RTS devlog #10: Following paths

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  • Really interesting, it's nice that this project allows you to experiment potential enhancements for C3 behaviors.

    Hope those pathfindings and future "crowd control" things you're working on will make it into the Engine.

    Regarding crowd control (avoiding unit overlaps and traffic jams), this is a feature a bunch of the most experienced C3 dev tried to do since Vampire Survivors turned this into a highly requested feature for some indie games. There is no good way to do it right now, and it's a big challenge in any engine.

    So if C3 had a great Crowd Control feature it would be a strong USP. Some of the issues I can think of would be what if Object with higher speed have lower speed Objects moving in the same direction in front of them. Should the low speed Object get pushed from behind (based on a weight ?). The C3 user should probably have some kind of control on that traffic jam behavior.