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
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 92
If 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).
- Daniel Cook, What are game mechanics?, feedback loops and causal rules
The action causes an effect within the simulated game world
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Now, About That MDA Framework Thing…; Mechanics, Dynamics and Complexity
simple mechanics create extreme complexity
- Tynan Sylvester, The Simulation Dream, Eclipse Colony design case study: rules for crop growth, tending, damage and health
Each tending operation speeds the plants towards finishing growth.
- Robert Nystrom, Game Programming Patterns, State: finite state machines and behavior selected by state
Each 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.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal