sorry for not updating the devlog yesterday i had some irl stuf going on.
so lets make it a double
day 3 - 4 working out stuff:
me and jean have been hard at work making a decent adaptable system for placing wall pieces and wall connection pieces ( on top of each wall is a node where there can be a defense tower on top of for example ).
The way of how we do our wall connection pieces goes something like this check all 8 tiles around you do a sphere cast for objects ( using a custom collision preset called Structures ). If this hits then using the delta x and delta y tiles given to the function we calculate the length from the center tile to the one around it.
Now why do we need the length ? Well going diagonal is instead of a length of 1 its around 1.4 aka square root(2).
We also added a simple AI that after x amount of time moves towards the "Core/Bonfire" which would be what the enemies are trying to get to to kill you. At first we were going to implement A* but i noticed that the nav mesh when i placed the wall updated and removed parts of the nav mesh. i looked a bit online and found out you can set the nav mesh settings of your project to be dynamic which means if someone places a new mesh somewhere in the nav mesh the ai wont be able to move there anymore. we will still add A* later on if we have time as stretch goals.
our designer , audio and artist have been planning/working out more of the game and artstile the past few days.
here's a video of the current progress