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Forlorn Hope Games | Hobby Game Development

Hobby Game Development (by Ackyth)

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PAGE TITLE
Forlorn Hope Games | Hobby Game Development | ackyth.wordpress.com Reviews
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Hobby Game Development (by Ackyth)
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1 forlorn hope games
2 hobby game development
3 posts
4 programming
5 uncategorized
6 wall construction
7 3 comments
8 startpoint endpoint
9 mousepoint
10 filed under programming
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forlorn hope games,hobby game development,posts,programming,uncategorized,wall construction,3 comments,startpoint endpoint,mousepoint,filed under programming,tagged with c#,wall tiles,hexagonal flood fill,flood fill,node mesh creater,debug tool,example
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Forlorn Hope Games | Hobby Game Development | ackyth.wordpress.com Reviews

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Hobby Game Development (by Ackyth)

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1

Hexagonal Flood Fill | Forlorn Hope Games

https://ackyth.wordpress.com/2011/07/20/hexagonal-flood-fill

Wall Construction →. July 20, 2011. Created a Hexagonal flood fill for gathering node points for the pathfinder. As I use a linked graph instead of a 2D array I can go under / over bridges and inside multistory buildings. This is why I created a flood fill vs using the grid setup that I had before. It removes a lot of the cleanup. Flood Fill Hexagons (Code is a Jpeg to keep the formatting) / Does not contain all functions and or variables. Stack-Based Finite State Machines.

2

More NodeEditor Updates | Forlorn Hope Games

https://ackyth.wordpress.com/2010/10/30/more-nodeeditor-updates

PathFinder fixes →. October 30, 2010. Working on the on the NodeEditor to Fix some outstanding issues and to add more features to it. Toggles Nodes Open/Closed with a changeable radius. Place Nodes one at a time (for non uniform maps and or bridges/overhangs). Remove Nodes (With Changeable brush size). Adding stuff to help with workflow when editing levels. Still tweaking the PathFinding, it’s based on #checks per frame instead of time spent per frame). Stack-Based Finite State Machines.

3

Wall Construction | Forlorn Hope Games

https://ackyth.wordpress.com/2012/06/08/wall-construction

June 8, 2012. Working on Player wall construction so I can get some basic game-play working. After searching for info on how to handle run-time wall construction and trying a few ways to handle this I have settled on 2D grid based wall construction with 3D Tiles. As I have a 2d grid that I path-find on the wall tiles will be 1×1 meter square. 1st challenge was getting the walls to show the correct tiles based on nearby wall sections. Laying out a reference sheet I worked out the logic that was needed.

4

Node Mesh Creater | Forlorn Hope Games

https://ackyth.wordpress.com/2011/06/19/node-mesh-creater

Stack-Based Finite State Machines. Hexagonal Flood Fill →. June 19, 2011. Looked into the mesh class and created a mesh generator for displaying the nodes of the navigation grid. Did this to get depth testing as Gizmos are almost useless when you have too much on the screen and to get past the 64k vert limit of unity. Since this level has 24,105 nodes I had to create it as 3 mesh renders and have each one generate 10k nodes. (The script can handle any number of mesh renders). Tagged with 2d Grid.

5

PathFinder fixes | Forlorn Hope Games

https://ackyth.wordpress.com/2010/12/27/pathfinder-fixes

Stack-Based Finite State Machines →. December 27, 2010. Worked on the Pathfinder. Found and fixed my wall hugging bug. (Was a typo in the G cost of finding the best node). When I was debugging the pathfinder I also found some ways to improve it. I was noticing that in combat it was working way to hard so I added in short paths. Lastly I added in a snap feature for hand placing nodes (Simply rounds the raycast hit to an int). Stack-Based Finite State Machines. Follow “Forlorn Hope Games”.

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Forlorn Hope Games | Hobby Game Development

June 8, 2012. Working on Player wall construction so I can get some basic game-play working. After searching for info on how to handle run-time wall construction and trying a few ways to handle this I have settled on 2D grid based wall construction with 3D Tiles. As I have a 2d grid that I path-find on the wall tiles will be 1×1 meter square. 1st challenge was getting the walls to show the correct tiles based on nearby wall sections. Laying out a reference sheet I worked out the logic that was needed.

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