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PBM Identity Crisis
#6
FYI - we designed a game back in the 80's (which we might still go back to) where the turn cycle was what we tentatively called "slow real-time".  Each action ran one at a time (slowly) and you could view results when needed and change any FUTURE orders if you needed to.  I still like that design.

Also, we're currently working on the re-coding of a different game where we're adding in the concept of "triggers", or what to do when something unplanned (if not unexpected) comes up during the course of a turn cycle.  This makes "changing your mind" much less needed as it's built into the process in a limited way.
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Messages In This Thread
PBM Identity Crisis - by Angerak - 09-20-2017, 01:08 PM
RE: PBM Identity Crisis - by Hatch - 09-21-2017, 03:51 AM
RE: PBM Identity Crisis - by Angerak - 09-21-2017, 10:16 AM
RE: PBM Identity Crisis - by Hatch - 09-21-2017, 04:36 PM
RE: PBM Identity Crisis - by Angerak - 09-21-2017, 04:47 PM
RE: PBM Identity Crisis - by Davin - 09-21-2017, 08:53 PM
RE: PBM Identity Crisis - by Angerak - 09-21-2017, 09:46 PM

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