<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Systems on Ally's Rhythm</title><link>https://allys-rhythm.vlagopus.ca/tags/systems/</link><description>Recent content in Systems on Ally's Rhythm</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 28 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://allys-rhythm.vlagopus.ca/tags/systems/index.xml" rel="self" type="application/rss+xml"/><item><title>The capacitor has opinions</title><link>https://allys-rhythm.vlagopus.ca/field-notes/the-capacitor-has-opinions/</link><pubDate>Sat, 28 Mar 2026 00:00:00 +0000</pubDate><guid>https://allys-rhythm.vlagopus.ca/field-notes/the-capacitor-has-opinions/</guid><description>&lt;p&gt;Capacitors in the real world hold a charge and release it when a certain condition&amp;rsquo;s met. We modeled our in-game capacitor the same way: it holds a signal for &lt;em&gt;exactly&lt;/em&gt; one beat, then lets it go.&lt;/p&gt;
&lt;p&gt;On paper it&amp;rsquo;s a boring part. In practice it turned out to be the single most opinionated component on the board.&lt;/p&gt;
&lt;h3 id="why"&gt;Why&lt;/h3&gt;
&lt;p&gt;Because the capacitor is the only component that makes you &lt;em&gt;wait on purpose&lt;/em&gt;. Every other part is about getting a signal &lt;em&gt;through&lt;/em&gt;. The capacitor is about holding one &lt;em&gt;back&lt;/em&gt;. And once you have a part whose whole job is to be patient, the rest of the game opens up:&lt;/p&gt;</description></item></channel></rss>