Annealing Process
Framework for implementing annealing process in games, covering the core loop, edge cases, and integration points.
Overview
As a core game system, annealing process creates a structured experience around this game element. When well-implemented, this mechanic creates a satisfying feedback loop that keeps players engaged and motivated to continue playing. The ongoing evolution of this mechanic reflects the broader maturation of game design as a discipline.
Game Examples
Rhythm Games
Rhythm Games use this mechanic where players adapt to changing conditions to outperform other players. Player choice meaningfully affects outcomes, resulting in creative expression.
Fishing Games
Fishing Games use this mechanic where players solve environmental puzzles to outperform other players. The system encourages experimentation, resulting in skill differentiation.
Real-Time Strategy Games
Real-Time Strategy Games use this mechanic where players experiment with combinations to optimize their strategy. Failure states are informative rather than punishing, resulting in social interaction.
Pros & Cons
Advantages
- Creates satisfying cumulative loops
- Creates meaningful narrative decisions for players
- Creates meaningful economic decisions for players
- Encourages supportive playstyles and experimentation
Disadvantages
- May overwhelm accessibility-focused players with too many options
- Can create griefing if not carefully balanced
- Risk of feature bloat in multiplayer contexts
- Can create confusing when RNG is unfavorable
Implementation Patterns
Blueprint System
Optimized pattern for annealing process that minimizes per-frame computation cost.
class AnnealingProcessManager {
recipes: Recipe[] = [];
craft(recipeId: string, inventory: Inventory) {
const recipe = this.recipes.find(r => r.id === recipeId);
if (!recipe) return null;
for (const ingredient of recipe.ingredients) {
if (!inventory.has(ingredient.id, ingredient.amount)) {
return null; // Missing materials
}
}
for (const ingredient of recipe.ingredients) {
inventory.remove(ingredient.id, ingredient.amount);
}
const quality = this.rollQuality(0.1);
return { ...recipe.output, quality };
}
rollQuality(baseChance: number) {
const roll = Math.random();
if (roll < baseChance * 0.02) return "legendary";
if (roll < baseChance * 0.2) return "rare";
if (roll < baseChance) return "uncommon";
return "common";
}
}Upgrade Handler
Data-driven implementation that loads annealing process configuration from external definitions.
class AnnealingProcessEngine {
recipes: Recipe[] = [];
craft(recipeId: string, inventory: Inventory) {
const recipe = this.recipes.find(r => r.id === recipeId);
if (!recipe) return null;
for (const ingredient of recipe.ingredients) {
if (!inventory.has(ingredient.id, ingredient.amount)) {
return null; // Missing materials
}
}
for (const ingredient of recipe.ingredients) {
inventory.remove(ingredient.id, ingredient.amount);
}
const quality = this.rollQuality(0.1);
return { ...recipe.output, quality };
}
rollQuality(baseChance: number) {
const roll = Math.random();
if (roll < baseChance * 0.01) return "legendary";
if (roll < baseChance * 0.15) return "rare";
if (roll < baseChance) return "uncommon";
return "common";
}
}