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7 votes
3 answers
2k views

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 ...
John P's user avatar
  • 173
0 votes
0 answers
37 views

When using the GAS in UE5, in addition to character attributes, can the parameters of projectiles and weapons also be put into the attributeset?

My game needs a very flexible Buff system, Buffs can modify the character's attributes but also the parameters of projectiles, weapons, and even other buffs, so are all these parameters defined in ...
wenzhao chen's user avatar
3 votes
1 answer
738 views

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 ...
evol1102's user avatar
0 votes
1 answer
71 views

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 ...
Zibelas's user avatar
  • 4,618
0 votes
0 answers
113 views

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 ...
Joe Mom's user avatar
1 vote
2 answers
900 views

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 ...
Kyle Adams's user avatar
0 votes
2 answers
200 views

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....
baiomu's user avatar
  • 113
0 votes
1 answer
379 views

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 ...
sketcherskt's user avatar
1 vote
1 answer
154 views

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. ...
Ryan Peschel's user avatar
3 votes
2 answers
1k views

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) ...
Lars's user avatar
  • 31
0 votes
1 answer
279 views

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 ...
Sal's user avatar
  • 103
2 votes
2 answers
345 views

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 ...
Zibelas's user avatar
  • 4,618
2 votes
2 answers
357 views

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/...
Chris Uchytil's user avatar
13 votes
1 answer
6k 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, ...
Vandarthul's user avatar
3 votes
1 answer
260 views

How would one program potions that can change virtually every aspect of the character?

In Witcher 3, there are various potions that the character can consume. There seems to be potions that have various effects during their effect time: Restores a certain number of health points per ...
Martin Ueding's user avatar
1 vote
1 answer
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. ...
Noel's user avatar
  • 113
4 votes
4 answers
1k 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 ...
manabreak's user avatar
  • 1,058
2 votes
0 answers
67 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 ...
Alex Stone's user avatar
20 votes
3 answers
9k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
Apis Utilis's user avatar
10 votes
3 answers
7k 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 ...
lezebulon's user avatar
  • 1,412
3 votes
3 answers
2k views

OOP implementation of BUFFS and Stats. Suggestion

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
0 votes
1 answer
421 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 (...
changelog's user avatar
  • 103
74 votes
9 answers
40k views

What's a way to implement a flexible buff/debuff system?

Overview: Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." ...
gkimsey's user avatar
  • 1,013
1 vote
4 answers
880 views

Designing a game that allows for selectable perks/customization

Call of Duty games all have the core functionality of any FPS (walking around, killing, dying and repeat). Layered on top are various stuff. Of interest to me is during pre-game when you pick your ...
user964123's user avatar