Concept

Part behaviours

You might say: what a part does

A behaviour describes how a part responds, changes state or affects other parts over time.

What it does
Connects static attributes to the interactions that create play.
Ask
What does this part do when the relevant condition occurs?

Parts

Sources

  1. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 89In addition, you can trigger nodes to fire, or activate or deactivate them, in response to changes in resource distribution.
  2. Daniel Cook, What are game mechanics?, game mechanics as rule-based systems/simulations explored through feedbackInterconnected networks of game mechanics make up the game as a whole.
  3. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Mechanics, Dynamics and Complexity; EmergenceThe Dynamics emerge from the Mechanics, and the Aesthetics arise out of the Dynamics.
  4. Tynan Sylvester, The Simulation Dream, Player Model Principle; Eclipse Colony design case studyEach can work at the fishing pond, the market, the field, the mill.
  5. Robert Nystrom, Game Programming Patterns, Component: independent behavior componentsThey let us build complex entities with rich behavior by plugging different reusable component objects into sockets on the entity.
  6. Robert Nystrom, Game Programming Patterns, Update Method: updating objects each frameeach entity in the game should encapsulate its own behavior.

Use it on your project

teardown-apply: hold "Part behaviours" (part-behaviours) 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