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Gnome-s-Bounty/Assets/Docs/Systems.md
T
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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Key Gameplay Systems

This document details the core systems that drive the gameplay in Gnomes Bounty.

1. Hammer System

The gnome uses a Magical Throwing Hammer. This is the primary tool for:

  • Stunning enemies.
  • Breaking walls.
  • Activating remote triggers.

Files: Hammer.cs, HammerThrower.cs.

2. Noise & Stealth

Enemies react to noise created by the player (e.g., breaking walls, hammer impacts). This system creates the tactical "stealth-puzzle" layer.

Files: NoiseSystem.cs.

3. Enemy AI & Spawning

Enemies (Goblins) follow predictable paths but become dangerous when alerted or when spawning from caves to increase level pressure.

Files: EnemyAI.cs, EnemySpawner.cs.

4. Environmental Interaction

Breakable walls, chests, and doors form the core of the level puzzles. The "Key Chest" mechanic ensures players must explore to find the exit key.

Files: BreakableWall.cs, KeyChest.cs, Chest.cs, Door.cs.