Architecture of a first gameplay system
Build a small health system and check its boundaries before the project grows.
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.
| Responsibility | Example owner |
|---|---|
| Health mutation rules | HealthModel |
| Initial parameters | ActorSettings |
| Hierarchy and signal integration | DamageReceiver |
| Command for an external target | HitController |
| Assembly and observable run | ArchitectureExample |
Check before expanding
- Hitting the first object does not change the second.
- A refused command changes no data and emits no success notification.
- Freed or pending-deletion targets receive no further commands.
- Shared configuration changes do not accidentally reset state; reset is explicit.
- 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.
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