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D20 RPG – Size, Space and Reach

March 6, 2024 ~ admin ~ 4 Comments

There are plenty of ways to improve the combat in our project, but the first issue that sticks out to me is that attacks can happen from and to anywhere on the board. In this lesson we will begin to fix this issue by introducing size and reach mechanics.

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D20 RPG – Refactoring (SetUp and TearDown)

January 25, 2024 ~ admin ~ 3 Comments

During a project it is important to stop and reflect on what you’ve implemented and see if you like it or not. In some cases this will lead to “refactoring” – the restructuring of architecture to improve upon it.

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D20 RPG – Pathfinding

January 18, 2024 ~ admin ~ Leave a comment

“If you find a path with no obstacles, it probably doesn’t lead anywhere.” – Frank A. Clark

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D20 RPG – Board

December 29, 2023 ~ admin ~ 2 Comments

In this lesson we will look at making custom boards for our encounters that are data-driven and skinned in a Tilemap.

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D20 RPG – Events

December 14, 2023 ~ admin ~ 3 Comments

In this lesson we will examine how our dependencies can observe and invoke events.

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D20 RPG – Positional Awareness

December 1, 2023 ~ admin ~ Leave a comment

“A constant struggle, a ceaseless battle to bring success from inhospitable surroundings, is the price of all great achievements” – Orison Swett Marden

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D20 RPG – Life and Death

November 16, 2023 ~ admin ~ Leave a comment

“If you live each day as if it was your last, someday you’ll most certainly be right.” – Steve Jobs

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D20 RPG – Damage

November 2, 2023 ~ admin ~ Leave a comment

In the last lesson we implemented attack rolls and even saw a glimpse of damage rolls, though no damage has yet been applied. This aspect of the game, like nearly every aspect has rule after rule and exceptions to those rules. Let’s take a deeper dive into applying damage.

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D20 RPG – Attack

October 27, 2023 ~ admin ~ Leave a comment

“Attack him where he is unprepared, appear where you are not expected.” – Sun Tzu

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D20 RPG – Combat Flow

October 19, 2023 ~ admin ~ Leave a comment

In this lesson we will rough out the whole combat flow, including its sub flows, adding some new systems along the way.

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