|
||||||
- whether the player has the key
|
|
||||||
- treasure count
|
|
||||||
- simple level complete action
|
|
||||||
- future extensibility for restart, game over, or scene transition
|
|
||||||
4. `LevelManager` should manage:
|
|
||||||
- key collection flow
|
|
||||||
- door unlock flow
|
|
||||||
- level completion request when player reaches exit
|
|
||||||
5. Integrate current `Door`, `DoorInteract`, `Chest`, and `KeyChest` systems with these managers
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
The gameplay loop becomes explicit:
|
|
||||||
|
|
||||||
1. open chest
|
|
||||||
2. get key
|
|
||||||
3. unlock door
|
|
||||||
4. reach exit
|
|
||||||
5. complete level
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- when the player gets the key, game state updates correctly
|
|
||||||
- door unlocking is controlled through level logic
|
|
||||||
- reaching exit with the key triggers level completion logic
|
|
||||||
- project compiles without removing current gameplay
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 3 — Implement Noise System
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Add one of the missing core mechanics from the design: **enemy reaction to noise**.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Create `NoiseSystem.cs`
|
|
||||||
2. Add a public API such as:
|
|
||||||
- `Emit(Vector3 position, float radius)`
|
|
||||||
3. Update `BreakableWall.cs` so breaking a wall emits noise
|
|
||||||
4. Update `Hammer.cs` so impact can emit noise
|
|
||||||
5. Update `EnemyAI.cs` so it can respond to noise events via a method such as:
|
|
||||||
- `OnNoise(Vector3 sourcePosition)`
|
|
||||||
6. Keep the implementation simple and compatible with the current project
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
Enemy behavior becomes influenced by player actions.
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- breaking a wall emits noise
|
|
||||||
- hammer impact emits noise
|
|
||||||
- nearby enemies are notified
|
|
||||||
- enemies change behavior when hearing noise
|
|
||||||
- exposed tuning fields are available in Inspector where useful
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 4 — Improve EnemyAI with States
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Make enemy behavior clearer, more predictable, and closer to the intended troll-like pressure behavior.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Update `EnemyAI.cs` to support a simple internal state model
|
|
||||||
2. Add states such as:
|
|
||||||
- `Patrol`
|
|
||||||
- `Investigate`
|
|
||||||
- `Chase`
|
|
||||||
- `Stunned`
|
|
||||||
3. Add logic for:
|
|
||||||
- reacting to noise
|
|
||||||
- changing target position when investigating
|
|
||||||
- entering a stunned state when hit by the hammer
|
|
||||||
- recovering from stun after a delay
|
|
||||||
4. Keep implementation simple
|
|
||||||
5. Do **not** create an overcomplicated AI framework
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
Enemies behave in a controlled and readable way.
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- enemy can be stunned
|
|
||||||
- enemy can recover from stun
|
|
||||||
- enemy can investigate noise
|
|
||||||
- enemy can still chase or patrol if such behavior already exists
|
|
||||||
- code is maintainable and understandable
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 5 — Finalize Hammer Gameplay Logic
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Make the hammer fully aligned with the intended design.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Update `HammerThrower.cs` to include:
|
|
||||||
- cooldown
|
|
||||||
- throw permission checks
|
|
||||||
- projectile spawning
|
|
||||||
2. Update `Hammer.cs` to include:
|
|
||||||
- collision with breakable walls
|
|
||||||
- collision with `EnemyAI`
|
|
||||||
- self-destruction on impact
|
|
||||||
- optional impact noise emission
|
|
||||||
3. Ensure the hammer:
|
|
||||||
- does not kill enemies
|
|
||||||
- can stun enemies
|
|
||||||
- can break only destructible walls
|
|
||||||
- disappears on impact
|
|
||||||
- becomes available again after cooldown
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
The hammer becomes a proper tactical tool rather than a generic projectile.
