Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 24 — Coming August 2012

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary
[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 1402 Games (Compo Only, Jam Only) | Warmup ]


Pincer – A failed experiment

Posted by (twitter: @triplefox)
April 24th, 2010 10:59 am

I figured my other AI could be a pathfinding one. Surely I could just reuse some pathfinding code for haXe? No, of course not. The library I found showed several signs of poor manufacture(particularly, using the extremely slow Enum construct to identify whether nodes are start/end/clear/blocked instead of, say, an integer value) and threw an exception in use.

Now I’m left torn between writing my own pathfinding code(done it several times before) and integrating it into the Roguelike collision system, or to go with dummy run-at-player AI. The latter would be a much safer bet, but I think that having a pathfinder mob, besides being useful library code, would add more dynamism to the game – with the water and bombs, there’s plenty of opportunities for the player to snipe at them or send them into traps, rather than it always being a head-on combat situation.

This is probably one I should sleep on, really. I’m at the end of my day.

Leave a Reply

You must be logged in to post a comment.


All posts, images, and comments are owned by their creators.

[fcache: storing page]