Knob
Action availability
You might say: can I do it right now?
Availability rules decide which actions the current state permits: required resource, target, position, cooldown or prerequisite. Set those conditions explicitly; a disabled action is not a viable alternative at this moment.
- What it does
- Controls the live option set without confusing it with every action the game contains.
- Ask
- What exact condition enables each action, and can the player see why it is unavailable?
- Typical
- Author a per-action condition such as ammo > 0, cooldown = 0, target in range or resource >= cost.
- Trouble
- The player plans around an action that is silently illegal, or all interesting alternatives are gated out together.
What to look for
- Actions enabled by a required resource
- A target in range
- A cooldown or prerequisite blocking an action
Connections
- Made by: Rule
- Controls: Choice space
Sources
- Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals, ch. 3, excerpt PDF p. 3: choices within a game-system
All of this activity occurs within a game-system designed to support meaningful kinds of choice-making.
Unverified: The ammo predicates are an authored illustration, not rules quoted from the book.
Use it on your project
teardown-apply: hold "Action availability" (choice-availability) 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