Time-slicing
Video game concept
Turn-based game simulating real-time game by having each action assigned duration it needs to perform rather than explicit equal duration turns.
8
games
7platforms
Alternate name: Tick-based
LIN 1994
DOS 1994
WIN 2003-08-01
Example:
1) First step forward by player, 5 time units to complete
2) Nearby monster hits, 6 time units
3) Step completes, consequent steps 3 time units, repeat
4) Monster hits, repeats; 2 time units left to next step for player
5) Step completes, repeat; out of range for monster to hit
6) Monster cancels attack and pursues player
And so forth. Somewhat similar to very thorough auto-pausing (with active pause) mechanism in real-time games.
With additional conditionals and options the simulation becomes more realistic.
Many games do only half-way solution this by having some actions consume a turn and others not (e.g. dropping an item in your hand doesn't take a turn, but dropping an item worn by you takes one or more turns). These do NOT count for this tag, though, since they still live in the land of generic turns (where almost every action conceivable takes exactly one turn).
1) First step forward by player, 5 time units to complete
2) Nearby monster hits, 6 time units
3) Step completes, consequent steps 3 time units, repeat
4) Monster hits, repeats; 2 time units left to next step for player
5) Step completes, repeat; out of range for monster to hit
6) Monster cancels attack and pursues player
And so forth. Somewhat similar to very thorough auto-pausing (with active pause) mechanism in real-time games.
With additional conditionals and options the simulation becomes more realistic.
Many games do only half-way solution this by having some actions consume a turn and others not (e.g. dropping an item in your hand doesn't take a turn, but dropping an item worn by you takes one or more turns). These do NOT count for this tag, though, since they still live in the land of generic turns (where almost every action conceivable takes exactly one turn).