Difference between revisions of "Development Time"
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=== Examples === | === Examples === | ||
− | The construction of buildings or units in the [[Civilization series]] always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place. | + | The construction of buildings or units in the [[Civilization (video game) series|Civilization series]] always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place. |
Revision as of 07:58, 20 February 2011
The amount of game time needed for an event to have its main effect.
Some actions performed in games do not have immediate effects. Instead, they start processes that after some given time, its Development Time, has it effect.
Contents
Examples
The construction of buildings or units in the Civilization series always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-