Monday, October 7, 2013

Native AI, crawling

Slow going as I go through and try to figure out how to implement these things.  For native pathfinding, I'm considering a variation of the kind of pathfinding that ants use in the real world (and in fact is used in Will Wright's SimAnt).  Before that though is crawling.  Since the player is an entity in the world, although one composed of multiple tiles, crawling actually changes his shape.

In positive news, the interaction cursor works fairly well.

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