ribbybibby / Grimm-Journey

A local co-op multiplayer platformer based in a fairytale world.
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Spawn rules make no sense to the player #26

Closed ribbybibby closed 9 years ago

ribbybibby commented 9 years ago

The spawn system now works as intended... although "works" might be a relative term. The rules for spawning set out in the design no longer make sense in the context of what the game has become. Using the player's position to generate enemies is overkill when the levels are so small and it isn't clear to the player what is going on spawn wise.

I suggest that we have enemy specific spawn points so we can better dictate the challenges the player will face at each point in the level. In order to prevent mobs of enemies developing, spawn points should also be aware of how many enemies are alive in the level.

ribbybibby commented 9 years ago

I've created new spawn point prefabs for Troll and Wood, which completely replace the old SpawnController script. These new spawns will only generate new enemies if BBW/LRRH are below or level with the spawn on the y-axis, they won't spawn if BBW/LRRH are too close to the spawn point and they have a hard coded number of how many spawned children can be alive at one time before spawning another.

I have added these spawns to level 2_1.

Before I can close this bug I have to:

  1. Create a witch spawner
  2. Update all the current levels along with the template level
ribbybibby commented 9 years ago

In 34143c98ebea4e651cfe1e6582f4b689190433f8:

Before I can close I need to:

  1. Create WitchSpawn
  2. Add WitchSpawn to all the levels
ribbybibby commented 9 years ago

Fixed in ffbca0700c32a5690647d84e31652392bf1ff5d0

I created the WitchSpawn prefab/script and added it to every existing level. Our entire spawn system has been successfully reworked.