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
- Behaviour rule: A behaviour rule maps a condition and an input to an effect on one or more parts.
Sources
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 89
In addition, you can trigger nodes to fire, or activate or deactivate them, in response to changes in resource distribution.
- Daniel Cook, What are game mechanics?, game mechanics as rule-based systems/simulations explored through feedback
Interconnected networks of game mechanics make up the game as a whole.
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Mechanics, Dynamics and Complexity; Emergence
The Dynamics emerge from the Mechanics, and the Aesthetics arise out of the Dynamics.
- Tynan Sylvester, The Simulation Dream, Player Model Principle; Eclipse Colony design case study
Each can work at the fishing pond, the market, the field, the mill.
- Robert Nystrom, Game Programming Patterns, Component: independent behavior components
They let us build complex entities with rich behavior by plugging different reusable component objects into sockets on the entity.
- Robert Nystrom, Game Programming Patterns, Update Method: updating objects each frame
each 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