January 18, 2017 at 3:40pm

Pathfinding and basic commandeering

On the road to AI, I realized I would need to implement pathfinding since most decisions are based on positioning. It is very tedious to implement something unpredictable like pathfinding without having a way to test as many cases as possible.

To make testing fun and convenient, I coded a simple RTS-y unit selection mode for the radar station. See below!

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Basic harvesting As I am getting ready to implement AI, I have to go against my rule of not focusing on gameplay code so my AI has something to do (and I have a task
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It’s Alive! Well I thought it would take much longer but it seems like I have succeeded at implementing a behavior tree with my AI. Right now it is dumb but