Davide Aversa's Blog
I'm a Ph.D. student at "La Sapienza" University of Rome and small game developer by myself. My research focus is on Artificial Intelligence and videogames. Always searching for a way to apply my academic work to real world games!
Procedural Generation (PCG) is a really abused marketing word. More often than not, PCG is used a surrogate for good game design. We fill our games of meaningless "variations" instead of meaningful "variety". It is time to stop this.
In the last article we introduced a basic approach for Inventory-Aware Pathfinding, a pathfinding algorithm capable of interacting with obstacles. Here, we will improve the algorithm performance with a simple preprocessing algorithm.
Solving planning and pathfinding at the same time can save you a lot of time. It is the case of Inventory-Aware Pathfinding where we want to solve pathfinding in a map constrained by the items brought by the agent (e.g., keys to open locked doors).
Davide Aversa's Comments
[Blog - 01/29/2018 - 10:02]
I think it is true ...
I think it is true that complexity by per se should be avoided. Complexity in combat systems should provide depth, if you provide complexity alone, you are not doing a service to your game. But avoiding complexity may be the same a mistake. The challenge is to design a combat ...
[Blog - 04/22/2016 - 03:29]
We are working on something ...
We are working on something similar. : Exploiting the hierarchy of the problem is a good way to find wich key can be safely ignored saving a lot of time . I hope to get this published soon, so I can write a new Gamasutra article on it :
[News - 06/29/2015 - 05:43]
I really have to try ...
I really have to try this, because I 'm an Android user. But it is quite interesting, I didn 't expect such a success Maybe, as Michael said in another comments, they have built this game with only fun in mind and no I wanna make easy money .