So I’m working on a monster taming RPG and I’m putting down the groundwork for an attributes system.
I want each monster to have a List of attributes, and I want to be able to add a new attribute to the game when designing with as much ease as possible.
Here is what I’ve come up with so far:
AttributeData is just an empty Scriptable Object. I can make them in the Unity Editor easily, name them and then they’re done.
Modifiers is a class that just holds an int value
Attribute is a class that holds 1 AttributeData, an int baseValue, and a List<Modifiers>
Finally my Monster class has a List<Attribute> that I can sift through to get the different values.
The only issue I have with this is that I find matching up via SO harder than something like an enum.
So if I want to find the Attack Power Attribute, I have to have a reference to that one to identify it.
Not a huge deal, but I guess I’m just wondering if anyone has any better ideas on how a system like this could be implemented. Thoughts or feedback on this would be really great ![]()
