Advice on graph types for minigames

Hi all,

I’m implementing AI in our minigames game, Marooners.
(protip: dont make minigames games…it’s like creating 10 games in 1 game…)

I’m using a recastgraph for most minigames and that works perfectly, e.g.:

I am struggling with some other minigames, advice about best graph type/setup is very welcome:

  1. Lava (vertical platformer): https://youtu.be/GHuvqZVQWBs?t=14
    What would work here? This is layered so I believe recastgraph wont work, and even layered gridgraph is too limited? Do I need to use a pointgraph?

  2. Mine (vertical…grid): (same video, at 20 seconds)
    Roughly the same as 1…–> must use point graph?

  3. Ice: (same video at 43 seconds)

The trouble here is that the outer 5 ice-areas will float away at some point. A recastgraph update is too heavy (game freezes for too long during the .Scan). Im currently thinking about just cutting our the ice areas that float away (limitation is that AI will never be able to go to these areas, while players can). Any better ideas?

Hi

  1. This package doesn’t really support vertical platformers I’m afraid. It is possible (see this tutorial http://www.rocket5studios.com/tutorials/make-a-2d-game-with-unity3d-using-only-free-tools-beginning-enemy-ai-with-a-pathfinding/, it is relatively old though) and you could use a point graph I suppose, but it isn’t something this package has any good out of the box solutions for.

  2. Probably a point graph. What do you need pathfinding for in these levels anyway? It doesn’t seem like something you would need pathfinding in.

  3. Recast graph (with navmesh cuts) or grid graph I think. Since your levels are so small, have barely any obstacles and are (mostly) convex you can get a long way with just steering behaviours though (i.e fire a raycast in a few directions and try to steer away from obstacles/ice block edges).