Turn based movement system?

Ander

New member
Hey so I'm making a strategy game (think Xcom) and is there a relatively easy change that'll help the game logic work, basically find nearest enemy ( I know how to do that), and then move towards the catch being I have no earthly idea how to implement a board system (square/hex/ any shape that is used in turn based strategy games) and have the AI navigate the closest location that it can go to (if it doesn't have enough movement) or next to the enemy to attack it, I'm currently not bothered by the AI finding the best position to have a chance to hit and have both the movement and tactical pack.
 
Behavior Designer doesn't directly move the character so as long as you are using a pathfinding implementation that supports grid based movement then it'll work. I believe that the A* Pathfinding Project supports this but this is from memory so you'll want to verify it with the A* developer.
 
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