Spawn System

The contribution guidelines also encourage people to work together on features.

The people in the Inventory system thread are having a nice discussion over the different ways to implement it. I think that would be fruitful here too ( Inventory System )

In that sense It might also make sense to have several people work on/discuss the same fork, rather than everyone forking for a specific feature seperately.

Based on that (I don’t mean to Hijack anything or kick anyone’s shins), im going to go out and propose the beginnings of a simple solution to start off the discussion.

Based on the card I think a few things can be highlighted:
-Needs to be scene independent, and possibly one Prefab only with no dependencies.
Based on this I think a simple solution would be to use the position of the prefab in the scene as an indication as to where the player will be spawned. This would fit decently well with the requirement of ‘just having this prefab in allows the developer to just press play and test the game’ . An alternative is keeping the spawn coordinate(s) stored in the separate instances of the prefab. Especially when a scene can end up with more possible spawn locations.

This is part of the issue I think, there are some scenes where the player can be spawned in two or three locations, dependon on what ‘direction’ they entered the scene from. How will we know what position to spawn the player in if they also recommend we don’t have any dependencies? Will we be able to monitor the game state or ’ previous scene’ at some point?

I think based on the card and the current requirements a simple solution with a (list of) coordinate(s) will work for now, but determining the spawn location is a problem for the near future.

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