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- hammer cannot be spammed without cooldown
|
|
||||||
- hammer breaks only valid destructible objects
|
|
||||||
- hammer stuns enemies
|
|
||||||
- hammer disappears on impact
|
|
||||||
- gameplay remains responsive
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 6 — Integrate Chest → Key → Door Loop Properly
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Make the main level progression loop robust and explicit.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Review `Chest.cs` and `KeyChest.cs`
|
|
||||||
2. Ensure `KeyChest.cs` informs `GameManager` and/or `LevelManager` when key is collected
|
|
||||||
3. Update `Door.cs` so it clearly supports locked/unlocked state
|
|
||||||
4. Update `DoorInteract.cs` so player interaction is separate from progression logic
|
|
||||||
5. Ensure door completion checks are performed through `GameManager` and/or `LevelManager`
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
The core objective loop becomes stable:
|
|
||||||
|
|
||||||
- open chest
|
|
||||||
- obtain key
|
|
||||||
- unlock or enable exit
|
|
||||||
- reach exit
|
|
||||||
- complete level
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- opening key chest grants key
|
|
||||||
- door unlocks only when appropriate
|
|
||||||
- player can finish level through door flow
|
|
||||||
- project compiles and current gameplay remains functional
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 7 — Optional Folder and Naming Cleanup
|
|
||||||
|
|
||||||
### Objective
|
|
||||||
Improve long-term maintainability without breaking the current project.
|
|
||||||
|
|
||||||
### Tasks
|
|
||||||
1. Consider moving scripts into clearer folders, for example:
|
|
||||||
- `HammerThrower.cs` → player-related folder
|
|
||||||
- `Hammer.cs` → projectile or combat-related folder
|
|
||||||
- `EnemyAI.cs` → enemy-related folder
|
|
||||||
- `BreakableWall.cs` → environment or world-related folder
|
|
||||||
2. Rename `CharacterSpawner.cs` to `EnemySpawner.cs` **only if** it is truly enemy-specific
|
|
||||||
3. Do not move or rename files unless the required Unity follow-up steps are clearly documented
|
|
||||||
|
|
||||||
### Expected Result
|
|
||||||
The project structure becomes easier to understand and extend.
|
|
||||||
|
|
||||||
### Acceptance Criteria
|
|
||||||
- structure becomes clearer
|
|
||||||
- moved scripts still work in Unity
|
|
||||||
- all renames/moves are documented
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Detailed Task Backlog for the Coding Model
|
|
||||||
|
|
||||||
Each task below should preferably be executed in a separate interaction or small batch.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 1 — Normalize UI Manager Naming
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Rename `UiManager.cs` to `UIManager.cs` and update the class name accordingly.
|
|
||||||
Check for all references in the project and update them if necessary.
|
|
||||||
Do not change any unrelated logic unless required for compilation.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- renamed file
|
|
||||||
- updated class name
|
|
||||||
- note about scene/prefab references if Unity reattachment is required
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- project compiles
|
|
||||||
- no broken references remain undocumented
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 2 — Separate Hammer Throw Logic and Hammer Projectile Logic
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Review `HammerThrower.cs` and `Hammer.cs`.
|
|
||||||
|
|
||||||
Refactor them so:
|
|
||||||
- `HammerThrower` manages player input integration, throw direction, throw permission checks, cooldown, and projectile spawn
|
|
||||||
- `Hammer` manages projectile movement, collision detection, stun application, destructible wall interaction, optional noise emission, and self-destruction on impact
|
|
||||||
|
|
||||||
Do not remove existing functionality unless replacing it with equivalent or better behavior.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- full updated `HammerThrower.cs`
|
|
||||||
- full updated `Hammer.cs`
|
|
||||||
- short explanation of each class responsibility
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- hammer still throws correctly
|
|
||||||
- responsibilities are clearly separated
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 3 — Add GameManager
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Create a new `GameManager.cs` MonoBehaviour singleton.
