I want to create a lot of mob +100 (like pokémon), for the quality, execution time and better project… is it better to create a parent class and then each child class to instantiate the meshes, the stats, the bp animation?
Or to create a parent class with an instantiation function and to get the data and references of the meshes etc from data table ?
i start with the data Table method for 3 first mob and it work very well but not sure it’s the proper way to do that
Hey there @Aethernall! Welcome to the community! In my opinion both styles are viable depending on your use case.
If you’re going to only need most of the data during battles you could just go with the data route. It would be efficient and easily modified even in bulk if need be. I personally would go this route if you’re trying to have a care free maintenance when it comes to balancing.
However if you are going to have say a living real time world with these creatures inhabiting it, you start learning towards the inheritance approach as you’ll probably want fine grain control over each behavior. (though you could do the same data oriented as well) That would leave you with more work but then you can lean on emergent gameplay and such if you were so inclined.
thank for your answer, i think i will stay with data table and i add in parent class each comportement for the living world ( attack, flee passive etc)