I am experimenting with using A* pathfinding project in a turn based game. for the time being ive decided to do some preliminary testing using the built in turn based scripts.
one problem i have run into is the heuristics appear to not change anything about the penalty or cost of moving to specific nodes. For example, i’d like to set up a standard diagonal manhattan heuristic using 8 directional and be able to move 1 adjacent square including diagonals for 1 point.
however changing the heuristic does not seem to affect anything. since there is no openly direct way of changing the penalty cost of squares im not sure how to solve this problem. i’ve tried swapping between 4 and 8 directional, i’ve tried all the various options of heuristics. ive tried different graph types.
i think somewhere in TurnBasedManager script might be overriding something, but i’m not 100% sure.
Does anyone have any insight on how i could solve this issue? Thank you.