Architecture Overview
The game follows a modular scene-based architecture where each minigame operates as an independent, self-contained unit that interfaces with global systems.Modular Minigames
Each minigame has its own scene, scripts, and assets
Shared Core Systems
Global autoload singletons manage scores, coins, and inventory
Consistent UI
Standardized HUD, panels, and transition screens across all games
Central Menu
Main menu serves as the navigation hub for all minigames
Project Structure
Nyuron organizes code and assets to maximize reusability and maintainability:The priority is that each minigame is modular: you can maintain, iterate, and test it without breaking the rest of the system.
Core Systems
ScoreManager Autoload
TheScoreManager autoload singleton (scripts/ScoreManager.gd.gd) provides global access to player progression data across all minigames.
Key responsibilities:
- High score tracking per minigame
- Coin/currency management
- Inventory and equipment system
- Persistent save/load functionality
Registered Minigames
The ScoreManager maintains a dictionary of all registered minigames:ScoreManager.gd.gd:9
Persistent Storage
Player data is saved touser://high_scores.cfg using Godot’s ConfigFile system:
ScoreManager.gd.gd:104
Minigame Structure
Every minigame follows a consistent internal structure:Standard UI Components
All minigames implement consistent UI elements:- Intro Panel
- HUD
- Game Over Panel
counting_animals/main.gd:72
Navigation Flow
Main Menu to Minigame
Players navigate from the main menu to individual minigames:Returning to Main Menu
All minigames provide a back button that returns to the main menu:food_catch/main.gd:234
Screen orientation and resolution are reset when returning to the main menu to ensure consistent presentation across minigames.
Mobile Optimization
Nyuron’s architecture accounts for mobile deployment:Resolution Scaling
Resolution Scaling
Content scale size is adjusted per minigame (e.g.,
Vector2i(854, 480) for landscape games, Vector2i(270, 480) for portrait)Orientation Control
Orientation Control
Touch Controls
Touch Controls
food_catch/main.gd:375
Scalable UI
Scalable UI
CanvasLayers with
follow_viewport_enabled = true ensure UI adapts to screen sizeTechnology Stack
- Engine: Godot 4.x
- Language: GDScript
- Art Style: 2D pixel-art
- Scene Architecture: Independent scenes per minigame + shared UI/HUD + controllers (timers/spawners/panels)
- Platform: Mobile-first (Android/iOS) with touch controls and adaptive resolution
Benefits of This Architecture
Easy Testing
Test minigames in isolation without loading the full game
Parallel Development
Multiple developers can work on different minigames simultaneously
Simple Expansion
Add new minigames by duplicating the standard structure
Clear Separation
Core systems and game logic are cleanly separated
Maintainable
Fix bugs or update features in one minigame without affecting others
Consistent UX
Shared UI patterns create familiar experience across all games