Questions tagged [effect-modifier]
An effect modifier is a modular rule that changes the behaviour of other game content, like a buff/enchantment that makes a character stronger (or debuff/curse that makes them weaker), adds new gameplay abilities & behaviours, or changes how an existing rule works.
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Handling status/effects on a turn based RPG game
I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status.
For generic effects such boosting stats for certain ...
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How to implement something like Noita's spell system?
Does anyone have any insight or at least a guess as to how the spell system works in Noita?
The game is done in C++, and it has spells that can be modified with other spells and spell modifiers that ...
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How to avoid cycles when one character stat can be enhanced by another?
I am creating an ability system in Unity and it is currently able to update base values of stats and keep track of persistent buffs/debuffs while taking operation order into account (Add, Increase, ...
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How do you determine what order to process chained events/interactions?
I'm trying to write a top-down tactics RPG game in python, and run into the first major decision I can't make with my limited knowledge of RPG fundamentals.
In our game you create a team of characters ...
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How to store condition dependent item information in JSON
I'm developing a RPG-game. After searching about various ways to save item information in RPG-game, I determined to save information in JSON files. The problem is that in my game, some equipment's ...
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Order of interface used for GetComponent
I'm trying to make a dynamic buff system, where each component is manipulating the base value of the skill. Those components should be executed in a certain order but the order within the same type ...
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Best architecture for describing interaction between spells
Interactions serve as retroactions. I'm currently looking the best way to describe interactions between different abilities.
For instance, if we take a fire ability and a water one, a lot of different ...
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Formula for stacking percentages to keep them from getting out of control
I have a game that has a mechanic, where a specific class can stack what are called "life stealing enchantments" to steal greater amounts of health from the enemy depending on the type of ...
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How do you create a power-up system that isn't welded to the Player script?
I have various powerups in my game that do different things. They are handled through ScriptableObjects for their UI sprites, descriptions, names, duration, etc. They have a begin, tick, and end state....
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How do I create a powerup that affects speed for a limited amount of time?
I am looking to create a powerup such that when the "playership" object collides with it will affect the playership's speed for a few seconds, let's say 30-60 seconds. I cannot seem to ...
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Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach
I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
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Implementing Runescape-style stat-based conditional buffs within an ECS
Prologue
I'm quite new to data oriented programming and my goal is to implement a Runescape-style stats & damage mechanic in a data oriented styme.
This is quite a complex topic (Runescape-Mechanics) ...
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Attaching scripts which trigger on specified events to objects
I'm new to Unity and C#. For concreteness, I'll phrase the question in terms of building a TCG like Magic: the Gathering or Hearhtstone, although the method seems of more general utility.
Suppose we ...
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Modify the effect of a card being played
I'm trying to recreate a simple card game. Each played card has an action (draw extra cards, peek at draw stack, eliminate an opponent card, etc). Once played, it goes on a stack, and the card effect ...
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Effect Replacement System
I'm working on a turn based rpg and have an action/queue system setup that I'm happy with. However, I am having trouble implementing a feature and I am here for some advice. I want to have effects/...