Okay, the reason this isn’t in How do I is because I don’t know what I’m doing, exactly. I don’t want to know how to do something, but what is the best method.
The idea is, there’s tons of monster-collection games and party-based games, in which you collect characters, and you can have no more than a given number of companions with you at one time, usually, but these companions aren’t just a combat thing; in some games, they follow after you, with fully-detailed top-down images of that specific character. In others, they wait around in a given area, but still, they aren’t just regular NPCs, they are registered as a companion, and in the best of games, they can influence the world around them outside of combat, by allowing you to command them to smash open doors or pick locks, say, as you go around – they have a semblance of their unique abilities outside of combat.
How would this best be done in GDevelop? Would you have a global object for each potential companion, and give them each a number upon adding them to the party so that you can keep track of which ones to count in the party at any given time, and what order to display them in in the ui? Or would you just have a global structure for each of them as well as a global structure for each potential party slot, and convert the party-slot’s variables to theirs if it’s taken up somehow? How would this be done?
There is actually a “monster collector” example, but it has everything to do with top-down movement and turn-based combat, and nothing to do with actual collection of monsters.