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:
- Be able to describe how turn-based and real-time games are similar and how they differ.
- Understand how a game’s mechanics can be structured into a main game loop.
- 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 ...
Get Tabletop Game Design for Video Game Designers now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.