Tactical Planning

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Revision as of 21:48, 12 May 2011 by Staffan Björk (talk | contribs)
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Planning based on what one knows of the current game state.

This pattern is a still a stub.

Contents

  • 1 Examples
  • 2 Using the pattern
    • 2.1 Diegetic Aspects
    • 2.2 Interface Aspects
    • 2.3 Narrative Aspects
  • 3 Consequences
  • 4 Relations
    • 4.1 Can Instantiate
      • 4.1.1 with ...
    • 4.2 Can Modulate
    • 4.3 Can Be Instantiated By
    • 4.4 Can Be Modulated By
    • 4.5 Possible Closure Effects
    • 4.6 Potentially Conflicting With
  • 5 History
  • 6 References
  • 7 Acknowledgements

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

-

Acknowledgements

-

Retrieved from "https://gdp.cse.chalmers.se/index.php?title=Tactical_Planning&oldid=9488"
Categories:
  • Patterns
  • Needs work
  • Needs revision
  • Needs examples
  • Needs references
  • Patterns created on the Wiki
  • Stub
  • Staffan's current workpage

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