Systems Index: 夜裔 (Nightborn)
Status: Draft
Created: 2026-04-27
Last Updated: 2026-04-27
Source Concept: design/gdd/game-concept.md
Architecture Note: L0 = Pure C# (no Unity), L1 = Unity Adapter, L2 = Unity Presentation
Overview
夜裔需要17个系统,分布在三层架构中:L0纯C#核心逻辑(10个系统,零Unity依赖,可直接NUnit测试)、L1 Unity适配层(5个系统,薄MonoBehaviour封装)、L2 Unity表现层(2个系统)。Combat Logic和Form Switch State Machine是瓶颈系统——它们的设计质量直接决定核心循环是否成立。所有系统设计遵循操作优于数值、形态即战术的核心支柱。
Systems Enumeration
| # |
System Name |
Layer |
Category |
Priority |
Status |
Design Doc |
Depends On |
| 1 |
Blood Energy Economy |
L0 |
Combat Logic |
MVP |
Approved |
GDD |
— |
| 2 |
Combat Logic |
L0 |
Combat Logic |
MVP |
Reviewed |
GDD |
— |
| 3 |
Form Switch State Machine |
L0 |
Combat Logic |
MVP |
Approved |
GDD |
Blood Energy Economy |
| 4 |
Enemy AI Logic |
L0 |
Combat Logic |
MVP |
Not Started |
— |
Combat Logic |
| 5 |
Boss AI Logic |
L0 |
Combat Logic |
MVP |
Not Started |
— |
Enemy AI Logic, Combat Logic |
| 6 |
Wave Manager Logic |
L0 |
Combat Logic |
MVP |
Not Started |
— |
Enemy AI Logic |
| 7 |
Death/Respawn Rules |
L0 |
Player |
MVP |
Not Started |
— |
Combat Logic |
| 8 |
Skill Tree Data & Rules |
L0 |
Progression |
VS |
Not Started |
— |
Form Switch State Machine |
| 9 |
Save/Load Logic |
L0 |
Persistence |
VS |
Not Started |
— |
Skill Tree Data & Rules |
| 10 |
Score Calculator |
L0 |
Meta |
Full |
Not Started |
— |
Combat Logic, Wave Manager Logic |
| 11 |
Input Adapter |
L1 |
Unity Adapter |
MVP |
Not Started |
— |
— |
| 12 |
Camera Controller |
L1 |
Unity Adapter |
MVP |
Not Started |
— |
— |
| 13 |
Level Loader |
L1 |
Unity Adapter |
MVP |
Not Started |
— |
— |
| 14 |
Audio Player |
L1 |
Unity Adapter |
MVP |
Not Started |
— |
— |
| 15 |
VFX Spawner |
L1 |
Unity Adapter |
MVP |
Not Started |
— |
Combat Logic, Form Switch State Machine |
| 16 |
UI/HUD |
L2 |
Presentation |
MVP |
Not Started |
— |
Blood Energy, Form Switch, Combat, Wave Manager |
| 17 |
Menu System |
L2 |
Presentation |
VS |
Not Started |
— |
Input Adapter, Level Loader, Save/Load Logic |
Categories
| Category |
Description |
Systems |
| Combat Logic |
Pure-C# systems driving the moment-to-moment combat |
Blood Energy, Combat Logic, Form Switch, Enemy AI, Boss AI, Wave Manager |
| Player |
Player-state systems |
Death/Respawn Rules |
| Progression |
Growth and unlocks over sessions |
Skill Tree Data & Rules |
| Persistence |
Save state and continuity |
Save/Load Logic |
| Meta |
Secondary game systems |
Score Calculator |
| Unity Adapter |
Thin MonoBehaviour wrappers bridging to Unity |
Input Adapter, Camera Controller, Level Loader, Audio Player, VFX Spawner |
| Presentation |
Player-facing displays |
UI/HUD, Menu System |
Priority Tiers
| Tier |
Definition |
Target Milestone |
Systems |
| MVP |
Required for core loop — "is this fun?" |
First playable (2-3 months) |
14 systems (all L0 combat + L1 + minimal L2) |
| Vertical Slice |
One polished area, full experience demo |
Demo (3-4 months) |
3 systems (Skill Tree, Save/Load, Menu) |
| Full Vision |
Complete content and polish |
Release (4-6 months) |
2 systems (Score Calculator, full Boss AI) |
Dependency Map
L0 — Pure C# Logic Layer
Foundation (no dependencies):
- Blood Energy Economy — standalone resource ruleset, feeds every combat decision
- Combat Logic — standalone damage formulas and hit geometry
Core (depends on Foundation):
3. Form Switch State Machine — depends on: Blood Energy Economy
4. Enemy AI Logic — depends on: Combat Logic
5. Death/Respawn Rules — depends on: Combat Logic
Feature (depends on Core):
6. Boss AI Logic — depends on: Enemy AI Logic, Combat Logic
7. Wave Manager Logic — depends on: Enemy AI Logic
