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Jack Simms

A path to Pathfinding

So one of the big tasks that I've had all semester has been AI Pathfinding. Turns out that Unity does not supprt 2D Pathfinding itself, so I was left with 2 options: use someone else's solution for 2D Pathfinding or create my own. Over the past two weeks, I've been working on trying to create my own. I thought I had found a way to do it using colliders and OnTriggerEnter effects, but that unfortunately did nothing. Looking online for tutorials, I could only find ones specifically for grid-based 2D games (which we are not doing) or were tutorials on the concept of a particular algorithm, but never provided how to use it in practice. For the sake of the games progress, this week I will be asking Aaron for any insight into either how I can go about creating my own or if I can use one from the asset store for the time being. Doing all this research and trying to create my own and having it lead to 0 results has really put me behind schedule personally.


One the bright side however, the enemies now walk around aimlessly, rather than just stand still (until the player walks in range of course). I am also all set up to change the Enemy Death and Enemy Attack code once Kai has given me the sprites for the Attack and Death animations for the enemies. As a group, we decided to make the game as modular as possible for an easier second semester, so I have been greatly prioratizing coding versus creating music and sounds for the game (as it is my other job in the team). I have been having some ideas as far as the music is concerned, but I am trying to get at least the pathfinding and the attacking nailed down, so I can focus more of my time to the audio while still having a well-playing game.


So far, I think that we have been working great as a team. Sure, we are somewhat behind schedule, but we are so close to having all of the pieces come together. We all enjoy working together, especially since each of us crack jokes about each other (in a playful way). We all have similar sense of humor, and I believe that will be conveyed in the final product.


Over the winter break, I am going to work non-stop to get the pathfinding and the attacking to work the way we want it to. Hopefully, finishing those tasks early will give us a somewhat easier second semester to fine tune the gameplay, get the game running how we want it, and will allow me plenty of time to make all of the audio compnents for the game.

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