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Gnome-s-Bounty/Assets/Docs/Architecture.md
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vova 9dc237bf27 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.
2026-06-21 23:56:53 +03:00

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Gnomes Bounty — Architecture and Project Alignment

1. Purpose

This document describes the current Unity project architecture for Gnomes 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 for details on Hammer, Noise, and AI systems.


3. Current Project Structure

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: 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.


6. Implementation Guidelines

Standard practices for project expansion are located in Guidelines.md.


7. Conclusion

The project architecture is now in a healthy state, directly supporting the "Gnomes Bounty" gameplay pillars. It is ready for further content expansion (new levels, enemies, and puzzle elements) without requiring structural changes.