Health

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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.

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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