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Progress Report 4/29/2022

🕑 Added 2022-04-29 21:28:59 +0000 UTC

Comments

Bombur

Oh yeah it was awesome! Besides just maps, people were able to program entire game modes and scripted events on their maps. They had all groundwork laid out to set up buttons and triggers that would do things like open doors, alter the map, spawn things/despawn things, etc. Some people got pretty crazy with it.

Minecraft's redstone circuitry is no joke. That stuff can get pretty friggin' complicated, haha! I never used Halo 5's forge mode, but that does sound like it has lots of potential. I'll bet people made some crazy stuff with it. :P

Bombur

Yeah I have no idea how Godot works :P I had never heard of it until this project. The only programming experience I have is Halo 5 forge or red stone in Minecraft which are like baby's first time programing a script XD On a serious note though, Halo 5 forge had a lot of potential. It was essentially a dumbed down development toolkit. I get what you're saying though. It's just hard for me to visualize without looking at it.

Hmm... wouldn't that be the same as looking for just the obstacles and moving away from them, but inversed? :P I believe it's best to keep the number of waypoints as low as possible if for no other reason than keeping things clean, but also potentially faster and much simpler. :) The fixed waypoint at the top of the screen is a good thought, but then that waypoint would need a waypoint, haha. Alternatively, it could detect collisions with obstacles and move away from them, but that would be a reskin of Plan A essentially. Plus some of the obstacles may be thin enough to pass the waypoint without giving it enough time to get fully out of the way. Sorry for shooting holes in all your ideas this time -- programming is quite a different beast from designing features. ^^;

Bombur

What if... Every grid square outside of the obstacles was a waypoint? As long as they keep moving forward have them path the shortest possible route around it. OR What if there was a fixed waypoint at the top of the screen that moved with the players and all they had to do was "follow the carrot"?

You're not useless; on the contrary, your ideas here are actually quite useful! ^_^ I hadn't considered a collision box encompassing the screenspace. That could work very nicely as a middleman between the waypoints and the heroes/NPCs. The only issue I foresee with my incredibly short-sighted third eye is that I'd need a collision box on each waypoint to tell the screen collision box when they're colliding with it. Still, that's a small price to pay all things considered. I'll call this a solid Plan C! ^_^

Bombur

Both ideas sound pretty reasonable to me. I don't know anything about Godot so I can't really give you any ideas unfortunately :( Plan A sounds like it makes more sense on paper. Have the NPC move around stuff within it's vision cone but without proper AI or anything to determine how pathing will work I can see how this is not so simple. Plan B therefor does seem to make more sense when you have to design NPCs that are on rails of a sorts. The issue you are facing with spawning obstacles... Would it be possible to make the entire viewable screen a trigger zone similar to the vision cone idea for the NPCs, and once an obstacle appears on screen it sends the coordinates to the NPCs? I guess a way to determine which pathing to use would be to introduce a distance check if possible and have them follow the shortest path. I know nothing about Godot so I'm useless :(


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