Game Subsystems

Global subsystems

Combat

Responsible for handling combat objects and events

Menu

Responsible for handling the in-game menu

Hud

Responsible for handling objects and events in the Hud

Inventory

Responsible for handling the player's item slots and their contents

Status and Statskeeping

Responsible for tracking the player's stats and status effects

World

Responsible for handling the cycles of day and night, weather and calendar

Cutscene

Foundation from which all cutscenes are built

Button Handling

Handles button events and tells the engine whether or not they are usable and effective

Camera

Defines how the camera is handled under different conditions


Player-based subsystems

Weapons

Tracks and represents the player's equipped weapon(s), creating an appropriate hitbox

Armor

Tracks and represents the player's equipped armor

Abilities

Defines and represents the abilities of each player

Sensors

Responsible for defining and representing player-specific hitboxes