Hopefully the title lures people in xD.
Anyway, Hello.
I am Fred and this is my game:
Playlist: Path finding, overview of game, battles and other brief comments.
####BE SURE TO SKIM THROUGH THE PLAYLIST.####
It features:
3D World altering A* star path finding and AI
Block type world, can add/remove blocks
My own textures ( oh gawd )
Some kind of battle system
and stuff i have forgotten
Started it a year back as my 3rd game and then stalled it for reasons.
Created it to be an environment where I can tinker with creating artificial intelligence.
I plan to make it a village management style game. ( gather resources, build, defend/attack etc)
I wrapped it up enough to be presentable. (sadly not user friendly yet)
Ok, being casual aside.
The aim of this project was for me to determine whether I would be suitable to be a programmer and/or game maker.
This game has filled me with a lot of passion, but I still doubt if my skills will be enough to succeed.
The question is, what do you guys think?
(yeah, i didn’t care much for the textures at first)
3D World altering A* star path finding and AI
Sorry, video is quite boring but the world generator performs quite well. Frame rate was between 30-60 while recording.
Update: Basic resource gathering. Made multi-npc pathfinding adjustments. Tweaked the battle system.
What is awesome?
Liberating enemy character out of existence with badass AXES!!!
The new gathering AI, Multi-npc pathfinding adjustments and battle system work quite well together. Taught them even to gang up and be more flexible regarding choice of opponents. They will respond to attacks if they intercept the attacking of the planned target.
Sorry for the sad display of 5-20 fps.
This is due high NPC count, which was meant to be a logic stress test, not a performance test.
Basic version of concept done. Rest is now optimisation.
They basically avoid anyone who is closer to the target or has priority.
To not hinder them, they slow down to let them pass, or use the new path finding code I wrote to make them run away along the best path, considering positive beacons( objective, friendly troops…) and negative beacons (enemy characters) and avoid nodes being blocked/ stood on by other npc . (so that they won’t clutter the main area; the start of the line que)