NPC pathfinding
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- Bob the Hamster
- Lord of the Slimes
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NPC pathfinding
This is still a bit EXPERIMENTAL, and isn't done yet, but I have been working on A* pathfinding for NPCs
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)
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.
- Bob the Hamster
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- BMR
- Metal King Slime
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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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- Pepsi Ranger
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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.
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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- Rogissidor
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Awesome; that looks so natural. One of those features we soon wouldn't want to do without.
Hmm, I'd forgotten there was pathfinding involved in that. Is that what was holding you up?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
- sheamkennedy
- Liquid Metal Slime
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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.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
This also gives me plenty of new game ideas which could now be easily carried out.
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- sheamkennedy
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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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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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