09-21-2017, 08:53 PM
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.
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.