Hello friends.
I’m creating what is essentially a twin stick rogue like.
I have my classes in place however I can’t find the best way to handle increasing projectile count per spell when picking up an upgrade (other upgrades too, specific to the spell).
Example case you have fireball and you find an upgrade for the fireball counts. You now shoot two fireballs each a distance and or rotation apart from the other.
I’ve tried to create ranks of spell and having several of one type of spell.
Example fireball, fireball rank 1 etc.
Tried adding at runtime another projectile to the existing spells.
I had it working but not as intended. I had projectile spawn points on my player but that was before I added my components to handle projectiles.
I don’t want to cast and I briefly experimented with interfaces to handle it.
My system is as such:
Spell/spell upgrade - spellbook component - projectile handling component - player.
Has anybody got any tips here?