Part

Game parts

You might say: the things in the model

Game parts are the physical or non-physical objects represented in the game's model, such as units, cards, spaces, resources or goals.

What it does
Give the system objects that can hold state and take part in interactions.
Ask
What object or system is the player actually manipulating?

What to look for

  1. Units, cards or spaces on the playfield
  2. Resources and goals represented in the game

Parts

Sources

  1. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 83Pools are used to model entities. For example, if you have a resource called money and an entity called the player’s bank account, you would use a pool to model the bank account.
  2. Daniel Cook, What are game mechanics?, feedback loop: simulated game world, tokens and causal rulesThe simulation contains public and private tokens and the causal rules that affect the states of the tokens.
  3. Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Balance Between Game Objects; Three Ways to Balance Game ObjectsCards in a trading-card game. Players build a deck with a set number of cards from their collections.
  4. Tynan Sylvester, The Simulation Dream, Eclipse Colony design case study: plants, farmers, yield, growth and healthGame Model we create is just a pathway through which we create the Player Model in the player’s mind
  5. Robert Nystrom, Game Programming Patterns, Component: game entities and their responsibilitiesA decoration is simply a GameObject with a GraphicsComponent but no PhysicsComponent

Use it on your project

teardown-apply: hold "Game parts" (game-parts) 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