The Ghost and the Tower: Cinematic Platformer In Development

Adventures in pathfinding! I spent the last couple weeks creating a new assassin enemy type that has the same moveset as the player. I'm using the built-in Playdate pathfinding API, which is super convenient, but not exactly designed for platforming. This led to some pretty significant wonkiness at first :stuck_out_tongue:

womp

After creating some helpful debug visuals, I was able to work out the more egregious issues. I will say that as much as I love working in Lua, the whole arrays-indexed-on-1 thing coupled with pixel coordinates that start at 0 can be SUPER confusing.

pathfinding

The current behavior isn't perfect, but it's pretty solid! And now that I allow entities to follow the player from room to room, this expands a lot of possibilities for the game.

chase2

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