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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.

3 votes
1 answer
266 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 t …
Martin Ueding'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 do …
Zibelas's user avatar
  • 5,012
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 characte …
manabreak's user avatar
  • 1,078
2 votes
2 answers
367 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/abi …
Chris Uchytil's user avatar
1 vote
2 answers
934 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 life stealin …
Kyle Adams's user avatar
0 votes
2 answers
211 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
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
0 votes
1 answer
392 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 figure this out …
sketcherskt's user avatar
74 votes
9 answers
41k 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
0 votes
1 answer
84 views

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 e …
Spoon's user avatar
  • 11
0 votes
1 answer
428 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 (space …
changelog's user avatar
  • 103
0 votes
1 answer
287 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 w …
Sal's user avatar
  • 103
0 votes
0 answers
114 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
4 answers
894 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 per …
user964123'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 / debuf …
lezebulon's user avatar
  • 1,422

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