Tag Archives: magic

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 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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Painting valid targets in my Roguelike

This article forms part of my next Alpha release, which concentrates on magic. One of my objectives for this game is to make the game play as easy as possible for the player whilst maintaining the illusion of the game … Continue reading

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Wands

Wands are used almost exclusively by all mages throughout the game. They provide a focus for their spells and benefits to the spell caster. Each wand will provide a narrow band (sometimes singular) benefit to the spell caster. Sometimes that … Continue reading

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It’s a kind of magic

Magic is at the very heart of my game and as such I believe it has to be well presented and well balanced for the player to get any fun out of it otherwise the game will fall flat on … Continue reading

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