I would like to categorize my combatants/enemies in my game. (Like the feature which is provided for Items --> "Item Types" or Ability --> "Ability Types"
Let's say I have a Combatant "Ice Dragon"
I would like to define the type to "Dragon", and maybe also "Dragon" is a subtype of "Flying Creature" and so on.
I need this, because I am trying to script an spawning algorithm for my Creatures and there I want something like:
If "mountain" then "spawn Dragon(s) randomly there".
But maybe there is another easy way which I can't see to solve this problem.
Sorry for commenting my own stuff here, but after brainstorming new ideas are coming all the time. :)
A quick solution would be defining an set of "Races" (Race 0, Race 1, Race 2,...)
and each of them has the same defined subattributes. Then I could say: Race0: Ice Race1: Dragon Race2: Elemental Creature Race3: Flying Creature Race4: Nothing
But this approach is very error-prone if we have a deep tree.
That's currently not possible, but you could use Defence Attributes for that. Add a defence attribute Race with the different races as sub-attributes.
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But here we can only say "Ice Dragon" Combatant is Race: Dragon.
I would like to have a more path/tree based approach. e.g.
Ice-Dragon is of type Ice and Dragon, and Ice is of type Elemental, as Dragon is of type Flying creature.
But I guess I have to implement this by my own?
A quick solution would be defining an set of "Races" (Race 0, Race 1, Race 2,...)
and each of them has the same defined subattributes.
Then I could say:
Race0: Ice
Race1: Dragon
Race2: Elemental Creature
Race3: Flying Creature
Race4: Nothing
But this approach is very error-prone if we have a deep tree.
Add a defence attribute Race with the different races as sub-attributes.
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