Engine Rewrites - July Kandria Update

2020.07.06 08:58:58

Last month I outlined a very rough timeline for the future development of Kandria. In the past month I managed to implement the first two of the tasks listed there, namely some very deep fixes to the game engine, and the improvement of the pathfinding AI. I'll try to boil these changes down to make them easier to understand.

If you're subscribed to the mailing list, you should already be familiar with the AI pathfinding problem. If not, I'll give you a freebie this time: you can read the article here. I publish similar articles on developments, backstory, and other things every week on the mailing list, so if you're interested, it's a great way to keep up to date!

What I didn't really touch on in the article is the problem of executing a plan once you've computed it from the navigation mesh. This turned out to be a bit more tricky than I had given it credit for, and took up most of my time. It's working really well now, though, so I think I can move on to actual enemy AI.