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Unity2D DevLog 14 — Randomizing Based on Rarity
Not all items are created equal. Any game that uses a loot-drop system categorizes its items by rarity. At the moment, all of my power-ups and enemies have an equal chance of being created. I want to change this and create a Spawn System that relies on rarity.
Objective:
Create a system that takes rarity into account when spawning enemies and power-ups.
How I went about it:
In a previous Devlog, I talked about creating a wave spawning system. Part of this system includes a list of Aliens for each wave. I want to control the probability for each alien. Likewise, I want to apply this system to power-ups.
The first thing I had to do was create a way to assign a rarity level to each item. I called this the item’s weight.
The WaveData has an Array of enemies in each wave. It uses this array to choose which enemy to create. To control this better, I can assign a weight value to each enemy.
I can edit the values in the inspector and decide how often each item should appear.