Technical architecture
Initial boundaries
Section titled “Initial boundaries”- 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.
Architecture questions
Section titled “Architecture questions”- 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.