07 сентября 2026
Free text drifts as your game grows - fix it with structures and enums
When we write text, we often don't think that for the engine 'Protector' and 'protector' are completely different things, and 'Fire Extinguisher 30%' vs 'extinguisher / common' is a parser's nightmare. The fix: enums that fix a vocabulary and structures that order complex data
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06 сентября 2026
An ability belongs to one character? Let the card itself say who - through a link that never breaks
Learn to connect game objects through links instead of names, so a rename never breaks your game design. We'll also see how multilevel inheritance lets you build specialized templates
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02 сентября 2026
Writing the same fields for every enemy, character and card? Create a template and spawn many
Enemies, characters and game cards all redeclare the same fields by hand. A base object defines that structure once - and each instance only fills in the values that make it different
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01 сентября 2026
Hmm, someone wrote "increase twice" in a field - but the engine needs the number 2
Give each field a real type so its value behaves predictably and is validated - string, text, number, integer, and checkbox (boolean). A typed value carries its behavior from the editor, through the balance table, to the engine
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31 августа 2026
The design document and the code have diverged again - make them agree through regular JSON
Are you always at war with the fact that some data is written in the doc, and the engine sees completely different ones? We tell you how a single file can permanently save you from desynchronization
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