Dev Log #19 (Chapter Enemy AI):
In the last few days, I have been making air pathfinding work. Here's a preview of it in action.
#indiegame#gamedev#indiedev#madewithunity
https://t.co/joiUKm9wpD
Dev Log #18 (Chapter Enemy AI):
I optimized the pathfinding system and we have a new addition to the team. We are now 3 people: programmer, 3D artist, and 3D animator. Our game demo will be coming soon!
#indiegame#gamedev#indiedev#madewithunity
@GamesbyMiLu I might be making this mistake. For example I am creating my entire pathfinding system from scratch, even generating my own navmesh. But then again, I think it's necessary to create good coding habits so things will go easier in the long run. I guess I'll need to find balance.
Dev Log #17 (Chapter Enemy AI):
Ok, the group pathfinding is starting to take some shape. I managed to get up to 250 enemies working smoothly :)
#indiegame#gamedev#indiedev#madewithunity
https://t.co/RSI9Ey9k9R
Dev Log #16 (Chapter Enemy AI):
I have been stuck with improving and debugging single unit pathfinding. At least I managed to make the agent move fairly smoothly now.
#indiegame#gamedev#indiedev#madewithunity
https://t.co/BNt7OlAc4z
Devlog #15 (Chapter Enemy AI):
I've been implenting path correcting/funneling, which takes the raw path output from the navmesh and converts it into a more optimal and aesthetic straight path.
#indiegame#gamedev#indiedev#madewithunity
Devlog #14 (Chapter Enemy AI):
In the video, you can see a demo of 80 agents following the player. It is early stage, since the path and movement still need to be adjusted, but it already looks kind of fun!
#indiegame#gamedev#indiedev#madewithunity
https://t.co/MMARcAvlaV
Devlog #13 (Chapter Enemy AI):
With the navmesh complete, it's time for the next step. You guessed it: pathfinding. The pathfinding still needs a lot of tuning, but here is the first screenshot of it working.
#indiegame#gamedev#indiedev#madewithunity
Devlog #12:
Managed to finish the Navmesh generation.
(1) Voxelization, (2) Distance Field, (3) Region Field (4) Contour Field (5) Convex Polygon Field (6) Navmesh
#indiegame#gamedev#indiedev#madewithunity
Devlog #10 (Chapter Navmesh Generation):
It's time to start working on the enemy AI for the singleplayer. First I want to be able to turn any 3D scene into a navmesh procedurally. Voxelizing the scene is the first step!
#indiegame#gamedev#indiedev#madewithunity
Project PvP - Devlog #8:
Blockout of the map is done. There are huge buildings and wide open areas. The tall building is 100m high, and the player is 2m high. So that's a really big building x)
#indiegame#gamedev#indiedev#madewithunity
Project PvP - Devlog #7:
Movement showcase! - I made a parkour/platformer testscene to show off the movement. The actual game map will be different but might use some ideas from this parkour map.
#indiegame#gamedev#indiedev#madewithunity
https://t.co/zInWspjCNw