Skip to main content

Navigation Arrays and Navmeshes.

Today I worked on the prototype navmesh for the game.
Most 3d games use a navigation mesh, it's easier to store data about where you can walk in a mesh than in text arrays, the mesh can also be edited easier than rewriting an array.

Unfortunately with a random dungeon the different sections have separate navigation meshes, and in Blender you can't merge the meshes. So in this project I'm using the meshes to generate the list of walkable tiles and then they will be deleted and the data will be kept as an array. I'll be using simple neighbor checking to create a graph that can then be used with A* pathfinding.

It's all very old fashioned, but for me it's interesting to use these methods because it allows me to understand what's going on at a very basic level. I don't really expect to improve on modern AI but I can find what's good for my project and leave what I don't need.

Here's the walkmesh:

You can see the red areas are walkable, the green areas are a negative mask, I'll be using green walkmeshes to show where you can't walk. They'll be added to props to override the existing walkmesh when the prop is added.

Actually thinking about it, green for don't walk and red for walk is kind of counter intuitive. :)
Have to change that in the next update.

Here's a closer look:

The result is a a set of dictionaries, one for each tile. I'll be accessing the dictionaries separately when building the graph for A* so I don't have to access the whole set of data, hopefully speeding up performance a bit. Tiles which are out of range of the character's movement range will not be added to the graph. Characters will pathfind to a selected square inside their move radius, but it's up to the player to do long distance pathfinding each turn.

The AI will at first try to generate a path to the player using a cropped rectangle around the position of the player and the monster. If it can't reach it will expand the search area. This means that in some cases the A* routine may need to be run twice, however, in most cases it will work the first time, using much less resources than a full level graph.

I'm also thinking of doing a simple flood fill at the beginning of the AI's movement phase to find which players are accessible, or which are on islands (in a locked room for example).

Here's a quick video that shows the unfinished result:

Comments

Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;





I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Reboot / Remake / Restart

Although the roguelike project was going well I had a few issues with some parts of the code, and the sheer size of the project was something I could see stretching away in front of me for years with no guarantee that people would actually want to play it when it's finished.

It's time to try something a little less ambitious.
I'm going full rogueLITE!

Using a lot of the code from the roguelike project, I started making a more limited game.
There will be a single character, combat will be more arcade like, there will still be a chance to upgrade and develop your character's stats, but they represent only a single class and have fixed equipment.

I've got a fun character, an interesting setting and an exciting story lined up. It still utilizes my low poly style, but things are going to be a little more cartoony.

Game play involves mostly chucking bombs at the enemy.

But there's also a lot of platforming, jumping from multiple levels is part of the game. And you ca…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.


Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …