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166
1 year ago

Stress testing the pathfinding engine after i did some work on optimization. I also felt like it was needed to change the order at which each node pathfinds, therefore making the ones closer to the destination go first. Implementation coming soon!


Also the H:FE game page is up as well: https://gamejolt.com/games/Halo-Fireteam-Echo/679717



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This is Vortex, a very wip local multiplayer game.

The main focus is to be a mayhem kind of game, with easy outplay and strategy options.

I got this idea after some discussion with a friend and evolved it a little more (Read article)

Work in progress animations for Halo: Fireteam Echo using @bamfyu 's "TopdownCharacterRig-AnimationToolkit" ( https://gamejolt.com/games/bamfyu-assets-dump/744496 )

All assets are placeholders.

Note: The Game Page for Halo: Fireteam Echo is currently a work in progress as well.

When you see this at the movie theater (Halo Fireteam Raven)

new tarkov style game in progress

made in TW using my engine flashback 2

GUN MODEL IS DRAWN BY @Fragg556

A* Pathfinding, which is a form of pathfinding designed to be a more efficient solution, is what you are looking at right here. Or, to be more specific, node based A*. (Continued in article)

she red my dead till i redemption

Here's some old WW2 art i made for a game idea that never really turned into anything.

Gonna start working on some A* pathfinding soon for my upcoming Halo game, wish me luck :D

made this office

I know it's not much, but it's still something. Enjoy this thing i made for fun/no reason to kinda tease Halo: Fireteam Echo. I'm trying my hardest to get a working alpha build out soon. (turn ur volume up)