06 September 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 September 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 September 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 August 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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28 August 2026
Are the enemy's ideas scattered across the notes? Gather them into one folder that is really convenient to work with
Where are your characters' enemies located? One folder holds every enemy as a structured game object you can duplicate and reuse
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