|
|
||||||
|
|
||||||
It should manage:
|
|
||||||
- whether the player has the key
|
|
||||||
- treasure count
|
|
||||||
- a basic level completion action
|
|
||||||
- future-friendly structure for restart or scene transition
|
|
||||||
|
|
||||||
Keep implementation simple and compatible with the current project.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- new `GameManager.cs`
|
|
||||||
- explanation of where to place it in the scene
|
|
||||||
- any required setup steps
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- other systems can check key ownership via `GameManager`
|
|
||||||
- treasure is tracked centrally
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 4 — Add LevelManager
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Create a new `LevelManager.cs` MonoBehaviour.
|
|
||||||
|
|
||||||
It should manage:
|
|
||||||
- response to key collection
|
|
||||||
- door unlock flow
|
|
||||||
- level completion request when the player reaches exit
|
|
||||||
|
|
||||||
Integrate it with `Door.cs`, `DoorInteract.cs`, `Chest.cs`, and/or `KeyChest.cs` as needed.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- new `LevelManager.cs`
|
|
||||||
- updated related files if required
|
|
||||||
- integration notes
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- level progression logic is centralized
|
|
||||||
- door flow is no longer spread across unrelated classes
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 5 — Add Noise System
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Create a simple `NoiseSystem.cs` singleton for noise events in the world.
|
|
||||||
|
|
||||||
Requirements:
|
|
||||||
- expose a public method to emit noise using world position and radius
|
|
||||||
- detect nearby enemies
|
|
||||||
- notify them through a method like `OnNoise(Vector3 sourcePosition)`
|
|
||||||
|
|
||||||
Integrate the system with:
|
|
||||||
- `Hammer.cs`
|
|
||||||
- `BreakableWall.cs`
|
|
||||||
- `EnemyAI.cs`
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- new `NoiseSystem.cs`
|
|
||||||
- updated `Hammer.cs`
|
|
||||||
- updated `BreakableWall.cs`
|
|
||||||
- updated `EnemyAI.cs` with a basic noise reaction entry point
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- gameplay events can emit noise
|
|
||||||
- nearby enemies can react to that noise
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 6 — Add Enemy States to EnemyAI
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Refactor `EnemyAI.cs` to support a simple internal state system.
|
|
||||||
|
|
||||||
Required states:
|
|
||||||
- `Patrol`
|
|
||||||
- `Investigate`
|
|
||||||
- `Chase`
|
|
||||||
- `Stunned`
|
|
||||||
|
|
||||||
Required behaviors:
|
|
||||||
- change target or focus when hearing a noise
|
|
||||||
- enter stunned state when hit by hammer
|
|
||||||
- recover from stun after delay
|
|
||||||
|
|
||||||
Do not overengineer.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- full updated `EnemyAI.cs`
|
|
||||||
- brief explanation of state transitions
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- enemies respond to noise
|
|
||||||
- enemies can be stunned and recover
|
|
||||||
- code stays readable
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 7 — Add Hammer Cooldown and Tactical Rules
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Update hammer gameplay to fully support the intended tactical role.
|
|
||||||
|
|
||||||
Requirements:
|
|
||||||
- player cannot throw continuously without cooldown
|
|
||||||
- hammer disappears on impact
|
|
||||||
- hammer stuns enemies but does not kill them
|
|
||||||
- hammer breaks only destructible walls
|
|
||||||
- hammer impact may emit noise
|
|
||||||
- all tunable values should be inspector-friendly where appropriate
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- updated `HammerThrower.cs`
|
|
||||||
- updated `Hammer.cs`
|
|
||||||
- notes about tuning values exposed in Inspector
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- hammer behavior matches design
|
|
||||||
- gameplay is tunable without code changes
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 8 — Integrate KeyChest with Game State
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Update `KeyChest.cs` so that opening it informs `GameManager` and/or `LevelManager` that the key has been collected.
