It has been a long time since I wrote a blog post about the development of Ludoria.
Lately I have been focusing on updating the AI of the game and make it more interesting.
Ludoroms and NPC’s will now have a dynamic A* pathfinding AI , this means that they will trace a suitable path to reach their destination without colliding with obstacles on their way.
Since Ludoria’s world is infinite, a graph based pathfinding approach was used and therefore I’m able to update the grid as the player moves in the world without any noticeable performance hit.
The other big AI improvement is that now Ludoroms will spawn as groups. Ludoroms of same type will try to get together and form a herd similar to real life animals. This will allow for a better Ludorom spawn distribution and more challenging hunting.
Here is a screenshot showing the A star pathfinding in action: The green line represents the path that the Ludorom will take in order to arrive to his destination. Notice how the path avoided the tree because it is considered as an obstacle.
The AI in action will be showcased in the next Youtube video. So stay tuned.