Creature acquisition and use cycle


This week I wanted to complete the "capture and use creatures" cycle. However, this required some configuration in the enemies to generate all the information for an "Specimen". I decided that, instead of working in configuring enemies and player creatures independently, it would be nice to make the enemies set up themselves from a "Specimen" object, like the player creatures do. So the Specimen object is created by the enemy spawner and the passed to the actual in-game GameObject, and all the components configure themselves using that specimen information.

This makes a lot of sence from a task division perspective: if you are the component in charge of the creature HP, you take the specimen information, check out the level it has, the stamina of its species, the stamina from genotype and phenotye and say "ok, this is my maximum HP" instead of the enemy spawner telling you that directly.

Since all enemies have its own specimen associated, when one is captured I just have to add that specimen to the list of stored creatures and it is done. One can return the lair and, in the creature management screen, select an slot in the active pack and put the stored Specimen there. Then, when going in the wilds again, that specimen is used to create the player creature, that the player can of course move around and command to attack.

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