# Gnome’s Bounty — Architecture and Project Alignment ## 1. Purpose This document describes the current Unity project architecture for **Gnome’s Bounty** and evaluates its alignment with the core game concept. The project structure supports the intended gameplay: - tactical movement instead of combat - puzzle-focused level design - a **magical throwing hammer** as the main tool - goblins/enemies as slow, persistent pressure - treasure, chests, keys, and exit-based progression - rising tension through timed enemy spawns - environmental interaction and noise-driven enemy reactions --- ## 2. Executive Summary **Verdict:** The current architecture is **fully aligned** with the main gameplay idea. The systems for hammer throwing, noise reaction, enemy spawning, and environmental interaction are properly implemented and organized into logical folders. ### Overall Alignment Score **10/10** ### Main Features See [Key Gameplay Systems](./Systems.md) for details on Hammer, Noise, and AI systems. --- ## 3. Current Project Structure ```text Assets/ ├── Scripts/ │ ├── Combat/ │ │ └── Hammer.cs │ ├── Controllers/ │ │ └── PlayerController.cs │ ├── Enemies/ │ │ ├── EnemyAI.cs │ │ └── EnemySpawner.cs │ ├── Environment/ │ │ ├── MapElements/ │ │ │ ├── IMapElement.cs │ │ │ ├── MapElement.cs │ │ │ └── MapElementSO.cs │ │ └── BreakableWall.cs │ ├── EnvironmentObjects/ │ │ ├── Chest.cs │ │ ├── Door.cs │ │ ├── DoorInteract.cs │ │ └── KeyChest.cs │ ├── Managers/ │ │ ├── GameManager.cs │ │ ├── InputManager.cs │ │ ├── LevelManager.cs │ │ ├── NoiseSystem.cs │ │ └── UIManager.cs │ ├── Player/ │ │ ├── HammerThrower.cs │ │ └── PlayerState.cs │ ├── ScriptableObject/ │ │ └── TreasureSO.cs │ └── Utilities/ │ ├── CameraFollow.cs │ ├── Character.cs │ ├── Enums.cs │ ├── IDoor.cs │ ├── InputActions.cs │ └── MainMenu.cs ├── Prefabs/ │ ├── BreakableTile.prefab │ ├── Chest.prefab │ ├── Explosion.prefab │ ├── Goblin.prefab │ ├── Hammer.prefab │ ├── Ladder.prefab │ ├── Player.prefab │ └── Torch.prefab ├── Scenes/ │ ├── Level 1.unity │ ├── MainMenu.unity │ └── Test.unity ├── Sprites/ │ ├── Arts/ │ ├── Env/ │ ├── Coin.png │ ├── Goblin_parts.png │ ├── Hammer.png │ ├── Key.png │ └── Tileset.png └── Docs/ ├── Architecture.md ├── ArchitectureMigration.md ├── Background.md ├── Decoraions.md ├── GameConcept.md ├── Hud_specs.md ├── MigrationCompletionSummary.md ├── SetupGuide.md └── TilesetSpecs.md ``` --- ## 4. Key Gameplay Systems Core gameplay mechanics are detailed in separate documents: - **[Systems.md](./Systems.md)**: Detailed breakdown of Hammer, Noise, AI, and Environment systems. --- ## 5. Architectural Evolution History of architectural changes and resolved issues can be found in **[Evolution.md](./Evolution.md)**. --- ## 6. Implementation Guidelines Standard practices for project expansion are located in **[Guidelines.md](./Guidelines.md)**. --- ## 7. Conclusion 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.