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Pathfinding Tetris

  • Writer: Kevin G
    Kevin G
  • Jan 29, 2018
  • 1 min read

One of the features I've been working on is allowing creatures to make half square movements. Not only does this allow for more smaller sized creatures to attack a medium sized creature(in melee reach), it also improves the granularity of the level, making it less "squarish".

This feature may go unnoticed by people who are not turnbased game enthusists, but the solution I designed actually allows for variable granularity. At the moment, I'm only using half squares, but I can turn the dial up and use 1/16 squares. Creatures can also be designed to be any number of squares, and perhaps even shapes (1x2x1, 3x2x1, etc). I'm not sure how this would work in practice, but I'll have to give it a try. With that said, I think I'm rather happy with the system so far.

The path-finding system is truly 3D, it's real time and doesn't require a pre-baked navigation mesh. The level is scanned when it loads and hardly takes anytime at all. The layout of the level can change and be updated on the fly.

Of course, I really need to focus on making the game and not the engine. What I have at the moment is certainly good enough and it fully addresses all the pain points that, IMO, exist with turn based games..


 
 
 

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