851cf3376d
Revise architecture documentation to align with gameplay concept and improve clarity.
812 lines
18 KiB
Markdown
812 lines
18 KiB
Markdown
# Gnome’s Bounty — Architecture Review and Alignment Report
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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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The goal is to determine whether the current structure supports the intended gameplay:
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- tactical movement instead of combat
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- puzzle-focused level design
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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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- treasure, chests, keys, and exit-based progression
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- rising tension through timed troll spawns
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- environmental interaction and noise-driven enemy reactions
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---
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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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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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### Overall Alignment Score
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**7/10**
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### Main Reasons
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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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## 3. Review of the Current Project Structure
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## Current Structure
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```text
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Assets/
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├── Scripts/
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│ ├── Controllers/
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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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### Recommended states
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```text
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Idle
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Patrol
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InvestigateNoise
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Chase
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Stunned
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Recover
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Climb
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FallRecovery
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```
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### Why it matters
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The design pillars require the enemies to feel:
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- readable
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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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### Required fix
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Add:
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```text
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Scripts/Enemies/TrollStateMachine.cs
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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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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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- cooldown after throw
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- collision with walls
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- collision with trolls
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- destruction of fragile blocks
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- impact feedback
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- optional light knockback
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- disappearance on impact
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- return availability after cooldown
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### Required fix
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The hammer should be treated as a gameplay subsystem, not just a small helper script.
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Possible structure:
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```text
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Scripts/Player/HammerThrower.cs
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Scripts/Projectiles/HammerProjectile.cs
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```
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---
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## 5.8 LevelManager Should Orchestrate Puzzle Pressure
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`LevelManager.cs` exists, but based on the structure it is too generic.
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For this game, the level is not just geometry. It contains:
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- chest placement
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- key progression
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- troll cave pressure timing
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- block-based shortcuts
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- treasure pathing
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- exit condition tracking
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### Required fix
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`LevelManager` should coordinate:
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- level initialization
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- references to key objects
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- troll spawn schedule
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- level completion state
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- fail state handling
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- score / treasure summary
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---
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## 6. Recommended Revised Architecture
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Below is a revised structure that better fits the game concept while staying simple and Unity-friendly.
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```text
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Assets/
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├── Scripts/
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│ ├── Core/
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│ │ ├── GameManager.cs
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│ │ ├── LevelManager.cs
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│ │ └── GameEvents.cs
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│ │
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│ ├── Player/
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│ │ ├── PlayerController.cs
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│ │ ├── HammerThrower.cs
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│ │ └── PlayerInventory.cs
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│ │
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│ ├── Enemies/
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│ │ ├── TrollController.cs
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│ │ ├── TrollStateMachine.cs
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│ │ └── TrollSensors.cs
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│ │
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│ ├── Systems/
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│ │ ├── TrollSpawner.cs
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│ │ ├── NoiseSystem.cs
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│ │ ├── ChestSystem.cs
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│ │ └── ScoreSystem.cs
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│ │
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│ ├── World/
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│ │ ├── BreakableBlock.cs
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│ │ ├── Treasure.cs
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│ │ ├── Chest.cs
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│ │ ├── ExitDoor.cs
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│ │ ├── KeyItem.cs
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│ │ └── TrollCave.cs
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│ │
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│ ├── Projectiles/
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│ │ └── HammerProjectile.cs
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│ │
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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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│ │
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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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│ │ └── TreasureUI.cs
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│ │
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│ └── Editor/
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│ ├── PlayerControllerEditor.cs
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│ └── TrollControllerEditor.cs
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│
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├── Prefabs/
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│ ├── Player.prefab
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│ ├── Troll.prefab
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│ ├── Hammer.prefab
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│ ├── HammerProjectile.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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│
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├── Scenes/
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│ ├── MainScene.unity
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│ └── Level1.unity
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│
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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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│ │ ├── Hammer.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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│ ├── HammerThrow.wav
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│ ├── HammerImpact.wav
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│ └── LevelComplete.mp3
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│
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├── Documentation/
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│ ├── Architecture.md
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│ ├── GameConcept.md
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│ └── SystemsOverview.md
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│
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└── README.md
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```
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---
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## 7. Recommended Responsibilities by System
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## 7.1 Core
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### GameManager
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Responsible for global game state:
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- current level
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- score
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- pause state
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- restart flow
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- progression to the next level
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- game over / level complete state
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### LevelManager
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Responsible for level-specific runtime orchestration:
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- setup of level references
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- chest/key logic initialization
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- spawn schedule coordination
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- exit unlock checks
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- level completion verification
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---
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## 7.2 Player
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### PlayerController
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Handles:
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- movement
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- ladders
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- drop-through actions
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- jumps (if enabled)
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- interaction with chests and treasures
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### HammerThrower
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Handles:
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- throw input
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- cooldown management
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- spawn of hammer projectile
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- animation trigger
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- throw direction logic
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### PlayerInventory
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Handles:
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- hasKey flag
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- treasure count
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- temporary status values if needed later
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---
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## 7.3 Enemies
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### TrollController
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Handles physical enemy behavior:
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- movement
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- pathing on platforms and ladders
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- stun timing
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- chase control
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### TrollStateMachine
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Handles transitions between:
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- patrol
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- investigate noise
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- chase
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- stunned
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- recovery
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### TrollSensors
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Handles perception:
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- line of sight to the player
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- hearing range
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- awareness of noise events
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---
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## 7.4 Systems
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### TrollSpawner
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Handles:
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- first spawn delay
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- repeated spawn timing
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- maximum troll count
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- visual/audio warnings before spawn
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### NoiseSystem
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Handles:
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- noise registration by world position
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- intensity/radius
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- listener notification
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- optional debug visualization
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### ChestSystem
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Handles:
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||
|
||
- 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.
|