Loot Generation Devlog


Loot Generation is now in SpellShot! While it is simple for now, It is pretty dynamic to upgrade and change in the future. The system uses a key to give a LootSpawner a rarity and then the LootSpawner creates some variables like a loot score. Then, it creates a weapon from a list and then passes the info to the weapon. Finally, the weapon uses this info to decide what kind of attachments and effects it will use. This detached system lets me change things around easily and precisely. However, the attachments and decisions the weapons use are hard referenced in the construction script, so making new weapons and guns in the future will be tedious.

I really enjoy the way the system works right now. While it isnt as dynamic as Borderlands, which was the original inspiration, it's hard to reach that level of complexity. Right now, it also isnt fully implemented yet. Moving Foward, I want to expand it a little bit and give it more weapon specific variables. Like giving certain pistols a chance to be auto fire. 

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