Game Development Reference
In-Depth Information
Summary
Now you have a clear understanding of what core mechanics are and what they do
in games. Mechanics consist of algorithms and data that govern the way the game
is played, and you have learned how to document them in the form of resources,
simple and compound entities, and mechanics composed of events, processes, and
conditions. We also examined the idea of an internal economy—a system whereby
resources flow from place to place or from owner to owner, all governed by
mechanics.
Be sure that you read Chapter 11 before you start designing your core mechanics.
Design Practice EXERCISES
1. Devise and document the core mechanics for a traditional analog alarm clock.
The alarm clock possesses the following indicators: an hour hand, a minute hand, a
hand indicating the time at which the alarm should go off, and a buzzer. It also has
the following input devices: a knob to set the time, a knob to set the time at which
the alarm will go off, and a two-state switch that arms the alarm when the switch
is in one position and cancels it in the other. (Assume that it is an electric clock
and does not need to be wound.) Explain what entities are needed inside the clock,
what processes operate within it, and what conditions and mechanics govern the
functioning of the alarm. (Explain the movement of the hands in terms of the pas-
sage of time not the workings of the clock.)
2. Research the history and rules of Tet r is , then perform the following exercises:
a. Devise an entity that contains enough attributes to describe the tetromino (a
Tet r is block) that is currently under the player's control. Name each attribute in
the entity; state whether it is symbolic or numeric; and if symbolic, list its possi-
ble values. Your entity should include one cosmetic attribute.
b. Document the effect of each of the player actions allowed in Tet r is on the
attributes of the currently falling tetromino. Bear in mind that some actions
have different effects depending on which tetromino is currently falling. Where
this is the case, be sure to document the effects of the action on each different
type of tetromino.
c. Document one of the scoring systems for Tet r is (there are several; you may
choose one), indicating what condition of the play field causes the score numeric
entity to change and by how much. Your mechanic for changing the score
should include as a factor the current game level (another numeric entity). Also
document what makes the current game-level entity change.
 
 
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