- 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 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 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 "Gnome’s Bounty" gameplay pillars. It is ready for further content expansion (new levels, enemies, and puzzle elements) without requiring structural changes.