Difference between revisions of "Development Time"
From gdp3
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[[Construction]] | [[Construction]] | ||
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+ | Actions often modulated by [[Development Tiem]] include [[Construction]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Construction]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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== History == | == History == | ||
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New pattern created in this wiki. | New pattern created in this wiki. | ||
== References == | == References == | ||
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== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 08:07, 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
Actions often modulated by Development Tiem include Construction.
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
New pattern created in this wiki.
References
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Acknowledgements
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