Category Archives: Spellcasting

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 energy costings

Spell energy management is all about making sure that the caster can pay the costs of the spell at the time of casting. This article is about the design approach I’m taking that will allow for a very flexible approach … 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 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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I can’t cast a spell why?

In my game the reasons for not casting a spell include… Player Character Status Fetish (as in magic focus) Meta-materials Race of the character Class of the character Environment Spell Requirements I’ve catered for all of the above into my … Continue reading

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Over time effects in my Roguelike

One of the things I’ve been looking into is the design of over time effects, I see over time effects as something that is repeated at least once per turn for as many turns as needed. During game play most … Continue reading

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Spell damage calculation for my Roguelike

For those spells that are designed as primarily damage dealing (offence) and for those that cause damage by other means (debuff) how the damage is processed and calculated by the game will have a big impact on the player’s experience. … Continue reading

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