Systems
One sheet per part of the engine, plus a walkthrough that follows a single shot through all of them.
The sheets, by group
- Simulation: decides what happens
- Adapter: shows and sounds it
- A hit, damage or a warning
Life of a shot
One bullet, from the trigger pull to the blood on the wall and the sound in your ears, step by step.
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Spine
The rhythm everything runs on -
Player
The body you play -
World
The level and its moving parts -
Combat
Shooting, hurting, coming apart- DamageEvery hurt in the game passes through one door, in one fixed order: immunities, weak spots, resistance, armour, then health.
- Weapons and projectilesGuns, rockets, beams, grenades and melee swings: how a weapon fires, what it fires, and what that does in flight.
- Statuses, factions and pickupsBurning, poison and other lasting effects; who is friend or foe; and the health, ammo and weapons lying around to collect.
- GoreBodies that come apart where they are hit, chunks that fly and settle, and the blood and footprints they leave behind.
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Enemy AI
What enemies do, and why -
Presentation
What you see and hear- Animation and bodies on screenHow the bodies the simulation moves become characters on screen that walk, aim, reload and fall, in first or third person.
- Rendering and effectsMuzzle flashes, impacts, blood marks, liquids and lights: how the adapter chooses what each event looks like and keeps it cheap to draw.
- AudioSounds triggered by what the simulation reports, and how the engine decides which ones play when too many want to.
- UI, HUD and in-world screensThe heads-up display, the weapon wheel, menus and settings, key bindings, and screens you use inside the level itself.
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Tooling
Building games on it, keeping it working