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Tag: modifiers

Posted on 26th November 201826th November 2018 by nick

Unlocks and Modifier Technical Design

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Once I’d got the basic design down for unlocks and modifiers, the next step is to figure out how this is actually going to be implemented. The idea here is that we have two aspects that are technically separate: Things that can be unlocked (Spells) These cost resources These take time to unlock When unlocked
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Posted on 22nd November 201826th January 2019 by nick

Action Modifiers and Spells

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Having done a technical part of the project with the web workers, it’s about time I started to think about the next steps of the design. Long Term Goals and Current State In an idle game we really need these features in terms of gameplay Gather resources without action from the player Possibly interactions with
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