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Hey everyone, just a quick update on the progress of the Monster wander system overhaul.

The picture shows the (now Dynamic) Navigation Mesh, a polygonal plane which overlays the game world, and tells AI where it can and cannot move. The green is the area which AI is allowed to move, so you can see above how a closed pen will now be considered impassable by Monster AI.

The only limitation, and the reason I hadn't set one up until now, comes with Visiting monsters. Since they will be subject to the same navigation limitations, this will prevent them from even entering a Garden at all.
A HUGE problem, right? Well that's okay, I didn't get into game development because I thought it would be easy.

I'm still looking for a workaround to this issue. Two ideas;
1. Possibly create another "navigation profile" for them, giving them a higher "step-up height" letting them walk over fences, or
2. I can hard-code visiting monsters to straight up barrel through fences when they touch them, instead of relying on navigation at all.

Leaning towards option 1, but I've never worked with multiple navigation profiles on the same navigation mesh before, so I'm not sure it will work. I'll keep you all posted as this new system develops.

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