Now that we have a pretty level, I have one more feature to add before we continue. As the game currently is, the ammo available to a player is severely limited, increasing the difficulty exponentially. Granted, this may have been an option if we were trying to create a game where we wanted supplies to be scarce, but that's not the case.
One of the tools that level designers have is the ability to reward players for traversing certain ways and promoting certain behavior. Inside the Actor Classes tab, there is a class called
with both health and weapon pickups. In this section, we will place weapon pickups in our level.
The first thing that we will need to do is actually create a class named
WeaponFactories that ...