Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit/AppGameKit Studio Showcase / Escape Plan - Prison Breakout game for Steam

Author
Message
Creative Magic Man
12
Years of Service
User Offline
Joined: 14th Nov 2012
Location: Frinton On Sea, Essex, UK
Posted: 8th Jul 2024 19:35 Edited at: 8th Jul 2024 19:37
Early path finding test for new prison game (working title Escape Plan ) coming out on Steam in the future. Graphics and style/look are not in actual game.

Amazing creations start with a Fuzzy Vision
Dave - Creator, Developer and Visionary
Fuzzy Visions
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 9th Jul 2024 08:02
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Jul 2024 22:23
Those are some kooky characters. Nice design
Creative Magic Man
12
Years of Service
User Offline
Joined: 14th Nov 2012
Location: Frinton On Sea, Essex, UK
Posted: 11th Jul 2024 11:33 Edited at: 11th Jul 2024 15:12
Quote: "Those are some kooky characters. Nice design"


Thanks 'blink0k'.

Funny enough, it was just a quick half hour in Affinity Photo with a few basic vector shapes to roughly make a character to test. No real thought put into them .lol

Sometimes we can overthink in designing our games!

Although . . . I was a big fan of the Bitmap Brothers and their art style. ie the 'Chaos Engine' & 'Speedball' so i am thinking along those lines for my prisoners.
Amazing creations start with a Fuzzy Vision
Dave - Creator, Developer and Visionary
Fuzzy Visions
smerf
19
Years of Service
User Offline
Joined: 24th Feb 2005
Location: nm usa
Posted: 21st Jul 2024 07:49
nice path finding

Creative Magic Man
12
Years of Service
User Offline
Joined: 14th Nov 2012
Location: Frinton On Sea, Essex, UK
Posted: 22nd Jul 2024 10:19
Thanks smerf,
Some developers tend to search the Internet for specific path finding algorithms and slot it into their code.

I mostly like to try and work things out for my self with coding, as it gives me a little bit more control, knowledge of my code and sense of achievement etc.

Each character only works out the next tile. Not a whole route. I basically thought how do we humans navigate in the world. So each character just heads in the direction ( if Destination X is to the Left of Character then go Left ) of their destination and goes around the object if their next tile is occupied.

There is no sprite detection either. Just a 2D grid with a status update per tile.

Hope this is useful for anyone coding path finding.

Have a great day deving everyone.
Amazing creations start with a Fuzzy Vision
Dave - Creator, Developer and Visionary
Fuzzy Visions
PSY
Developer
8
Years of Service
User Offline
Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 5th Oct 2024 03:07
I dig the hustle and bustle
There's a lot of open space and no dead ends in this level, so your solution works great.

However, if you had some maze-like structures or long and complicated routes, you'd need another solution, like A*

I hope you are still working on this


PSY LABS Games
Coders don't die, they just gosub without return

Login to post a reply

Server time is: 2024-11-21 09:37:49
Your offset time is: 2024-11-21 09:37:49