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A number of times over the past couple years or so in various places I've written about Cogmind's turn/time system, and I've finally gathered all the info into one dedicated article covering the evolution and characteristics of the system I use.

I've embedded it in image form below, but you can also check out the text version here. The password for access is "chronowheel"

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Comments

Menderbug

I've noticed that these blog posts already show up on your RSS feed before they get unlocked for non-patrons. That probably isn't great for your non-patron blog readers, because I doubt many of them will check back to find out when the post actually becomes public.

Johnson Lin

Yet another great write up! And it looks like the time system after Beta 8.1 is a lot more consistent and elegant internally. Great work : )

Via

Finally, I understand what you did actually at 8.1. The new system looks, yeah, very neat and self-contained, just aside from overhead of queue sorting, and it seems to be slightly harder to implement 'rough' time-manipulation-ish things like 'you have 1000 individual time'? Anyway, it's surprising that the behavior from the player's view is almost the same as before in spite of such a different internal design. A really interesting and meaningful article.