Process

Behaviour rule

You might say: condition → response

A behaviour rule maps a condition and an input to an effect on one or more parts.

What it does
Produces the repeatable interactions from which dynamics emerge.
Ask
What input, condition and effect should be written down?

Sources

  1. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 92If the state of the origin node meets this condition, then the target node is activated (it can fire). When the condition is not met, the target node is inhibited (it cannot fire).
  2. Daniel Cook, What are game mechanics?, feedback loops and causal rulesThe action causes an effect within the simulated game world
  3. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Now, About That MDA Framework Thing…; Mechanics, Dynamics and Complexitysimple mechanics create extreme complexity
  4. Tynan Sylvester, The Simulation Dream, Eclipse Colony design case study: rules for crop growth, tending, damage and healthEach tending operation speeds the plants towards finishing growth.
  5. Robert Nystrom, Game Programming Patterns, State: finite state machines and behavior selected by stateEach state has a set of transitions, each associated with an input and pointing to a state. When an input comes in, if it matches a transition for the current state, the machine changes to the state that transition points to.

Use it on your project

teardown-apply: hold "Behaviour rule" (behaviour-rule) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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