8. Skill Tree Data & Rules — depends on: Form Switch State Machine
9. Save/Load Logic — depends on: Skill Tree Data & Rules
10. Score Calculator — depends on: Combat Logic, Wave Manager Logic
L1 — Unity Adapter Layer
- Input Adapter — no game-logic dependencies (reads Unity Input, emits C# events)
- Camera Controller — no game-logic dependencies (reads C# player position, drives Unity Camera)
- Level Loader — no game-logic dependencies (loads Unity scenes per C# level data)
- Audio Player — depends on: Combat Logic, Form Switch State Machine (listens to C# events)
- VFX Spawner — depends on: Combat Logic, Form Switch State Machine (listens to C# events)
L2 — Unity Presentation Layer
- UI/HUD — depends on: Blood Energy, Form Switch, Combat, Wave Manager (reads C# state)
- Menu System — depends on: Input Adapter, Level Loader, Save/Load Logic
Recommended Design Order
| Order |
System |
Priority |
Layer |
Rationale |
Est. Effort |
| 1 |
Blood Energy Economy |
MVP |
L0 |
Foundation resource — Form Switch depends on it |
S |
| 2 |
Combat Logic |
MVP |
L0 |
Foundation hit/damage — Enemy AI depends on it |
S |
| 3 |
Form Switch State Machine |
MVP |
L0 |
Core pillar system — the entire game feel starts here |
M |
| 4 |
Enemy AI Logic |
MVP |
L0 |
Enemy behavior must exercise the switching loop |
M |
| 5 |
Wave Manager Logic |
MVP |
L0 |
Encounter structure — the 5-minute loop |
M |
| 6 |
Death/Respawn Rules |
MVP |
L0 |
Game loop closure — lose, learn, retry |
S |
| 7 |
Input Adapter |
MVP |
L1 |
No input = can't test anything |
S |
| 8 |
Camera Controller |
MVP |
L1 |
Basic visibility for testing |
S |
| 9 |
Level Loader |
MVP |
L1 |
Scene infrastructure |
S |
| 10 |
VFX Spawner |
MVP |
L1 |
Visual feedback for switching and hits |
M |
| 11 |
Audio Player |
MVP |
L1 |
Minimum audio feedback for hits and switches |
S |
| 12 |
UI/HUD |
MVP |
L2 |
Blood energy and form indicator — minimum playable info |
S |
| 13 |
Boss AI Logic |
MVP |
L0 |
Single-phase boss — tests the full switching loop under pressure |
M |
| 14 |
Skill Tree Data & Rules |
VS |
L0 |
Progression depth after core loop validated |
M |
| 15 |
Save/Load Logic |
VS |
L0 |
Persistence needed once progression exists |
S |
| 16 |
Menu System |
VS |
L2 |
Proper main menu + pause |
S |
| 17 |
Score Calculator |
Full |
L0 |
Performance tracking for challenge mode |
S |
Circular Dependencies
High-Risk Systems
| System |
Risk Type |
Risk Description |
Mitigation |
| Form Switch State Machine |
Design |
Switch feel calibration — too tight feels clunky, too loose loses meaning |
Prototype first with placeholder art, iterate timing with playtest |
| Wave Manager Logic |
Design |
Enemy composition must create meaningful form-switching pressure — if all forms work equally well, switching becomes optional |
Design enemy types and wave compositions together, not separately |
| Enemy AI Logic |
Scope |
Each enemy type must strongly encourage a specific form — designing 3-5 types with clear form affinity is the core design challenge |
Start with 3 enemy types, each with a hard "favors one form" rule |
| VFX Spawner |
Technical |
Geometric particle system performance at high enemy density on target hardware |
Profile early with 100+ enemies; fallback: reduce particle count per event |
| UI/HUD |
Design |
Must convey form state, blood energy, and threat in <200ms glance — readability at frenetic pace |
Test HUD mockups with static screenshots before implementation |
Progress Tracker
| Metric |
Count |
| Total systems identified |
17 |
| Design docs started |
3 |
| Design docs reviewed |
2 |
| Design docs approved |
2 |
| MVP systems designed |
3/14 |
| Vertical Slice systems designed |
0/3 |
Next Steps