Vampire-Act-Base/design/gdd/systems-index.md

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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 Designed GDD
3 Form Switch State Machine L0 Combat Logic MVP Not Started 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):

  1. Blood Energy Economy — standalone resource ruleset, feeds every combat decision
  2. 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

  1. Input Adapter — no game-logic dependencies (reads Unity Input, emits C# events)
  2. Camera Controller — no game-logic dependencies (reads C# player position, drives Unity Camera)
  3. Level Loader — no game-logic dependencies (loads Unity scenes per C# level data)
  4. Audio Player — depends on: Combat Logic, Form Switch State Machine (listens to C# events)
  5. VFX Spawner — depends on: Combat Logic, Form Switch State Machine (listens to C# events)

L2 — Unity Presentation Layer

  1. UI/HUD — depends on: Blood Energy, Form Switch, Combat, Wave Manager (reads C# state)
  2. Menu System — depends on: Input Adapter, Level Loader, Save/Load Logic

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

  • None found ✓

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 2
Design docs reviewed 0
Design docs approved 1
MVP systems designed 1/14
Vertical Slice systems designed 0/3

Next Steps

  • Design MVP-tier systems in dependency order — start with Blood Energy Economy
  • Run /design-system Blood Energy Economy to author the first GDD
  • Run /prototype form-switch-state-machine on the highest-risk system early
  • Run /design-review on each completed GDD
  • Run /gate-check pre-production when all MVP GDDs are authored and reviewed