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Technical architecture

  • Scenes compose runtime objects and authored spaces.
  • Typed scripts own behavior by domain.
  • Godot resources own serializable definitions and tuning data.
  • Presentation pages and documentation tooling remain outside the game project.
  • Game-ready assets are separated from editable source art and caches.
  • Ability execution, targeting, cooldown, and cost model.
  • Item definition, affix generation, sockets, crafting, and persistence schemas.
  • Save-game ownership and migration strategy.
  • Enemy state, encounter orchestration, and damage pipeline.
  • World streaming and act/area boundaries.
  • Automated testing framework and headless validation.

These questions should be answered through vertical-slice requirements rather than a generalized framework built in advance.