|
|
||||||
|
|
||||||
This must trigger:
|
|
||||||
- key ownership update
|
|
||||||
- door unlock flow or unlock eligibility
|
|
||||||
|
|
||||||
Do not break the existing chest interaction flow.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- updated `KeyChest.cs`
|
|
||||||
- updated `Chest.cs` if needed
|
|
||||||
- scene setup notes if references are required
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- opening the key chest updates game state correctly
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 9 — Improve Door Flow
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Refactor `Door.cs` and `DoorInteract.cs` so that:
|
|
||||||
- `Door` owns locked/unlocked state
|
|
||||||
- `DoorInteract` handles player interaction only
|
|
||||||
- final completion checks are performed through `GameManager` and/or `LevelManager`
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- updated `Door.cs`
|
|
||||||
- updated `DoorInteract.cs`
|
|
||||||
- explanation of class responsibilities
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- door lock state is explicit
|
|
||||||
- player interaction is separated from progression logic
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Task 10 — Optional Folder Cleanup Plan
|
|
||||||
|
|
||||||
### Instruction
|
|
||||||
Propose and optionally apply a safer folder structure cleanup for the current scripts.
|
|
||||||
|
|
||||||
Suggested direction:
|
|
||||||
- player-related scripts in a player or controllers folder
|
|
||||||
- enemy scripts in an enemies folder
|
|
||||||
- hammer/projectile scripts in a combat or projectiles folder
|
|
||||||
- managers in a managers folder
|
|
||||||
- environment/world scripts in an environment or world folder
|
|
||||||
|
|
||||||
Do not move files blindly.
|
|
||||||
If there is risk to Unity references, provide a move plan instead of applying changes immediately.
|
|
||||||
|
|
||||||
### Deliverables
|
|
||||||
- either actual safe file moves
|
|
||||||
- or a documented migration plan for folder cleanup
|
|
||||||
|
|
||||||
### Definition of Done
|
|
||||||
- the structure becomes clearer or a safe future move plan is documented
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 8. Recommended Execution Order
|
|
||||||
|
|
||||||
The coding model should process the tasks in the following order:
|
|
||||||
|
|
||||||
1. Task 1 — Normalize UI manager naming
|
|
||||||
2. Task 2 — Separate hammer throw logic and projectile logic
|
|
||||||
3. Task 3 — Add `GameManager`
|
|
||||||
4. Task 4 — Add `LevelManager`
|
|
||||||
5. Task 8 — Integrate `KeyChest` with game state
|
|
||||||
6. Task 9 — Improve door flow
|
|
||||||
7. Task 5 — Add `NoiseSystem`
|
|
||||||
8. Task 6 — Add enemy states to `EnemyAI`
|
|
||||||
9. Task 7 — Finalize hammer cooldown and tactical rules
|
|
||||||
10. Task 10 — Optional folder cleanup
|
|
||||||
|
|
||||||
This order is intentionally incremental and low risk.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 9. Prompt Template for the Coding Model
|
|
||||||
|
|
||||||
Use the following prompt template when sending a single task to a coding model:
|
|
||||||
|
|
||||||
```text
|
|
||||||
You are working on an existing Unity 2D project called Gnome’s Bounty.
|
|
||||||
|
|
||||||
Important constraints:
|
|
||||||
- Do not rewrite the entire architecture.
|
|
||||||
- Make only focused, safe, incremental changes.
|
|
||||||
- Keep existing gameplay working if possible.
|
|
||||||
- Return full code for every changed file.
|
|
||||||
- Return full code for every new file.
|
|
||||||
- Clearly list renamed files and any Unity Inspector setup steps.
|
|
||||||
- Prefer simple MonoBehaviour-based design over overengineering.
|
|
||||||
|
|
||||||
Current project context:
|
|
||||||
- The player uses a throwing hammer.
|
|
||||||
- The hammer can stun enemies and break certain walls.
|
|
||||||
- The level loop is chest -> key -> door -> exit.
|
|
||||||
- Enemies should later react to noise.
|
|
||||||
- Existing files include PlayerController, Hammer, HammerThrower, EnemyAI, BreakableWall, Chest, KeyChest, Door, DoorInteract, InputManager, UiManager, CharacterSpawner.
