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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](./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 "Gnomes Bounty" gameplay pillars. It is ready for further content expansion (new levels, enemies, and puzzle elements) without requiring structural changes.