Analytical Perspectives in Game Design
Disassemble
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This is the scenario that happens when a player tries to decompose a thing back into its component things. Normally all attachments between components are removed.

This operation will not decompose the components of the thing. This has important granularity implications in the deisgn of the game system.

Processing exceptions:  Components that are attached to each other and another object will remain attached after the disassemble operation is complete. If all the mandatory components are thus attached, the operation cannot be completed.

Lock Processing: The thing, it's containter and it's components must be locked as they will all change.

1 Disassemble:Execute check   for attachments  
2 Disassemble:Execute starts-grabbing database Lock from db-lock-processor re_triangle_arrow.gif (114 bytes)
3 Disassemble:Execute calls Thing   Disassemble  
4 Thing:Disassemble checks Tools for completeness  
5 Thing:Disassemble checks Capabilities for completeness  
6 Thing:Disassemble checks Characteristics for completeness  
7 Thing:Disassemble waits   for Lock  
8 Thing:Disassemble calles Containter to disassemble (self)  
9 Container grabs database lock from db-lock-processor re_triangle_arrow.gif (114 bytes)
10 Container takes Thing   components  
11 Container releases Thing      
12 Disassemble:Execute releases database lock from db-lock-processor re_triangle_arrow.gif (114 bytes)
 

22/11/99

 


See also: [Role Playing Games] [Game Engine]
© 1998, 1999 Brian Yap. These pages are available under the GNU licence.