Simple pathfinding mechanic for enemies

Поділитися
Вставка
  • Опубліковано 12 вер 2024
  • The player leaves behind a trail of "footprints" every 2 meters (array of points), each footprint has a lifespan. When an enemy's sightline is occluded, it does raycast checks with each footprint, finds the youngest one that isn't occluded, and the enemy then chases that point. Really simple, seems to work pretty well.
    What is this? It's an early WIP prototype for a momentum based action game. I've never seen a momentum based character action game, so im gonna make one. I've reduced the scope as much as I think I can so I can hopefully actually finish this game. Pretty much it will be just kill all the enemies to open doors and then reach the goal. Like Devil May Cry without the boss batles. What can go wrong...
    An observation about sharing game footage: So as the dev, when I look at my game, I don't really see it as it is now, I see my vision for what it can be. I don't pay attention to the obvious flaws and janky looking parts, because I take it for granted that those things will be fixed.
    Speaking now on what I think needs to be fixed: yeah, making this work will be tricky... it looks floaty yet it uses real-world gravity values. How do you make a player feel weighty without using jupiter gravity? In real life no one can jump 10 times their height so we don't have that intuitive reference, yet it happens in games all the time. Our intuition is of real jumping, which is for most people like 1-2 feet, which isn't a very long time spent in the air. A solution is not to let the player jump so high, but another problem is that the player runs fast, and so its easy to hit a ramp or jump off a wall and get some big airtime.
    Floatiness itself isn't so much a problem I think as it is the long time spent without much control over your player. You just have to sit and wait until you land. This is partly why I want the player to be able to run on any wall or ceiling. You won't have to be in the air so long if you can land on ceiling and walls. Another solution is to just crank up air control. I don't really like the player being able to fly, so the actual move force can't be too high, but air boosts work. Similar purpose to the stomp from sonic games. Problem then is just restraining the thing... you need a strong air boost to be able to cancel your vertical speed and get back to the ground. But then how do you restrain it for other directions? Too much and it gets chaotic. All of it needs to be universal too, to work with all the wall running and stuff. Air boosting needs to be the same in all directions.
    Ok no more rambling I need to sleep

КОМЕНТАРІ • 1

  • @CPISFOR
    @CPISFOR 22 дні тому

    The pixelated dragon ball game is available for pc and android ?