Wednesday, March 14, 2012

Infiltrator Part 16 - Path finding a' la doom

I have the terrible feeling that this is the point where this project will fall. Consider that I've stopped doing Cognitive Observations due to time constraints(guess I should officiate that sometime,) slowed down working on Infiltrator, and need to learn a completely alien facet of game development in order to continue. At any rate, here's a quickly scraped together report of the progress Infiltrator has seen during this session.

Yes, I'm still avoiding  calling this a screenshot journal. What you're seeing is an overlay of the enemy vision and yours. The next important part of Infiltrator is path finding, and the first part of that it to create a level grid with data about each unit. My grid system is a little clunky ATM, but I'm still trying to get some basic D* path finding routines built in.

Additionally, I'm also thinking about reworking the camera rig. Currently it's a top view fixed rotation scroller, but I'm thinking about turning it into a rotating camera where you always face the top of the screen. You would no longer be aiming at the crosshairs, since there wouldn't be any. You would move the mouse left and right to turn, giving a more immersive and action friendly movement engine. The problem is that this has huge effects on the core of the game as well. It could turn into a huge change, ending up being more work than it's worth, or it could be awesome.


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