Difference between revisions of "Development Time"

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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 ===
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[[Construction]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
 
== References ==
 
== References ==
<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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</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.

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

Time Limits

Extended Actions

Interruptible Actions

Construction

Actions often modulated by Development Tiem include Construction.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Construction

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

-