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Tabletop Game Design for Video Game Designers
book

Tabletop Game Design for Video Game Designers

by Ethan Ham
June 2015
Beginner
338 pages
8h 51m
English
Routledge
Content preview from Tabletop Game Design for Video Game Designers

Chapter ThirteenTurns, Ticks, & Time

Introduction

One of the common stumbling blocks for novice video game designers is understanding how to design real-time games. This chapter aims to demystify “realtime” and show how the use of flowcharts can help a designer specify a design as a rigorous series of concrete steps.

The learning objectives for this chapter are:

  1. Be able to describe how turn-based and real-time games are similar and how they differ.
  2. Understand how a game’s mechanics can be structured into a main game loop.
  3. Become familiar with flowcharting as a game design tool.

Turns and Real-time

Most tabletop games are structured into turns and rounds, with players’ actions unfolding one at a time. Much more unusual are tabletop ...

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Publisher Resources

ISBN: 9781317536031