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Hero and enemies level up best practice
Hi,
I trying to figure out if what i'm doing is a "best practice" or a horrible overhead. When creating a level-up system, both for player and enemy (enemy will have a lighter version of the system, with no exp gaining). If a player level up should I have a scriptable object instance for each level of the player (with different attribute for each instance) or should i have a data table on a single instance and calculate the attributes for each level. I'm leaning more into the first option (for cleaner code reason) but was wondering if this is the right path to take
I guess it depends on how complicated your data/attributes are. If you are simply describing for example maximum damage, I would rather stick with a single method like 150hp + 4% per level. It will be much more easier to manage it than having 20 or more scriptable objects with those numbers.
Especially if you would like to create another classes, different enemies. You can end up with huge amount of objects filled with numbers.
Your answer
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