{"author_name":"yangamedev","cat":"MiniLD","comments":[],"epoch":1374816840,"likes":2,"metadata":{"p_key":"42267","p_author":"yangamedev","p_authorkey":"20928","p_urlkey":"77890","p_title":"Can\u2019t sleep. Game will eat me.","p_cat":"MiniLD","p_event":"LD27","p_time":"1374816840","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"20928","us_name":"yangamedev","us_username":"yangamedev","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>The game demands I post progress.<\/p>\n <p>A* pathfinding, timesliced just like the LOS calculations, steering behaviours take it on home. It&#8217;s quite a thing seeing these mannequins finally hop to life. I&#8217;ve left collision on them so it&#8217;s a bit of a canadian standoff at the moment. Once flocking behaviours are enabled I&#8217;ll be taking off the inter-actor collision in preparation for moving the logic to the server.<\/p>\n <div id=\"attachment_263679\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/canadian_standoff.png\"><img class=\"size-medium wp-image-263679 \" alt=\"canadian_standoff\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/canadian_standoff-300x208.png\" width=\"300\" height=\"208\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/canadian_standoff-300x208.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/canadian_standoff-550x382.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/canadian_standoff.png 976w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">After literally days of waiting around, Red Team jumps into action.<\/p><\/div>\n <p>Are you sick of that screenshot? Me too. Decided to make the map tileable so I can build small prefabs and sew them together:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/gits_n_shiggles.png\"><img class=\"size-medium wp-image-263683 aligncenter\" alt=\"gits_n_shiggles\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/gits_n_shiggles-300x208.png\" width=\"300\" height=\"208\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/gits_n_shiggles-300x208.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/gits_n_shiggles-550x382.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/gits_n_shiggles.png 976w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>Whether it&#8217;s an arena-shooter, RTS map or roguelike, I&#8217;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 &amp; terrain-LOS data!<\/p>\n <p>Transitions are the pain in this solution though &#8212; 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.<\/p>\n <div id=\"attachment_263687\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/whatamess.png\"><img class=\"size-medium wp-image-263687\" alt=\"whatamess\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/whatamess-300x208.png\" width=\"300\" height=\"208\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/whatamess-300x208.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/whatamess-550x382.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/whatamess.png 976w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">What a ridiculous mess this has become. I love it.<\/p><\/div>\n <p>&nbsp;<\/p>","time":"July 26th, 2013 12:34 am","title":"Can\u2019t sleep. Game will eat me."}