Action Programming: Difference between revisions
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''The choosing of one or more actions for future execution.'' | ''The choosing of one or more actions for future execution.'' | ||
This pattern is still a stub. | |||
[Diplomacy]] | [[Diplomacy]] | ||
[[Crobots]] | [[Crobots]] | ||
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[[Zero-Player Games]] | [[Zero-Player Games]] | ||
== Using the pattern == | |||
=== 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 == | |||
<references> | |||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | |||
</references> | |||
Revision as of 14:19, 2 January 2011
The choosing of one or more actions for future execution.
This pattern is still a stub.
Using the pattern
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
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>