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How I Coded the Perks in my Roguelike

A roguelike with 100+ passive perks pushed the developer into a new architecture problem: how to make lots of effects stack cleanly without turning the codebase into a mess. The article focuses on using inheritance to organize perk behavior, which is especially relevant for gameplay programmers and systems designers building content-heavy games.

First reported 3 months, 1 week ago • roguelike perks inheritance gameplay-programming
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Game Maker's Toolkit Game Maker's Toolkit

How I Coded the Perks in my Roguelike

3 months, 1 week ago Read source
git-amend git-amend 1% match

Build Custom Unity MCP Tools for Coding Agents

3 months, 1 week ago Read source