reckfellENGINE

Architecture of a first gameplay system

Build a small health system and check its boundaries before the project grows.

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Task: two enemies with independent health

Start with the complete example: five files, one runnable level and First=75; Second=100 in the output. This checks that shared configuration has not become shared current health.

ResponsibilityExample owner
Health mutation rulesHealthModel
Initial parametersActorSettings
Hierarchy and signal integrationDamageReceiver
Command for an external targetHitController
Assembly and observable runArchitectureExample

Check before expanding

  1. Hitting the first object does not change the second.
  2. A refused command changes no data and emits no success notification.
  3. Freed or pending-deletion targets receive no further commands.
  4. Shared configuration changes do not accidentally reset state; reset is explicit.
  5. A fresh prefab instance gets initial state; saving progress is separate.

These boundaries are verified for the supplied files. They do not require imposing one architecture template on your whole project. A single clear method is enough for a simple one-off action.

Types and instances · Commands and refusal

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