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- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)45 KB (6,258 words) - 09:28, 24 November 2023
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- This pattern is a still a stub. == Using the pattern ==1 KB (146 words) - 09:29, 30 July 2014
- [[Category:Pattern Related Notes]] ...lations between the patterns that are "collaborating" to create the target pattern.2 KB (283 words) - 09:39, 8 July 2014
Page text matches
- ...nd Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]]. ...press clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.15 KB (2,126 words) - 07:08, 2 May 2024
- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- [[Gameplay Design Pattern Template]] [[Pattern Suggestion List]] - for lists of new patterns to create2 KB (317 words) - 08:48, 21 September 2016
- == Using the pattern == Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some5 KB (668 words) - 07:11, 27 August 2021
- ...puter system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control m == Using the pattern ==7 KB (1,065 words) - 18:08, 29 January 2015
- Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)45 KB (6,258 words) - 09:28, 24 November 2023
- == Using the pattern == New pattern created in this wiki.2 KB (367 words) - 08:37, 3 September 2016
- == Using the pattern == New pattern created in this wiki.7 KB (1,108 words) - 08:23, 4 August 2022
- == Using the pattern == New pattern created in this wiki.13 KB (1,922 words) - 08:07, 4 August 2022
- == Using the pattern == New pattern created in this wiki.8 KB (1,150 words) - 08:24, 4 August 2022
- ...game name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:792 bytes (114 words) - 22:20, 6 January 2011
- == Using the pattern == ...els|Level]] after completing another with no possibility of returning. The pattern [[Shrinking Game Worlds]] makes use of [[Irreversible Events]] to ensure th11 KB (1,619 words) - 08:25, 24 November 2015
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- == Using the pattern == ...s]] implied that it is the actions of [[Agents]] that can interrupted, the pattern can also be used to interrupt the progress of series of events, e.g. [[Scri6 KB (888 words) - 10:03, 16 March 2018
- == Using the pattern == ...akes [[Challenging Gameplay]] a [[:Category:Subjective Patterns|Subjective Pattern]]. Although the difficulty of a game is individual to each player, games ca23 KB (3,355 words) - 16:03, 3 October 2016
- == Using the pattern == ...tentionally having it. [[Ricochet Robots]] is however an example where the pattern is not a problem since all players are causing the time-bound [[Analysis Pa10 KB (1,463 words) - 15:55, 25 January 2018
- == Using the pattern == [[Real-Time Games]] naturally give rise to the pattern [[The Show Must Go On]] and opens up for [[FUBAR Enjoyment]] (especially wh11 KB (1,669 words) - 06:58, 14 April 2022
- == Using the pattern == An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holo6 KB (990 words) - 16:48, 19 January 2018
- == Using the pattern == ...rd]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]], especially in4 KB (699 words) - 22:40, 2 August 2011
- == Using the pattern == A rewrite of the pattern ''Maneuvering'' that was part of the original collection in the book ''Patt5 KB (727 words) - 08:15, 2 September 2014