I'm currently working in Unity building a game inspired by the niche DS game, Dragon Quest Rocket Slime. It's a Zelda-like forced-perspective top-down game where the primary combat mode is you physically running around on a tank to throw ammo into cannons to fire them down 'lanes', almost like a real-time card battler in the veins of the modern Clash Royale.
The problem is, I don't know how the game should handle the 'firing lanes' due to the fact that player characters and crewmates can ALSO be fired out of cannons. When they reach the other end, they'll land in the enemy ship to cause mayhem, steal ammo or sabotage their ammo dispensers.
I'm fairly rusty at programming, but my initial thoughts were creating a separate UI-element to represent the 'firing lanes' (which, in the initial DS game, was visualized through the top screen) that would use tiny sprites to simulate when ammo has reached the other side or not (and could be shot down if two opposing ammo collided), applying the relevant damage or effects upon reaching the end successfully.
The issue with that is twofold - I'm currently not sure HOW to build this system due to how many moving parts it has - defining an ammo class would be somewhat straightforward, but getting the cannon to take the ammo, spawn the ammo in the flight path with the stats the ammo has and simulate all of it, I don't quite know where to even begin as I'm still in the process of building the core movement systems and the all-important 'actual ability to pick up things and throw them into the cannons'.
The second issue is with the player characters and crewmates doubling as ammunition. I imagine I could probably make the cannons interact with the player characters differently, but the issue is how I can also apply some ammo properties to them as well in this theoretical 'the cannons turn ammo into sprites' situation. Some player characters could even have special effects when fired out of a cannon, making the difference a bit more complicated. Could I just... apply the ammo class to player characters too that activate when they're put into a cannon?
What's more is, in the original DS game, if a player character was shot down - they don't disappear like ammo, they simply fall to the ground and take some damage. Unlike the ammo, they can't be despawned so easily, and, IDEALLY, they'd also land on the ground proportional to how far they've travelled in a firing lane.