Prototype Progress 2022/02/18


Week 5 Done List:

Iterate the Selecting System and related coding

Expand the Design Doc [(Tower System, Buff & Tag System, Player Builds & Progression): In progress]

Try to figure out the Enemy Pathfinding


TODO List:

Level Generation based on the given matrix(50%)

Fog of War

Basic Stat for Enemy and Tower

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One Page Design Doc Ver_20220218 
[Right-Click Image ==> Open Image in New Tab] to view & download the full-version

One Page Design Doc Ver20220218

Enemy Pathfinding

Week 4 Existing Problem A: Enemy may be hard to be seen by players sometimes since their paths are too close to the rock.

Week 4 Existing Problem B: Enemy movement from tile to tile is not as expected. I preferred the pathfinding will be based on Tile and they can move straight between tile and tile.

#0 Ideal Solution: Redo my own pathfinding, using tile as the basic units. 

Pros: Problem A(Solve 100%) Problem B(Solve 100%)

Cons: Take too much time.

#1 Tried Solution 1: Increase the Agent Radius in Navmesh Bake Setting 

Pros: Problem A(Solve 100%) Problem B(Solve 50%)

Cons: Enemy still move diagonally.

#2 Tried Solution 2: Make Each Tile's NavMesh Area smaller and use off mesh link ×

Pros: Problem A(Solve 100%) Problem B(Solve 100%)

Cons: Enemy movement is actually 'jump' from one tile to another, this is not continuous and makes players feel bad. The auto-generated off-mesh link is not ideal and manually setting off mesh link can not work with the future procedural level generation system.


#3 Tried Solution 3:  Set different Navmesh Weight Area on each tile to figure out the ideal path  ×

Pros: Problem A(Solve 100%) Problem B(Solve 90%)

Cons: The baking area is not as same as supposed, kinda hard to control. Enemy Size also influences the performance and they are more likely to block each other, cause some of them can not move(since they all want to go to the same route).


Overall, I tried too much time on the pathfinding of the early prototype and I think I need to stop at this moment. Solution 2 & 3 have too many obvious problems, I will use solution 1 for now while remaining the possibility of implementing solution#0 after I get all the other parts of functionalities done.


Whole Progress of Tech Prototype:

  • Build System  80%
    • Select Tiles
    • Build Towers
    • Destry Towers
    • ...
  • Tower System 10%
    • location related to the Tiles
    • Stat
    • ...
  • UI System 10%
    • Clock
    • Resource
    • Card
      • Basic Selection
      • Hover & Make choosing cards more obvious
    • ...
  • Enemy System
    • Behavior  15%
      • PathFinding
      • Attack Buildings/Blocks
      • ...
    • Stat 0%
    • ...

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