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How are monsters generated in Sidyq?

๐Ÿ•’ Estimated reading time: 2 minutes

Sidyq relies on a modular system for generating and managing its creatures, whether they are classic enemies or bosses. Each monster is an autonomous entity described via an individual file, allowing for high flexibility, while maintaining global balance through internal tools.


๐Ÿงพ A complete sheet for each monster

Each monster has a unique file defining its essential characteristics:

  • Identity : internal name, displayed name, image, description
  • Drops : list of lootable objects or monsters after its defeat
  • Initial buffs : states applied at the start of combat (e.g. : unique passive)
  • Archetypes : behavioral or style categories (tank, support, etc.)
  • Stat scaling : stat increase according to the monster's level
  • Spells : reference to a list of associated spell files

This format encourages rapid creation of new monsters while ensuring their readability and maintainability.


๐Ÿงช One spell = one file

The spells used by the monsters are each defined in their own file. This allows for:

  • Not overloading the monster's content file
  • Keeping spells independent for ensuring their evolution
  • Centralizing game mechanics and effects related to the game engine

An article dedicated will detail the structure and functioning of these spell files.


๐Ÿ‘‘ Boss : a specialized overlay

The boss also use a monster file... ...to which is added a dedicated overlay with:

  • Des scaling modifications (amplified stat values)
  • The addition of specific mechanics (invulnerability, unique buffs, etc.)
  • Modified or entirely new spells

This allows for maintaining compatibility with the general engine, while enabling customized battles.


Sidyq relies on a modular generation system, backed by a clear structure: one file per entity (monster, spell, boss).

This system enables easy creation, modification and extension of the bestiary without compromising game balance.

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