Category Archives: spells

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 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 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 to spell damage templates

Spell damage templates were originally designed to be used in offence spells but they have now found their way into spell templates that cover both buffs and debuffs – as a side effect of casting the spell. These templates provide … 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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Research findings from spell selection

Introduction One of the things I needed to complete for Alpha release 0.0.7 was the selection of the starting spells for each character class. When I started this selection process I had amassed over 1600 spells, based on many sources … Continue reading

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Over time effects – part 2

Part 1 of this article covers my design thoughts, this part covers the technical side of over time effects, as I see it. Technical Implementation I’ve started to look at the technical implementations of these effects and what I’m thinking … Continue reading

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