Closed captainvera closed 6 years ago
I agree, as long as we also have the movement as an editable attribute in the subclasses, in case we want to change the way certain projectiles move and behave.
@jcvicente I had thought about that, that would have to be implemented on the specific subclasses. My main problem with that is finding a "easy" way to describe more complicated movement. (Math functions aren't very intuitive)
The way Blueprints work in UE4 makes it so that creating a large inheritance tree is nonsensical. What makes sense is building a robust base class that can be improved upon and creating a specific subclass (to overwrite movement functions and defaults) for each specific projectile.
Before closing the issue I will create a scope of examples.
Some projectiles are not being destroyed on the lateral walls. The simple projectile i believe.
Yup, they projectiles aren't finished yet, I'll review them now.
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Project System proposal
As a 2D platformer, FlyBoy will have a LOT of "projectiles". They can be Boss attacks, FlyBoys' attacks among possibly others.
What I suggest is creating a general framework/class for projectiles that we can always use. This way we would have one general and tested implementation used at all times. We wouldn't have to handle things like:
for every single projectile we want to implement. Want to make the boss fire something? just do something like:
New types of projectiles can be a very simple subclass with relevant info ( size, texture, etc).
Thoughts? @hineios @jcvicente @MiguelRenda