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(5 edits)

Dev Log #18 (Chapter Enemy AI): 

I have optimized the pathfinding system and modified it to use flowfields instead of regular A*.
It increased our pathfinding speed such that even  lower end computers will be able to run 200 agents at the same time, which is exactly what we needed to ensure smooth gameplay for everyone.

We also have a new addition to the team. We are now 3 people: the programmer (me), a 3D artist, and a 3D animator. We are nearing our release deadline for the demo, and have most of the gameplay systems in place already. So in the near future the game will start becoming a lot more visually expressive.

EDIT: ok ok, I know you want images. Here's a volume mesh I made recently for the air pathfinding, of which you'll see more soon!