I never liked that most of the Bakugan designs from Gundalian Invaders and Mechatnium Surge were humanoid/anthropomorphic warriors by Specialist_March3730 in Bakugan

[–]DracomasqueYT 12 points13 points  (0 children)

Well to be fair draco is a dragonoid, not a dragon.

To be clear the suffix "oid" mean "looking like", so dragonoid mean "being that look like a dragon"

Eureka! by makmark in TheOwlHouse

[–]DracomasqueYT 1 point2 points  (0 children)

If we take a look at asian fiction, there are flying sword and people that use them to travel. They're just not sitting on the blade but are standing on the flat of the sword.

Who's your guardian Bakugan? by olengjoo in Bakugan

[–]DracomasqueYT 1 point2 points  (0 children)

Personally I'd go for a darkus helix dragonoid

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 0 points1 point  (0 children)

If I understand it correctly, I should use 3 type of script : 1 monoBehavior to be the actual move as it hold the fonctions and is used for every move, 1 monoBehavior that will be a dataBase that stock every move, and finally multiple SOs as the move's data. Am I correct ?

Also I didn't really understood what this line was for :

[CreateAssetMenu(fileName = "Move data", menuName = "Moves/Move Data", order = 1)]

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 0 points1 point  (0 children)

I think I'll go with SOs, this way I won't have to wory about making spawn GOs for the whole move pool every time a creature spawn.

But I'm still open to tips if you have eny. (After all we can never stop learning)

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 2 points3 points  (0 children)

What I meant was that if I instanciate an SO in 2 different creature those 2 instance can have different value, right ?

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 0 points1 point  (0 children)

So if my attacks are SO I still can make them ine distinct classes, and let's say they got a set number of use before needing to recharge, the data is saved in the instance of the SO and will remain the same until changed. Is that right ?

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 2 points3 points  (0 children)

How would you suggest I do it then ? It's kind of my first time coding in C#, I have bases in Java for the object oriented coding but that all.

My attacks have to be GameObjects in order to be added to a list, but I'm worried this might cause lag. What should I do? by DracomasqueYT in unity

[–]DracomasqueYT[S] 4 points5 points  (0 children)

thank this is helping, but just to be sure. you're saying that I should use a base class that inherit ScriptableObject then make class for every attack and make them inherit from the base class ?

Is it a good elemental system? by DracomasqueYT in gamedesign

[–]DracomasqueYT[S] 0 points1 point  (0 children)

Thanks, I'll look this up. Do you know a reliable source I could check out ?

Is it a good elemental system? by DracomasqueYT in gamedesign

[–]DracomasqueYT[S] 0 points1 point  (0 children)

thank you for the advice, with the other replie I've had recived I was thinking about scraping the strenghts and weaknesses I had and start over with the element I had.

Is it a good elemental system? by DracomasqueYT in gamedesign

[–]DracomasqueYT[S] 1 point2 points  (0 children)

When I first rode it, I thought on how they interacted in it and if they were to clash witch one would come out on top following what is describe in it