Devlog 7/3/2024
Optimized the pathfinding a bit by breaking it up into "macro" and "micro" calculations. Basically breaking it up into chunks.
Longer paths are calculated on a room by room basis. Once a mob close enough to their target, they will then start mapping on a tile by tile basis.
Still fiddling with it. The fleeing AI is still buggy as hell lol.
In the future I'd like to add baked-in sightlines and stuff (Instead of enemies just magically always knowing your location though walls lol). Like if you're being chased by an enemy and they lose sight of you they might try to go where they last saw you and look around for a bit. Area affects, like fog for example, might be interesting to play with as well. In-canon, Oni can summon fog, as well as see though it. Might be cool to have that be a gameplay feature too. That's definitely something to save for future versions though lol
Get Abscura: The Proving Grounds
Abscura: The Proving Grounds
Death isn't the end for you is it?
Status | Released |
Author | jakey_breaky |
Genre | Role Playing, Strategy |
Tags | Fantasy, JRPG, MS-DOS, pc98, Perma Death, Roguelite, Turn-based |
Languages | English |
More posts
- Snapshot 1.4.0 (Latest Version)19 days ago
- Devlog 10/25/202450 days ago
- Streaming Development Live on Twitch!Aug 26, 2024
- Devlog 8/22/2024Aug 22, 2024
- Devlog 8/10/2024 (Unit Types and Stat Bonuses)Aug 11, 2024
- Female Oni (Art)Jul 03, 2024
- Devlog 6/21/2024 (Difficulty Options)Jun 21, 2024
- Devlog 6/18/2024Jun 18, 2024
- Devlog 5/16/2024 (AI & Status Effects)May 16, 2024
Leave a comment
Log in with itch.io to leave a comment.