Walkable Areas and Path-finding: Difference between revisions

 
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=== Conclusion ===
=== Conclusion ===


The safest, most optimal way to design a walkable area is to make certain that the area fits within the 3x3 grid.  Large flat areas pose even less problems, because path-finding is only called when the player-character does not have direct line-of-sight to the desired location.  Extreme paths are possible, but they ought to be used cautiously with an eye on performance.  AGS is a wonderful tool for creating “classic” point-and-click adventure games, and with this basic knowledge of the inner-workings of the path-finding system, this process can be even more enjoyable.
The safest, most optimal way to design a walkable area is to make certain that the area fits within the 3x3 grid.  Large flat areas pose even less problems, because path-finding is only called when the player-character does not have direct line-of-sight to the desired location.  Extreme paths are possible, but they ought to be used cautiously with an eye on performance.   


[[Category:Beginner Tutorials]]
[[Category:Beginner Tutorials]]
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