Linked Questions

10
votes
3answers
5k views

How to implement buffs / debuffs / temporary stat changes in an RPG? [duplicate]

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 ...
1
vote
2answers
2k views

Powerup Best practices [duplicate]

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, ...
4
votes
4answers
493 views

Architecture design in “buff-heavy” game? [duplicate]

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 ...
1
vote
1answer
2k views

c++ RPG - Handling buffs / equipment stats [duplicate]

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. ...
1
vote
2answers
220 views

Creating Gun objects with upgrades? [duplicate]

I have a series of guns in my game. I use the Gun class/object like this: (Just an example) ...
0
votes
1answer
270 views

Design patterns for effects between actors and technology [duplicate]

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 (...
2
votes
0answers
141 views

What should the data structure of a flexible ability system look like? [duplicate]

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 ...
0
votes
0answers
73 views

Is there such thing as a design pattern for game character attributes? [duplicate]

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 ...
1
vote
0answers
63 views

How to implement mutable functionality at runtime? [duplicate]

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 "...
2
votes
0answers
45 views

How to implement a property with a base value and a changed value? [duplicate]

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 ...
0
votes
1answer
40 views

What's a good way of implementing traits/promotions/buffs? [duplicate]

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 ...
0
votes
0answers
21 views

Best way to program 'classes' that can apply and cancel status effects [duplicate]

Imagine a game like League of Legends. A player can play choose a 'class' to play as. Their in-game character has the class equipped, and the class defines what abilities can be used. These ...
0
votes
0answers
14 views

most flexible way to implement a buff /debuff system for a RPG game [duplicate]

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 ...
7
votes
2answers
918 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

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, ...
11
votes
1answer
2k views

Creating a Robust Item System

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, ...

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