Category Archives: direction

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

Posted in design, direction, magic, Spellcasting | Tagged , , ,

A trauma system

Introduction I’m going to be moving away from the traditional hit point system to measure the health of the monsters and move to an injury (or trauma) based system. I’m doing this because I believe the injury system reinforces the theme … Continue reading

Posted in design, direction | Tagged , , , | 1 Comment

New game logo

I have finally got permission from the artist to use this image, with the minor modification of adding the game title…by me of course. The artist goes by the handle of hosio and their work can be found over at … Continue reading

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Monster Edit Files

Whilst surfing I came across this article from the roguelike Kharne entitled: Moving to Edit Files. What now follows is an extract I’ve taken from that article and applied the design theory  to my game. Before moving into my article I … Continue reading

Posted in design, direction, modding, monsters | Tagged | 1 Comment

What is Veneficus Schola about?

In this article I take some time out of game design and construction to provide you with a general insight (or overview) into what Veneficus Schola the game is all about. General Overview I’m most definitely an indie game developer … Continue reading

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ASCII mode

I’m currently in the middle of improving my ASCII view mode for the game, whilst it’s proving tricky I’m glad that I took the time to put together a modular approach to my code as this is allowing me to … Continue reading

Posted in design, direction, graphics, GUI

Meta-energy regeneration – part 1

A brief introduction Meta-energy regeneration is all about restoring the player characters health and mana pools and it is something that happens automatically every turn unless a pre-determined reason or event occurs. The actual regeneration is a derived percentage value … Continue reading

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