|
|
||||||
|
|
||||||
Task:
|
|
||||||
[INSERT ONE TASK FROM THIS DOCUMENT]
|
|
||||||
|
|
||||||
Expected output:
|
|
||||||
1. Summary of changes
|
|
||||||
2. List of files changed
|
|
||||||
3. Full code for each new file
|
|
||||||
4. Full code for each updated file
|
|
||||||
5. Unity setup instructions
|
|
||||||
6. Notes about any risks or assumptions
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 10. Recommended AI Session Breakdown
|
|
||||||
|
|
||||||
To reduce risk, do **not** ask the coding model to execute the whole migration in one response.
|
|
||||||
|
|
||||||
Preferred breakdown:
|
|
||||||
|
|
||||||
### Session 1
|
|
||||||
- Task 1
|
|
||||||
- Task 2
|
|
||||||
|
|
||||||
### Session 2
|
|
||||||
- Task 3
|
|
||||||
- Task 4
|
|
||||||
- Task 8
|
|
||||||
- Task 9
|
|
||||||
|
|
||||||
### Session 3
|
|
||||||
- Task 5
|
|
||||||
- Task 6
|
|
||||||
- Task 7
|
|
||||||
|
|
||||||
### Session 4
|
|
||||||
- Task 10
|
|
||||||
|
|
||||||
This keeps refactoring controlled and easier to review.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 11. Final Guidance for the Coding Model
|
|
||||||
|
|
||||||
When performing these tasks, always prefer:
|
|
||||||
|
|
||||||
- compatibility over elegance
|
|
||||||
- safe migration over aggressive refactor
|
|
||||||
- explicit inspector setup over hidden assumptions
|
|
||||||
- readable MonoBehaviour code over advanced patterns
|
|
||||||
|
|
||||||
The project already has a working prototype base.
|
|
||||||
The purpose of this plan is to evolve it into a cleaner architecture that matches the game concept more closely.
|
|
||||||
|
|
||||||
Do not replace the existing project with a theoretical “perfect architecture”.
|
|
||||||
Improve the real project incrementally.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 12. Desired End State
|
|
||||||
|
|
||||||
After completing the migration, the project should have:
|
|
||||||
|
|
||||||
- clean hammer throw + projectile separation
|
|
||||||
- a central `GameManager`
|
|
||||||
- a central `LevelManager`
|
|
||||||
- a simple but functional `NoiseSystem`
|
|
||||||
- enemies that can react to noise and become stunned
|
|
||||||
- a stable chest → key → door → exit flow
|
|
||||||
- clearer responsibilities between gameplay systems
|
|
||||||
- a cleaner and more maintainable Unity architecture
|
|
||||||
|
|
||||||
This is the target state for the current project.
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 690a6b37d2b97044c8a4ecda9dce6e90
|
|
||||||
TextScriptImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
# Architectural Evolution
|
||||||
|
|
||||||
|
This document tracks the major architectural improvements and transitions in the **Gnome’s 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).
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
# Implementation Guidelines
|
||||||
|
|
||||||
|
To maintain architectural consistency in **Gnome’s Bounty**, please follow these rules when adding new content:
|
||||||
|
|
||||||
|
- **New World Objects:** Place in `Scripts/EnvironmentObjects/`.
|
||||||
|
- **New Managers:** Place in `Scripts/Managers/`.
|
||||||
|
- **New AI Behaviors:** Add to `EnemyAI.cs` or create specialized classes in `Scripts/Enemies/`.
|
||||||
|
- **UI Updates:** Modify `UIManager.cs` and related scripts in `Scripts/Managers/`.
|
||||||
|
|
||||||
|
Refer to [Architecture.md](./Architecture.md) for the full project structure.
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
# Key Gameplay Systems
|
||||||
|
|
||||||
|
This document details the core systems that drive the gameplay in **Gnome’s 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`.
|
||||||
Reference in New Issue
Block a user