There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its interfacing tool, are introduced in this paper. The language is restricted to two-dimensional, turn-based, tile-based, deterministic, complete-information games. The tool is compared to the existing alternatives for game mechanics prototyping and shown to be capable of succinctly implementing a range of well-known game mechanics.
URL: https://ieeexplore.ieee.org/document/8848016
Cite this work
@inproceedings{volkovas2019mek, author= {Volkovas, Rokas and Fairbank, Michael and Woodward, John R and Lucas, Simon}, title= {{Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games}}, year= {2019}, booktitle= {{IEEE Conference on Games (COG)}}, pages= {1--8}, url= {https://ieeexplore.ieee.org/document/8848016}, abstract= {There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its interfacing tool, are introduced in this paper. The language is restricted to two-dimensional, turn-based, tile-based, deterministic, complete-information games. The tool is compared to the existing alternatives for game mechanics prototyping and shown to be capable of succinctly implementing a range of well-known game mechanics.},
}