Browse/Crafting & Building/Annealing Process
Crafting & Building

Annealing Process

Framework for implementing annealing process in games, covering the core loop, edge cases, and integration points.

Low complexity
3 examples
2 patterns

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";
  }
}