Category Archives: modding

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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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

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