Godot testing round based system and AI Navigation

Поділитися
Вставка
  • Опубліковано 7 тра 2024
  • Working on the game loop and its a bit rough around the edges and I need to actually implement the damaging effect currently nothing happens but the zombies just chase you.
  • Ігри

КОМЕНТАРІ • 8

  • @CodeKokeshi
    @CodeKokeshi 26 днів тому +2

    It's always motivating to see others develop their own projects.

  • @KatouMiwa
    @KatouMiwa 16 днів тому

    that's so smart having the red lines like that for testing.

    • @Dragon20C
      @Dragon20C  16 днів тому

      thats actually a default functionality of godot, in the debug tab there should be a path option and that shows the navigation path for each npc.

  • @mr_sauce_cooks
    @mr_sauce_cooks 26 днів тому

    how did you make them climb the stairs? is it a ramp?

    • @Dragon20C
      @Dragon20C  26 днів тому

      The navigation region literally let it work, also I think there is a climb setting that you change incase it doesn't detect the stairs.

    • @mr_sauce_cooks
      @mr_sauce_cooks 26 днів тому

      @@Dragon20C oh it was that easy? i was thinking about implementing valve-like stair climbing logic lol, glad it's easy
      also my enemies stick the the edges of the navigation while yours go in the center of the nav mesh is there a parameter for that as well? how far they are from the edges

    • @Dragon20C
      @Dragon20C  25 днів тому

      @@mr_sauce_cooks I haven't changed much on the nav mesh it's pretty default and also implementing the stair logic would definitely help, that's how the player moves up the stairs in my game

    • @mr_sauce_cooks
      @mr_sauce_cooks 25 днів тому

      @@Dragon20C yeah, i already have the stairs logic for my player controller but i believe it will be a huge hit for frames if the same script gets applied to all of the enemies, im using the shapecast methods