Devlog #9: A* pathfinding
The Waker » Devlog
Hi guys,
I got an okay amount done today. I added in code for enemies and mostly implemented their pathfinding using A*. Just missing the final step, which is actually moving to follow the path, but I am going to do that tomorrow. Honestly not much more to say than that.
Other than that, tomorrow I also want to do some stuff with enemy's line of sight. I want them to follow the player down a path, but if they get to a crossroads and they can't see the player, they will either give up or choose randomly. Of course, some enemies will be able to smell, hear or notice the player's tracks, but I'll get to that after I do collecting corpses.
Okay, see you tomorrow!
The Waker
A dungeon-crawler of sorts in the very earliest stages of development
Status | In development |
Author | neyoe_j |
Genre | Adventure |
Tags | Indie, monogame, No AI, Pixel Art, Singleplayer, Top-Down |
More posts
- Devlog #10: Enemy movement11 hours ago
- Devlog #8: Not a whole lot to write today2 days ago
- Devlog #7: I think path generation is FINALLY finished3 days ago
- Devlog #6: I think the path generation is getting there4 days ago
- Devlog #5: Lots of bumbling around5 days ago
- Devlog #4: Improving path generation6 days ago
- Devlog #3: Path generation7 days ago
- Devlog #2: Chunk system and player movement8 days ago
- Devlog #1: My initial ideas for this game9 days ago
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