An Update on what I’ve been working on for the
Final Defence Fortress prototype. Originally I had planned to use Unity’s navmesh for pathfinding, but because of the way I designed the building system the path finding would need to update during run-time, something Unity’s navmesh can’t do. So instead I’ve been programing an A* pathfinding system which can update during run-time.
I evaluated and studied a game that really delved deep into how much story is told through its environment, the beautiful score, the use of colour and the unpolished but emotive animations, all of which add to the shared experience of the player and the “protagonist” without the strict use of much dialogue or other zone breaking elements.
An update on the A* pathfinding system I’m doing for my prototype. I’ve added smoothing to the paths so I get a more natural looking movement. I’ve also added
weights, which means I can add a penalty to moving on different surfaces, which the AI will take into account when finding a path.
For example if there is puddle of mud between the unit and its target location (and walking through mud slows the units speed), it will figure out if its better to walk around the mud or walk through it. Another example as shown in the GIF, the grass has a small movement penalty, making the AI prefer to walk along the road instead of straight to the target, despite the path being longer.
Worked on the basics of a Real Time Strategy game prototype today, with selecting and commanding units, and worker units automatically searching for resources on the map, mining them, and returning to their base to store the resources gathered.