Difference between revisions of "Health"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | If [[Health]] can be healed or repaired, it becomes a [[Renewable Resources]]. | ||
Sometimes [[Health]] is split into several different [[Attributes]]. [[Quake]], for example, has both ''health'' and ''armor'' [[Attributes]] which have very similar properties. | Sometimes [[Health]] is split into several different [[Attributes]]. [[Quake]], for example, has both ''health'' and ''armor'' [[Attributes]] which have very similar properties. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Renewable Resources]], | ||
+ | [[Resources]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 20:18, 18 July 2011
A measure of how much damage or other negative consequences avatars, characters, or units can take before they suffer serious penalties.
This pattern is a still a stub.
Contents
Examples
Using the pattern
If Health can be healed or repaired, it becomes a Renewable Resources.
Sometimes Health is split into several different Attributes. Quake, for example, has both health and armor Attributes which have very similar properties.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Units Characters Game State Indicators Enemies Handicap Systems Difficulty Levels Geospatial Game Widgets Environmental Effects Tools Installations Armor Territories Traps Pick-Ups Boss Monsters Player Characters Movement Limitations Scripted Information Sequences Chargers Lives Combat Damage
Can Instantiate
Renewable Resources, Resources
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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