GAME MECHANICS HOARD

PHYSICS & SIMULATION

17 MECHANICS
BALLISTICS/BULLET DROP
◆ PHYSICS & SIMULATION

Projectiles are simulated as physical objects — gravity pulls shots into an arc, travel time forces leading moving targets, sometimes wind and drag intervene — instead of instant hitscan rays.

CHAIN REACTIONS
◆ PHYSICS & SIMULATION

Systemic interactions that cascade — one event triggers another, which triggers more: fire spreads to oil which explodes into steam, a toppled object crushes a trigger, elements combine into escalating consequences.

DESTRUCTIBLE ENVIRONMENTS
◆ PHYSICS & SIMULATION

The level geometry itself can be damaged or destroyed — walls blown open, buildings collapsed, terrain deformed — rather than being static backdrop.

ELECTRICITY CONDUCTION
◆ PHYSICS & SIMULATION

Electricity as a physical substance that travels through conductive materials — water, metal, chains of objects, wet surfaces — enabling both hazards and puzzle solutions.

ENVIRONMENTAL HAZARDS
◆ PHYSICS & SIMULATION

Fixed or triggered dangers built into the level itself — fire, poison gas, spike traps, collapsing floors — that threaten the player independent of enemy actions.

EXPLOSIVE BARRELS
◆ PHYSICS & SIMULATION

Environmental props that detonate when shot or struck, damaging everything nearby — the red barrel, gaming's most legible affordance.

FIRE SPREAD
◆ PHYSICS & SIMULATION

Fire propagates across flammable terrain — dry grass, wooden structures, oil slicks — spreading dynamically rather than staying confined to its point of origin.

GAS/SMOKE
◆ PHYSICS & SIMULATION

Volumetric gases as gameplay objects — smoke that blocks sight, poison clouds that damage over time, flammable vapors waiting for a spark — that spread, drift, and dissipate.

GRAVITY MANIPULATION
◆ PHYSICS & SIMULATION

Player control over gravity's direction or strength — flipping the room, walking on walls, launching objects upward, creating localized fields.

LIQUID SIMULATION
◆ PHYSICS & SIMULATION

Fluids as simulated substances — water that flows, fills, and drains; lava that spreads; oil that floats and burns — governed by volume and gravity rather than painted-on effects.

MAGNETISM
◆ PHYSICS & SIMULATION

Magnetic attraction and repulsion as a manipulable force — polarized objects that pull together or push apart, magnetic boots on metal surfaces, abilities that yank metal weapons or fling debris.

PRESSURE SYSTEMS
◆ PHYSICS & SIMULATION

Gas and fluid pressure as simulated quantities — atmospheres that equalize through openings, over-pressurized pipes that burst, vacuum that pulls, pressure differentials that drive flow.

RAGDOLL
◆ PHYSICS & SIMULATION

Character bodies switch from animation to physics simulation — usually on death or impact — flopping, tumbling, and reacting to forces realistically.

RICOCHET
◆ PHYSICS & SIMULATION

Projectiles bouncing off surfaces — bullets deflecting at angles, bounced arrows reaching cover-hidden targets, banked shots as deliberate technique.

TRAPS
◆ PHYSICS & SIMULATION

Pre-placed harm waiting for a trigger — spike pits and swinging blades in dungeons, player-laid snares and mines, tripwires, pressure-triggered dart walls, the mimic chest.

WEIGHT/BALANCE
◆ PHYSICS & SIMULATION

Mass and equilibrium as simulated gameplay — cargo shifting a vehicle's handling, stacked objects toppling past their center of gravity, characters staggering under load, the crane puzzle where balance is the challenge.

WIND DIRECTION/STRENGTH
◆ PHYSICS & SIMULATION

Wind as a simulated force with direction and magnitude — sails that demand tacking against it, projectiles drifting in it, fires spreading with it, gliders riding it, the invisible vector that reshapes movement and aim.