Difference between revisions of "Tactical Planning"
From gdp3
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | |||
+ | [[Game State Overviews]] | ||
+ | [[Fog of War]] | ||
+ | |||
+ | [[Environmental Effects]] | ||
+ | [[Power-Ups]] | ||
+ | [[Enemies]] | ||
== Consequences == | == Consequences == | ||
== Relations == | == Relations == | ||
+ | [[Player/Character Skill Composites]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | [[Avatars]] | ||
+ | [[Game State Indicators]] | ||
+ | [[Stimulated Planning]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Capture]] | ||
+ | [[Development Time]] | ||
+ | [[Delayed Effects]] | ||
+ | [[Weapons]] | ||
+ | [[Destructible Objects]] | ||
+ | [[Ammunition]] | ||
+ | [[Traps]] | ||
+ | [[Traces]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 21:47, 12 May 2011
Planning based on what one knows of the current game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Game State Overviews Fog of War
Environmental Effects Power-Ups Enemies
Consequences
Relations
Player/Character Skill Composites Exaggerated Perception of Influence Avatars Game State Indicators Stimulated Planning Freedom of Choice Capture Development Time Delayed Effects Weapons Destructible Objects Ammunition Traps Traces
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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