Tuesday, February 28, 2012

Pathfinding

The dungeon just got a lot more dangerous: monsters now chase the player from all over the map.  I'll have to put some limits on this (waking and sleeping, disturbance, stealth, etc.), but for now it's amusing to see situations such as this arise:



At the moment it's just doing basic Dijkstra shortest-path stuff.  As level structures get more sophisticated, I anticipate perhaps doing some hierarchical pathfinding based on the level schematic graph.  This works pretty well for now though, so I'm not sure how soon I'll need anything fancier.

The screenshot also showcases the colorful new combat log.  Revel in its translucent beauty.

Next task is to fix dungeon hallways so that they don't cross; this is crucial in making the level maps obey the connectivity constraints of the schematic.

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