{"author_name":"triplefox","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272124740,"likes":0,"metadata":{"p_key":"71102","p_author":"triplefox","p_authorkey":"391","p_urlkey":"106923","p_title":"Pincer \u2013 A failed experiment","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272124740","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>I figured my other AI could be a pathfinding one. Surely I could just reuse some pathfinding code for haXe? No, of course not. The library I found showed several signs of poor manufacture(particularly, using the extremely slow Enum construct to identify whether nodes are start\/end\/clear\/blocked instead of, say, an integer value) and threw an exception in use.<\/p>\n <p>Now I&#8217;m left torn between writing my own pathfinding code(done it several times before) and integrating it into the Roguelike collision system, or to go with dummy run-at-player AI. The latter would be a much safer bet, but I think that having a pathfinder mob, besides being useful library code, would add more dynamism to the game &#8211; with the water and bombs, there&#8217;s plenty of opportunities for the player to snipe at them or send them into traps, rather than it always being a head-on combat situation.<\/p>\n <p>This is probably one I should sleep on, really. I&#8217;m at the end of my day.<\/p>","time":"April 24th, 2010 10:59 am","title":"Pincer \u2013 A failed experiment"}