Non-Localized Resources: Difference between revisions
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[[Non-Localized Resources]] exists in two variants, strong or weak. In the strong variant, all instances of the [[Resources]] are non-localized while in the weak only some instances - typically those acquired by players - are non-localized. | [[Non-Localized Resources]] exists in two variants, strong or weak. In the strong variant, all instances of the [[Resources]] are non-localized while in the weak only some instances - typically those acquired by players - are non-localized. | ||
Typical examples of [[Resources]] that are candidates to be used as [[Non-Localized Resources]] include [[Ammunition]], [[Health]], [[Lives]], [[Money]], and [[Scores]]. | |||
=== Can Modulate === | |||
[[Inventories]] | |||
=== | === Can Be Modulated By === | ||
[[Pick-Ups]] | |||
== Consequences == | == Consequences == | ||
As its name indicates, [[Non-Localized Resources]] are [[Resources]]. | |||
== Relations == | == Relations == | ||
Revision as of 13:56, 5 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Non-Localized Resources exists in two variants, strong or weak. In the strong variant, all instances of the Resources are non-localized while in the weak only some instances - typically those acquired by players - are non-localized.
Typical examples of Resources that are candidates to be used as Non-Localized Resources include Ammunition, Health, Lives, Money, and Scores.
Can Modulate
Can Be Modulated By
Consequences
As its name indicates, Non-Localized Resources are Resources.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Ammunition, Health, Lives, Money, Scores
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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