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Jul 26, 2020 at 4:44 comment added Thisisstackoverflow As someone who implemented the first option because it mentally made sense and is easy to understand because "abilities are a tangible thing (class of "Ability") and I can give them to a player to use (command)", what are the bullet point advantages and disadvantages of each? I actually couldn't find a good advantage of the second way in your writeup besides "unity likes serialized objects and it lets other non-programmers on the team make stuff easier". In fact, one huge advantage of the first way is that you could dynamically assign abilities on the fly (think respeccing in WoW).
Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Jan 15, 2013 at 15:01 vote accept xenon
Jan 5, 2013 at 22:30 history edited michael.bartnett CC BY-SA 3.0
added 49 characters in body
Jan 5, 2013 at 22:00 history edited michael.bartnett CC BY-SA 3.0
apology for long-ass answer
Jan 5, 2013 at 21:54 history answered michael.bartnett CC BY-SA 3.0