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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)

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

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!

@NEOWIZ_QUEST 's NARRATIVE JAM has begun!

Create an original narrative / story game in 10 days for a chance to win cash! 

Join the game jam: https://bit.ly/GameDevCommunity

Start Narrative Jam-inspired quests: https://bit.ly/narrativejamquests

#gjbroadcast

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

@NEOWIZ_QUEST 's NARRATIVE JAM is underway!

Create an original narrative / story game in 10 days for a chance to win cash! 💸

Join the game jam: https://bit.ly/GameDevCommunity

Start Narrative Jam-inspired quests: https://bit.ly/narrativejamquests

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

Trying my hardest to get a working alpha build out soon. (turn volume up)

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Rate (not good at pixel art)