[casual_games] Pathfinding
Dimitrios Bendilas - ZEFXIS
d.bendilas at zefxis.gr
Fri Aug 31 04:40:12 EDT 2007
Thanks a lot everybody.
We are developing our game on TGB and we are using a ready implementation of
A*,
which didn't seem to offer much customization. We'll look into it further
using your advice.
Thank you for your answers everyone.
Dimitrios
----- Original Message -----
From: "Austin Haas" <austin at pettomato.com>
To: "IGDA Casual Games SIG Mailing List" <casual_games at igda.org>
Sent: Thursday, August 30, 2007 9:56 PM
Subject: Re: [casual_games] Pathfinding
>
> A* isn't the problem. If you want your paths to have a certain aesthetic
> value, then you need to program that into how A* calculates costs. For
> instance, you can add a higher cost to changing direction, or you can add
> a high cost penalty to changing direction several times within a set
> number of steps. If you want the character to change direction as few
> times as possible, then you might give each step a +1 cost, but each
> change of direction a +3 cost. Then you can manage the tradeoff between
> shortest distance and aesthetics by tweaking simple numbers.
>
> -austin
>
> --
> Austin Haas
> Pet Tomato, Inc.
> http://pettomato.com
>
> On Thu Aug 30 21:22 , Dimitrios Bendilas - ZEFXIS wrote:
>> Hello everyone,
>>
>> I hope this post is not very off-topic.
>> I have a programming question which I hope someone will be able to shed
>> some light on.
>>
>> We are building a click-management game. Its core mechanics resemble
>> Diner
>> Dash's.
>> We are trying to implement a pathfinding algorithm that makes sure our
>> heroine does not
>> pass through "tables" (they are not tables actually, but similar concrete
>> objects).
>>
>> The main difference from Diner Dash in regards to pathfinding is that the
>> tables in our game
>> are spread in the screen in a much more random manner. Our heroine has to
>> avoid tables
>> and walk around them to go to the customers, who are located around the
>> tables.
>> The game is not isometric and it's not tile-based. It's like most
>> click-management games,
>> having a side-top "camera" view and some pseudo-perspective.
>>
>> We are trying to figure out which is the best pathfinding approach here.
>> We tried A*, but the algorithm makes the sprite move in a zig-zag pattern
>> too much and the movement seems very unnatural.
>>
>> Does anyone know what is a good approach for the pathfinding in such
>> games?
>> Maybe someone that has developed a similar game can give us a hint?
>>
>> Thanks a lot!
>> Dimitrios
>>
>> -----------------
>> Dimitrios Bendilas
>> Game Designer/Lead Developer
>> Total Eclipse Games
>> www.totaleclipsegames.com
>>
>>
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