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    <title>Data-Driven Design on Bracket Productions</title>
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    <description>Recent content in Data-Driven Design on Bracket Productions</description>
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    <copyright>©{year} Herbert Wolverson, All Rights Reserved</copyright>
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        <title>Rust Roguelike Tutorial - Chapter 66 - Magic Spells</title>
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        <pubDate>Tue, 10 Dec 2019 08:46:25 -0600</pubDate>
        
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        <description>Finally a use for the mana bar! You can learn spells from books, and cast them at your unwitting foes.
http://bfnightly.bracketproductions.com/rustbook/chapter_66.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 65 - Items that Affect Attributes, Better Status Effects</title>
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        <pubDate>Fri, 06 Dec 2019 08:46:25 -0600</pubDate>
        
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        <description>Chapter 65 allows items to affect your attributes, and status effects to do the same. Demonstrated with a new effect: hungover.
http://bfnightly.bracketproductions.com/rustbook/chapter_65.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 63 - Effects</title>
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        <pubDate>Fri, 29 Nov 2019 08:46:25 -0600</pubDate>
        
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        <description>Chapter 63 introduces a whole new effects system, designed to make it easy to fire effects from anywhere in the game - and to attach them via data to your item JSON definitions.
http://bfnightly.bracketproductions.com/rustbook/chapter_63.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 62 - Magic Items and Item Identification</title>
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        <description>Chapter 62 introduces obfuscated names for magical items, hiding their nature until you try them out.
http://bfnightly.bracketproductions.com/rustbook/chapter_62.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 51 - Equipment</title>
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        <pubDate>Mon, 18 Nov 2019 08:46:25 -0600</pubDate>
        
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        <description>Chapter 51 differentiates equipment, giving you the ability to add item-based progress to the game. Arms and armor are included.
http://bfnightly.bracketproductions.com/rustbook/chapter_51.html</description>
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        <title>Rust Roguelike Tutorial - Chapter 46 - Data-Driven Spawning</title>
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        <pubDate>Wed, 13 Nov 2019 08:46:25 -0600</pubDate>
        
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        <description>Chapter 46 expands upon the previous Data-Driven work by also making entity spawning driven by your JSON files. So now you can quickly build new monsters, items and props - and decide where they spawn without editing your Rust code.
http://bfnightly.bracketproductions.com/rustbook/chapter_46.html</description>
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        <title>Rust Roguelike Tutorial - 45 - Data-Driven Design</title>
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        <pubDate>Tue, 12 Nov 2019 08:46:25 -0600</pubDate>
        
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        <description>Chapter 45 introduces data driven design - define your entities in a JSON file, to make it easy to update the game as you go.
http://bfnightly.bracketproductions.com/rustbook/chapter_45.html</description>
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