Enemy Skills | Dev Log# 1


So as I talked about in this video I added some skills to my enemies that needed a little bit more spice to them. Skills on these enemies are unique to each own so that is one of our problem. How are we going to differentiate them when we are using the same enemy base?

In order to fix this:

  • Inside my ScriptableEnemies.cpp script I added a game Object reference and a method that would be called to the new state which is called EnemySkillState.cpp.


  • After doing this I made a new game object that will hold the skill and this GO would be attach to the GO reference inside our ScriptableEnemies script. 


  • In this way we can attach different skills to our Scriptable objects allowing more flexibility.



Now Let's use some enemies as a preview of the skill:

Void Sentinel:


Scrofanic Synthmorph Polaris:

And that's it!

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