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Posts tagged design

Enabling data-driven object construction.

In my research, I’ve spent a lot of time reading what the developers of rogue-likes have to say. One of the more famous rogue-likes, Angband, uses text files to define just about everything in the game. This sounds a lot like the Pragmatic Programmer dictum: “put abstractions in code, details in metadata.” Share this:Close Bookmark and Share This Page Save to [...]

Free Sky: Objects in Space

For a comprehensive RPG like Free Sky, we’re going to need a good object system. This system should be no more complicated than necessary, allowing for easy design of game objects and quick overhauls when the game design changes. This mini-series will be a quick sketch of my thoughts toward this end.

Some principles, before I get started:

Enable data-driven object [...]


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