Someone wanted to know how the code works for basic A* path-finding. Rather than reply in Facebook, I've made a quick post for it here. 1. create an array of nodes to represent your level. It can be nodes with connections, or it can be a list of co-ordinates where connections are assumed to be NESW where a node exists. Example 1: level = {"001":[["002", 5.0], ["003", 5.0]], "002":[["001", 5.0], ["003", 5.0]], "003":[["002", 5.0], ["001", 5.0]]} This is a dictionary based "mesh" type array, for easy reading. You can see it has 3 nodes arranged in a triangle. Each node is connected to two others, and in this case, the distance between each is 5.0 units. It's easy to see how this mesh could be expanded. You just need more points. Each point must include its two neighbors and the distance between them. Example 2: level = [[0,1,1,0], [0,0,1,1], [1,1,1,0], [1,0,0,0...
For a while, I've been trying to decide whether to go ahead and add facial expressions to the characters in the current project. It's not something I've done in the past, because it's a lot of extra work. And I have to wonder if the result is worth the effort. I'm not a great animator, and you need a *lot* of extra geometry, bones and rigging to make a face show emotions naturally. I think the result of this experiment is that I'm going to leave facial expressions out of this project. It's easy enough to edit the static character portraits to produce a couple of different "feelings" to show how characters are responding to dialog. I may use the more detailed rig for a mini-game in the story though. The player should try to guess the character's emotions while they deliver a message, and guess if they are telling the whole truth by how well their visible emotions match the content of the text.