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Modding | Veneficus Schola
https://veneficusschola.wordpress.com/modding
A roguelike game with a magical focus. This section will bring together all my thoughts and ideas for modding my game. Currently there is nothing much here except a list of “game objects” that can be modded. Items within each group. Actions per item group. Body Locations for the Player Character. Colours used within the ASCII view of the game. As my game gets closer to finalising the mechanics and requires more content I intend to add more in-depth articles to this section. Leave a Reply Cancel reply.
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A design approach to spell damage templates | Veneficus Schola
https://veneficusschola.wordpress.com/2011/12/17/spell-damage-template
A roguelike game with a magical focus. A design approach for spell support templates. A design approach for spell debuff templates →. A design approach to spell damage templates. December 17, 2011. 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. When written down the multitude of options can be expressed as one or more of the following attributes:.
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Some Gaming Required: noviembre 2008
http://somegamingrequired.blogspot.com/2008_11_01_archive.html
Sábado, 29 de noviembre de 2008. Yo me sentí un poco decepcionado, y enojado, cuando me enteré de que el Mirror's Edge para PC se retrasaba hasta enero del 2009. Eso se va tardar un tiempo, pero ahora mismo tenemos la versión 2D. Borne Games está haciendo una versión platformer y ya está la beta posteada en su página( link. Es muy divertido, y los gráficos son geniales. Se pone jodido conseguir las últimas cosas, hasta ahora no pude completarlo. No hay comentarios.:. Miércoles, 12 de noviembre de 2008.
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How I calculate spell casting successes | Veneficus Schola
https://veneficusschola.wordpress.com/2011/12/21/how-i-calculate-spell-casting-success
A roguelike game with a magical focus. How I implemented invisible monsters in my roguelike. Different spell energy types →. How I calculate spell casting successes. December 21, 2011. The idea for this article came about during my research and design phase into looking at different ways I could implement mana as one of the costs for casting spells. It wasn’t until I looked into how existing games approached this subject that I got a sense of what can be achieved. The games I looked into were:. One inter...
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Veneficus Schola | A roguelike game with a magical focus | Page 2
https://veneficusschola.wordpress.com/page/2
A roguelike game with a magical focus. Newer posts →. A design approach for spell buff templates. December 17, 2011. Before I begin here’s a slightly altered and shortened definition of what a spell buff is, in video gaming terms. The full quote can be found at Wikipedia. A buff is a video gaming term that allows the player to modify their character status or stats for a period of time. In my game I will be applying buffs that target either the caster or their allies in the following areas:. Before I tal...
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A design approach for spell buff templates | Veneficus Schola
https://veneficusschola.wordpress.com/2011/12/17/spell-buff-templates
A roguelike game with a magical focus. A design approach for spell debuff templates. A design approach for spell energy costings →. A design approach for spell buff templates. December 17, 2011. Before I begin here’s a slightly altered and shortened definition of what a spell buff is, in video gaming terms. The full quote can be found at Wikipedia. A buff is a video gaming term that allows the player to modify their character status or stats for a period of time. Increasing the characters stat. Before I ...
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A statistical reminder of resistances | Veneficus Schola
https://veneficusschola.wordpress.com/2011/09/27/a-statistical-reminder-of-resistances
A roguelike game with a magical focus. How resistances could work in my roguelike. Resistance is just a number →. A statistical reminder of resistances. September 27, 2011. Dragons are just as cunning as statistics. The author of this picture is Kelly Lee and they can be reached at Elfwood.com. Of this article introduced my thoughts on the idea of introducing resistances to my game, you may want to read that first to understand why I’m writing this follow-up. In addition external forces can either improv...
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Steven Devonport | Veneficus Schola
https://veneficusschola.wordpress.com/author/devonps
A roguelike game with a magical focus. Author Archives: Steven Devonport. I'm a career software tester (by trade), I've written fiction, non-fiction, I've created a roguelike game, I've loved and lost.but above all that I keep laughing at this crazy world and the manic speed that we're all moving at. It’s time to pause…. March 1, 2012. Veneficus Schola release 0.0.10 alpha. January 10, 2012. This release has been a long time coming, in fact it’s been 5 months in the making – phew! December 23, 2011.
somegamingrequired.blogspot.com
Some Gaming Required: Castlevania Stories
http://somegamingrequired.blogspot.com/2010/03/castlevania-stories.html
Lunes, 15 de marzo de 2010. Aunque Simon's Quest fue bueno, y y todos lo jugarón, lo que querían era otra cosa. Querían lo que tenía el Castlevania I, pura acción y pletaformas. Konami les cumplio. Parte tres de once, Castlevania III: Dracula's Curse. Nivel uno - Beginning (Famicom). Nivel uno - Beginning (NES). Nivel cuatro - Dead Beat. ROM de Akumajō Densetsu traducido. No hay comentarios.:. Suscribirse a: Comentarios de la entrada (Atom). Lucaz, 21 años y escritor de este blog. Novelas visuales y eroge.
somegamingrequired.blogspot.com
Some Gaming Required: noviembre 2009
http://somegamingrequired.blogspot.com/2009_11_01_archive.html
Martes, 17 de noviembre de 2009. Comparando Nocturne y Persona. Ambos tienen como mecánica central el diálogo con demonios. Aunque hay NPCs en la party, son pocos. Pero hablando con demonios uno puede reclutarlos, y luego invocarles a través de una computadora atado al brazo para luchar.Por cierto, a menos que uno siga el camino del orden, el jefe final del SMT 2 es YHVH en persona. No hay comentarios.:. Suscribirse a: Entradas (Atom). Lucaz, 21 años y escritor de este blog. Novelas visuales y eroge.
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