Need help with planning a framework for PVE Combat

Hey all!

I’m working on the combat mechanisms of a PVE (player vs environment) game.
I am looking to do this all in OOP (or at least, as much of it as possible), and in Single-Script architecture.
The things it should ideally do are listed below, but I’m not sure how to execute or plot this out:

  • an Entity object. This will determine an entities behaviour and what it will do when it is active. It will be fed the MoveSet it has access too, as well as its HP, Walkspeed and other details, and will react accordingly.
  • an Enemy object. This is a wrap-around object to the entity object but contains its model, animations, loot and more. This is also where the enemy is spawned and the core functions should lie here.
  • A Move object. This contains the details for CAS’s BindAction, as well as the function for the move and its details, such as damage, cooldown, etc. The function already has the animations inside, so there is no need for these to be supplied. The function for the move will also deal with hit registration.
  • A MoveSet object. This is just a table of moves available to the enemy to use.

I wanted to know if this is a good approach. At the moment, it looks like there’s a lot of fluff and I want to tighten down on these. Are there any flaws to this?

Thanks!

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