Tag: regem-ludos

Regem Ludos Dev Blog: Battle System and Async Processing

Regem Ludos features a battle system with a lot of things all going on at the same time. There are cooldown bars filling or emptying at all times. Enemies are targeting your party, jumping around the screen and dropping your hp bar. All characters have different abilities that do different things, and take varying amounts of time. Status effects morph and change the battle field as time goes on. And so much more than I can succinctly put here. It's a lot to process!

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Regem Ludos Dev Blog: Rpgscript

Welcome to the first post in a series about the tooling used to build the game Regem Ludos. The game runs in a web browser and does not use a commercial engine, so there are various assorted tools that are cobbled together that constitute the development process. These posts are about those tools.

I'd like to start this off by identifying a problem. A tool, after all, is something we can use to solve a problem. And that problem is: how do you define, store, and run a c

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