By now if you need an intro, I’m the madman who is constantly implementing new systems and is essentially going wild with his ideas
Anyway, I was debating on what I want to add next, and… I figured integrating a Police System, something to pursue you and try to punish you for your crimes, would be a fun thing to do
For the most part, I think it’s almost ready before we even start, since I already have a ‘RespawnManager.cs’, an ‘AggroGroup.cs’ script and other very well respected scripts, but I wanted something that is in the style of ‘Grand Theft Auto’, essentially a system that’ll pursue you when you’ve done a little too many crimes, and the number of respawned cops increases with time, the higher your wanted level is
So for now I’m not asking for help with code, I’m just asking for ideas on how we can go around developing a police system like “Grand Theft Auto”, mixed in a medieval world, where we dynamically instantiate guards (or cops, in this case) in the game world with the sole target of trying to take the player down?
Or if you have any better ideas, please throw them my way. I’m all open with my ears for this one, as long as we can make the game more exciting and alive to play
I think the first step I want to take, is to figure a way to create a Dynamic Spawner, something to get characters, like the police models in this example, to instantiate dynamically into the game when needed, and permanently get deleted on death. It might also have an ‘AggroGroup.cs’ script attached to it
Unlike my other in-game characters, these ones will probably consume A LOT of resources if left on death, so the idea I have is to simply delete their AggroGroup Grandparent, their RespawnManager Parent and the character itself on their death, so there’s probably going to be an even-fourth parent for that to work, especially for the cases of having stuff that spawns for a few moments and then vanishes