Category Archives: design

Different spell energy types

This article is all about the different spell energy types I’m thinking of adding to my game and it was born from a conversation I started on The Temple of the Roguelike forums, where I stated that I was planning on using: … Continue reading

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How I calculate spell casting successes

The idea for this article came about during my research and design phase into looking at different ways I could implement mana as one of the costs for casting spells. During that research I quickly realised I had no way … Continue reading

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How I implemented invisible monsters in my roguelike

In just over 60 minutes I’ve implemented a new buff spell, a new monster ability and a new delayed effect that all combine to allow the caster to see invisible monsters for a predetermined period of time. Read on to see how … Continue reading

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A design approach for spell templates

With magic being at the heart of my roguelike I’m always keen to take just that little bit longer with my thoughts on design as I want to create something that I can be proud of. With this in mind … Continue reading

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A design approach for spell buff templates

Before I begin here’s a slightly altered and shortened definition of what a spell buff is, in video gaming terms. The full quote can be found at Wikipedia. A buff is a video gaming term that allows the player to … Continue reading

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A design approach for spell debuff templates

Before I start here’s my definition of what a debuff spell is all about… A debuff spell can be defined as an effect applied to the target that affects the status in a negative way. Some of the most common debuff … Continue reading

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A design approach for spell support templates

In my game “support” spells provide the player with a mixture of spells that don’t quite fit into one or more of the other categories (i.e. offence, buff or debuff) and as such it is difficult to provide a concise … Continue reading

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