Can’t sleep. Game will eat me.

The game demands I post progress.

A* pathfinding, timesliced just like the LOS calculations, steering behaviours take it on home. It’s quite a thing seeing these mannequins finally hop to life. I’ve left collision on them so it’s a bit of a canadian standoff at the moment. Once flocking behaviours are enabled I’ll be taking off the inter-actor collision in preparation for moving the logic to the server.

canadian_standoff

After literally days of waiting around, Red Team jumps into action.

Are you sick of that screenshot? Me too. Decided to make the map tileable so I can build small prefabs and sew them together:

gits_n_shiggles

 

Whether it’s an arena-shooter, RTS map or roguelike, I’m fairly confident I can make levels quicker this way. And the best part is that all instances of the same tile share the exact same pathfinding & terrain-LOS data!

Transitions are the pain in this solution though — although AI will traverse one side of the world to the other by using the tiles and pre-generated paths as stepping stones, but LOS edge-cases are keeping me up.

whatamess

What a ridiculous mess this has become. I love it.