Tactical Planning

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Planning based on what one knows of the current game state.

This pattern is a still a stub.

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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