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design - GameDesign

configuration

representation

emergence, appearance

pattern, behavior

rule-form, genre (rules)

permutation, aleatory (random, hazard, chance, modulation) (MutatE, VarY)

simulation, mimesis

environment

realm, world (WorlD), domain

space, scape, scope (ProxemicS ?)

architecture (obstacle, delimitation), (support), (stratification, labyrinthine)

path, pathmaking, pathfinding (PathFinding, EnginE:AStaR)

subtopics:


comments:

... -- Sun, 27 Jun 2004 01:25:31 +0300 reply

... -- Sun, 27 Jun 2004 01:25:35 +0300 reply

mapping of these to nodes here -- Fri, 22 Oct 2004 02:24:26 +0300 reply
..should be worked on

see concepts

KeyConcepts -- Fri, 22 Oct 2004 02:25:25 +0300 reply
.. from there.