Hello there, I've bought a basic spawning system for a Unity game that I'm making for an open world game. Think Skyrim or BOTW (only not nearly as nice). This system works fine for spawning in collectibles for the game, but it's functionality falls short of being able to be used for random encounters when roaming the world. For this project, either editing the current spawning system or building a new one is fine. I might use the words spawning or encounters, but it's all the same system. The original asset calls it a spawner system and I try to stick to that. As for me I understand coding just well enough to know that I'm not at all good at it, so by all means feel free to pitch alternatives that you think would run better or smoother than what I'm looking at below.
The current system capabilities:
-Can lay out large rectangles for a spawn zone
-Can randomize appearance of individual enemies in a spawn zone, like 50% chance of goblin or 50% chance of skeleton, etc
-Can deactivate spawning in the zone within X distance of the player but no distance cap
-Can set time for spawning with a degree of randomness
What the ideal spawning system has:
-Can set time for spawning with a degree of randomness (done with current system)
-Can lay out rectangles or circles for a spawn zone (As a side note the ground is uneven with hills and whatnot. Navmesh might be a simpler targeting system, but it's all one giant map, so feel free to give input as to what might work better since I don't want endgame monsters spawning in the beginning area or vice versa)
-Can spawn in individuals or groups as one encounter, like 1 goblin or 3 goblins together
-Can set spawning to happen within a range from the player, such as between X and Y distance
-Spawns happen roughly in front of player, rather than behind
-Can set a spawning animation to play when stuff appears like a fire or ball of light or something. Maybe just a fade in? (right now they just blink into existence)
-Multiple zones don't trigger all at once, standing inbetween two zones doesn't trigger two encounters
-Some way of despawning enemies if they're out too long or get too far away from the player
-At present when monsters die they play a death animation and then their body lies there, so some way of erasing their body after they've been dead for a bit so that the system knows that the first group of monsters is despawned and that it can spawn in the next group. I think that can be done with an event flag on the death animation, but y'all know best.
14 freelancers are bidding on average $724 for this job
Hi, its easier to edit yr current system and met all functionality u need , about the flag on death animation its better to use scriptable object or singelton .
Hey! Sounds like an intersting project. I have made many spawn systems in the past, so i'm sure i can help you :) Please contact me, so we can discuss further. Sincerly, Magnus Axelsen