Hi, working on the first ctf project now – top-down action like thing. Experimenting with different enemies and their respawn code I found some variants working but become too unstable and overall lame. So now I faced two questions that I cant figure out myself:
1. For enemies I tried using separate invisible objects as collision masks. Mainly for smooth collisions with each other and level obstacles. But if putting those with one test enemy and basic damage mechanic works well, using it with aoe damage and multiply enemies being respawned by different respawn object turned into total disaster. Like enemies sprites begin to swap poisons on wrong collision objects or separate from them or freeze alone and other bad things like that. I tried to use ID values but that doesnt work well in the end.
So, is there other valid stable methods for collision objects for enemies? Or probably valid enemy movement systems instead of that ( Im using simple bouncing ball, direction - player).
2. For respawns, simple ones work fine, but I have little idea how to make more complex, for example:
A) respawn for unlimited ( or huge number) of enemy waves with number and type progression.
Ive made such but limited with one enemy type for wave and limited respawn points on a zone by about 10, also working terrible with current enemies collision objects and aoe damage.
B) respawns that sets number of different enemies and then checks if they died for new spawn ( for specific resp point from all of them on the level )
C) how to make proper time delays for large groups of respawned enemies to avoid overlays between them
Will be grateful for any help, advice, extensions or examples on these points.