Here's my latest GG blog which covers everything.
http://www.garagegames.com/blogs/31800/13492
So next is the hard work. AI pathing and behaviour. I was wanting to avoid it, but it has to be done sooner than later. I wrote my own AI pathing for another game, so I might adopt that. It will involve drawing paths in the editor and then the code works out the minimal cost to get somewhere, thereby choosing the best paths.
I've also been thinking about scene handling and I don't really want to hand place every building. I might try an organic, grid aligned algorithm to generate cities and job locations. Will see how this goes.
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