EverEnding DevBlog 133: Paving the Way
I’m super ready to be not working on pathfinding any more, but it keeps not being done. What was supposed to be a couple of weeks of work has turned into about a month of noodling. I feel like I…
I’m super ready to be not working on pathfinding any more, but it keeps not being done. What was supposed to be a couple of weeks of work has turned into about a month of noodling. I feel like I…
Slow but steady progress this week, finding little bugs in the nav map building functions, introducing and fixing problems in the jump trajectory projection, and writing the code to interpret the navigation path and make the entity follow it. It’s…
Pathfinding is getting close to wrapping up I think. I’ve got the path selection algorithm working, and I think it’s properly detecting when there’s something blocking a chosen path and redirecting around it just as it should. However, testing has…
Spent all week working on pathfinding stuff. This is, realistically, probably something I shouldn’t be spending this much time on. I’m getting sidetracked. Still, getting sidetracked like this on difficult but interesting problems is good for me, at least in…
Progress has been going slow, but it’s progressing. I’ve been slowly building up the behavior code for this enemy type, but I realized a couple of days ago that I’m probably going to need a robust pathfinding solution rather than…
As alluded to yesterday, I’ve been feeling somewhat off of my game recently. The good news is that, while I thought there were two major bugs in the collision detection system, they may have had a common cause since fixing…
Most of this week was taken up with getting the detail editor up to snuff. I’ve got pretty much everything I wanted in there now, undo/redo functionality and bulk selection and easy copying and renaming of details. There may be…
Made bits of progress in lots of different areas this week. I started off working on the tilesets, but quickly realized that tiles by themselves would probably look pretty lousy for representing more natural looking environments, of which the starting…
Lighting system is basically completely implemented but I haven’t created the entities to test it out yet. I’ll get to it at some point here, but it’s kind of a low priority. I fixed all of the bugs that resulted…
I started off the week by working on a simple lighting system. This turned out to be a lot easier than I expected it to be – I’m currently not bothering with making the lights get occluded by anything, so…