Linked Questions

10 votes
3 answers
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Possible Duplicate: What’s a way to implement a flexible buff/debuff system? In the context of creating an engine for a RPG I want to implement a generic way to give effects / buffs / debuffs to ...
lezebulon's user avatar
  • 1,422
4 votes
4 answers
1k views

I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on ...
manabreak's user avatar
  • 1,078
1 vote
2 answers
2k views

In a turn based game each player has a set of properties, e.g attack, defence, speed and these can all be used to work out who should go first and how much damage should be dealt. That all works fine, ...
roarster's user avatar
  • 113
1 vote
1 answer
2k views

I'm trying to develop a character calculator for a RPG, and it could evolve into a turn based combat / text based RPG. One of my concerns is how to handle the equipment stats / buff system. ...
Noel's user avatar
  • 113
1 vote
2 answers
281 views

I have a series of guns in my game. I use the Gun class/object like this: (Just an example) ...
zardon's user avatar
  • 241
0 votes
1 answer
486 views

I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (...
changelog's user avatar
  • 103
2 votes
0 answers
198 views

Hi guys I am currently working on a turn-based RPG that will require me to create numerous abilities with little overlap. I've been looking to other games to see how their ability and combat system is ...
Jamornh's user avatar
  • 796
0 votes
1 answer
204 views

I basically need something that modifies existing code without the need to go back and change it. So for instance, if I have a game where the player or NPS can eat food to gain health back, and eating ...
davidblackberry1's user avatar
0 votes
0 answers
80 views

I'm toying with the idea of a character based game. The characters, robots, monsters, heroes (and weapons I suppose) will all have various attributes as per a D&D game for example. They player ...
mal's user avatar
  • 409
1 vote
0 answers
74 views

I am making a game in which the player character can gain traits that change how their character behaves in my world model or add functionality to it. For example, the character might gain the "...
Althis's user avatar
  • 139
2 votes
0 answers
71 views

I have a number of stats and effects in game that are subject to change, they have some kind of base value and the current value. For stats, I implemented this in a dynamic way, but for less important ...
Alex Stone's user avatar
0 votes
0 answers
45 views

I'm making an RGP board game where I have different heros, each one of them belongs to some types for example ("Aatrox" is a Dragon and a Ninja hence he belong to these two types),and each player has ...
Joe's user avatar
  • 1
13 votes
1 answer
7k views

My aim is to create a modular / as generic as possible item system which could handle things like: Upgradeable Items (+6 Katana) Stat Modifiers(+15 dexterity) Item Modifiers(%X chance to do Y damage, ...
Vandarthul's user avatar
3 votes
3 answers
2k views

I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a ...
Mattia Manzo Manzati's user avatar
7 votes
2 answers
1k views

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
Alex Stone's user avatar

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