Tag Archives: navigation
Today I tackled a difficult subsystem: the “make sure you can walk everywhere” system. I have a system that makes sure the player can walk on all the game area, and usually it would raise/lower terrain to achieve that… That work relatively well, but with the rivers, etc, lowering and raising terrain would sometimes screw […]
I was looking for a planet to test the “no oxygen” text, and I found an asteroid… I dropped down and… nothing happened… Just a blank screen for ages, until I gave up and closed the game… Found out I was stuck in the navigation mesh generation… For those that don’t follow my blog often, […]
Today I advanced the story a bit more… And would have done much more, if I didn’t hit a silly bug that took me about one hour to figure out, and less than one second to fix… Actually, today was a terrible day for the pathfinding… First, in the pirate lair, I had spawned too […]
Today I finally added the props into the custom voxel scene, which finally composed the scene. Also added the action nodes and in the case of the temple, makes a carving spawn there (if you haven’t picked it up yet). Also fixed a bug that was nagging me for ages in the game sometimes… Sometimes, […]
Grey is a game that has a lot of Artificial Intelligence (AI), since the player is mostly on the role of a “general”-type of figure, commanding his minions. One of the most important tasks in AI in this game will be the path-finding. Path-finding is the game subsystem responsible for finding out what’s the path […]