Reference Component: [Component Name or Behavior]
๐ This is a reference entry from another game or product.
We use this library to collect ideas that inspire us, teach us, or help us plan our own components later on.
๐ฎ Game Referenceโ
- Title: [Game Title]
- Studio: [Developer/Publisher]
- Platform: [PC / Console / Mobile / Web]
- Scene or Context: [e.g. "Level 3 โ Boss Intro", or "Main Menu Navigation"]
๐ฝ๏ธ Visual Exampleโ
or link to external video: Watch on YouTube
๐ What Stands Outโ
- [What this component does and why it's interesting]
- [Is it about timing? Flow? Feedback? A visual trick?]
- [Anything that catches your attention or feels smart]
๐ก What We Can Learn from Itโ
- [How this idea could apply to something weโre building]
- [What systems it connects with (UI, narrative, movement, etc.)]
- [What weโd do differently โ or replicate]
๐งญ Tags / Categoryโ
Choose one or more of the following, or add new ones:
- Animation
- Interaction
- UI
- Navigation
- Combat
- Feedback
- Systems
- Onboarding
- Puzzle Logic
๐ฏ Type: External Referenceโ
This is not a Numen component โ itโs something weโre using as a learning tool and source of inspiration.
Use cases:
- Design workshops and team discussions
- System planning and breakdown
- Educational onboarding for new teammates
Recommended format:
- Video length: 10โ60 seconds
- Clear file naming (e.g.
dash-hollowknight.gif
) - Optional subtitle or label:
"REFERENCE: Dash mechanic"
๐ How This Fits into Our Workflowโ
This reference is part of a larger cycle:
- First, we observe and document external ideas
- Later, we might prototype something similar internally
- That can lead to tutorials, reusable logic, or public showcases
Each entry here helps us connect what we like with what we might build.