tag:blogger.com,1999:blog-34057821.post5212164411892593901..comments2024-03-27T10:33:22.456+01:00Comments on Bilou HomeBrew's Blog: Mechanics (t.a.g.)PypeBroshttp://www.blogger.com/profile/10564522267743689261noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-34057821.post-35072651372576713372016-01-03T11:29:44.342+01:002016-01-03T11:29:44.342+01:00A mechanic is *not* individual if either:
- its in...A mechanic is <a href="http://critical-gaming.com/blog/2011/2/22/the-coefficient-of-clean-pt9.html" rel="nofollow">*not* individual</a> if either:<br />- its input triggers at least one other mechanic (e.g. mario RUN + SHOOT mapped on B)<br />- it requires a sequence of inputs (e.g. Ha-Do-Ken)<br />- it requires simultaneous use of other mechanics' inputs (e.g. double dragon's FIST + KICK = JUMP)<br />- it is affect by context element that is out of player's control (e.g. rhythm-dependent jump height in Mia's Everlasting Love)PypeBroshttps://www.blogger.com/profile/10564522267743689261noreply@blogger.comtag:blogger.com,1999:blog-34057821.post-56255556548729671592016-01-03T11:25:00.169+01:002016-01-03T11:25:00.169+01:00Although a mechanic is bound to user input, it is ...Although a mechanic is bound to user input, it is not *only* user input, but also interplay. So "pushing a block", "breaking jars", etc. may be mechanics too. PypeBroshttps://www.blogger.com/profile/10564522267743689261noreply@blogger.com