NPC pathfinding

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Bob the Hamster
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NPC pathfinding

Post by Bob the Hamster »

This is still a bit EXPERIMENTAL, and isn't done yet, but I have been working on A* pathfinding for NPCs

Image

Besides being able to chase the hero, I would love to make a feature to cause an NPC to path to a specific spot on the map, or to another NPC instance.

I am also hoping to eventually use this for an optional mouse-based control scheme for moving your hero around (which is gonna be awesome on Android)
Last edited by Bob the Hamster on Sat May 27, 2017 12:40 am, edited 1 time in total.
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Post by BMR »

Spiffy! Is this an in-engine thing? Or something you scripted?
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Bob the Hamster
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Post by Bob the Hamster »

In-engine, just not finished yet. :)
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Post by BMR »

Awesomeness :) Heh, looks like I might eventually not need to finish the mouse-driven pathfinding script thing I was working on for this roguelike I was tinkering with =p
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Post by Pepsi Ranger »

Aw, man, this is great to see. Now I can comfortably and confidently resume work on this tale of madness:

https://www.slimesalad.com/forum/viewtopic.php?t=6070

Thanks, James!!! Can't wait to see the results of your hard work.
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Post by SwordPlay »

That looks amazing!!!
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Post by Foxley »

This is exciting. I've got this feeling Dwimmercrafty is gonna be rad.
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Post by Rogissidor »

Looks great, makes me want to do an action-rpg. Or just have pet slimes follow the heroes around. Slime Pikmin!
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Post by Gizmog »

Hell, I'm semi-retired and even I'm excited for this.
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Post by TMC »

Awesome; that looks so natural. One of those features we soon wouldn't want to do without.
Pepsi Ranger wrote:Aw, man, this is great to see. Now I can comfortably and confidently resume work on this tale of madness:

https://www.slimesalad.com/forum/viewtopic.php?t=6070
Hmm, I'd forgotten there was pathfinding involved in that. Is that what was holding you up?
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Post by guo »

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Post by sheamkennedy »

BMR wrote:Awesomeness :) Heh, looks like I might eventually not need to finish the mouse-driven pathfinding script thing I was working on for this roguelike I was tinkering with =p
I look forward to hearing more about this roguelike. It seems like everyone is in to the roguelike's lately. Willy and I are working on one now and this built-in pathfinding will take a whole lot of coding off of our hands and make our game a lot more challenging too.

This also gives me plenty of new game ideas which could now be easily carried out.
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Post by sheamkennedy »

Out of curiosity when will this feature be expected to be implemented in a nightly?
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Bob the Hamster
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Post by Bob the Hamster »

It is already testable in the nightly, by changing NPC movement type, but it is marked EXPERIMENTAL so watch out for bugs, and be aware that the behavior may change by the time I finish it
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Post by kylekrack »

Holy crap. Pathfinding was the one thing slowing me down in the tactical RPG I was making. I started trying to do a basic Dijkstra's algorithm myself, and doing it without real arrays was maddening. It's surprisingly hard to do something that seems so simple to the human brain. If this was an in-engine feature, I'd totally ditch the messy way I was trying to do it. I could also open Overgrowth back up and make it even harder, maybe even finish it.
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