Devlog 19: Regioning

So it turns out that what I thought was a limitation in Godot’s navigation system was actually an oversight on my part. You can have multiple navigation maps layered on top of each other, as long as they and the CharacterBodies using them are part of their own NavigationLayer. So this clears up a major issue I was seeing related to NPCs navigating on their own when on different floors or overlapping each other.

With that being said, NPCs can still have some difficulty getting stuck on props and corners, or vibrate in a fit of uncontrollable rage if they can’t find a path to the player at all. I’ll figure out a way around this though.

Some of the highlights:

  • Added guard NPC and basic pathfinding for locating the player
  • Added missing collisions for other tilesets
  • Fixed issues related to the game camera when switching between an interface
  • Cameras can now be removed after being placed
  • Cameras can now be placed in stairwells/transitions between different floors and levels
  • Added hint effect for items/NPCs that the player can interact with

It’s now less than a month to go before I put out a demo for this game, and I am starting to feel the pressure. But I think I can get most (if not all) of the main features implemented before then.

Game of the Week

One of my favorite games from when I was younger was Crash: Twinsanity for the Xbox. It was a buggy mess, some of the levels were infuriating, and a lot of the planned content never made it in except for some concept art that you have to unlock, but it’s still one of my favorite games from that era just from the amount of fun I had with it. We’re coming up on its 20th anniversary and it’s one of the few games that actually needs a remaster just so it can be played the way the developers intended it to be. Unfortunately it doesn’t seem like that will be happening any time soon. Shameful.

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