#I guess I m just scared of having my
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I guess it really depends. You could get away with it if the damage taken is a consistant value.
Well for each objects script you can change what damage it does, or even make it random for that object within its script.
But What I think might be best is if you were to have an event that could be called by any hazard in your game that your player controller is subscribed to. The event could pass on the damage value of the hazard.
But honeslty if it works it works
I see
Im very new to game development so I just want best performance really.
My playercontroller is already getting super beefy
With slope detection, ledge detection, wall detection, etc
And it's couch co-op so we got two player controllers going
Maybe it's not that big of a deal but I really don't have any point of reference to know if what I'm doing is going to be too much.
@astral vortex