Hello all, welcome to another weekly devlog of Tales of Elondria.
As mentioned in last week’s devlog, I am almost done with the version 0.1 build. During the last two weeks, I focused on polishing the current build before tackling the last feature of 0.1: “Save/Load.” I successfully reached a point where I can now focus on implementing the save and load functionality before continuing with the 0.2 version of the game.
AI and Pathfinding
Anyway, this week I was busy with A LOT of AI adjustments in the Animal AI. The problem with animal AI was that they didn’t know they shouldn’t go into the ocean while traveling from point A to point B or when running away from predators (in this case, the player). They would aim for their habitats, but if there was an ocean in between, they would simply ignore the fact that they couldn’t swim and try to pass through it. I wanted to get rid of this behavior, so I implemented one of the AI algorithms called the A* algorithm. By implementing that, animal AI can now reach their goal by choosing the shortest route while avoiding oceans. The same goes for when they are fleeing from predators as well.
I applied the same pathfinding logic to the player’s controller as well. So now when the player wants to go somewhere, the character will avoid oceans. So… NOICE!
Clouds
In addition to these (which might be boring to you, but are super fun to me), I added a small cloud shadow effect to the map.