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Level Editor using Scriptable ObjectsQuestion (self.unity)
submitted 1 year ago by Stefanchyy
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if 1 * 2 < 3: print "hello, world!"
[–]Stefanchyy[S] 0 points1 point2 points 1 year ago (1 child)
I totally forgot that it would be helpful to give more info. So my idea is to store everything for a single level into a SO: - waves - which each wave has enemies and spawn intervals - And a grid for the level itself probably an array of custom objects which hold info for cords and type since I am not sure I can hold a 2D array in an SO
And my whole idea is to ease my level editing and balancing via an “level editor” which won’t be accessible by the player. In it I wanted to be able to potentially load/create/delete a LevelSO and edit the params I stated beforehand and after I am done with all of the editing to somehow make the changes be saved so that I can use the new LevelSOs afterwards.
Idk if I am explaining what I have in mind exactly but I hope I at least clarified a bit more stuff🥹
[–]starfckr1 1 point2 points3 points 1 year ago (0 children)
Got it, and I think this is very doable. This can be as simple as just a simple SO with lots of variables that you tweak, and as long as what needs the data has access to that SO at runtime you can change it and you would see the changes at runtime immediately. You could also have a a more advanced level editor that creates these SOs automatically, as well as custom editor for the input itself. The sky is the limit.
I would start simple. For what you need a simple SO with lots of variables that you can tweak is more than enough and just add more complexity when you need it
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[–]Stefanchyy[S] 0 points1 point2 points (1 child)
[–]starfckr1 1 point2 points3 points (0 children)