<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Scheduling on Coyote Time</title><link>https://blog.jonmikeys.com/tags/scheduling/</link><description>Recent content in Scheduling on Coyote Time</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Tue, 20 Oct 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://blog.jonmikeys.com/tags/scheduling/index.xml" rel="self" type="application/rss+xml"/><item><title>Ticket Schedulers: Letting an External Scheduler Define a Gameplay Mechanic</title><link>https://blog.jonmikeys.com/posts/ticket-schedulers-gameplay-mechanics/</link><pubDate>Tue, 20 Oct 2026 00:00:00 +0000</pubDate><guid>https://blog.jonmikeys.com/posts/ticket-schedulers-gameplay-mechanics/</guid><description>How a small external scheduler that hands out tickets can define turn-taking, pacing and difficulty, with C# code, simulation results, and notes on Half-Life, Kingdoms of Amalur and a combat-token prototype.</description></item></channel></rss>