1 min
The ninth CGD blog post about Don’t Walk By
This week I linked the poi system to the rest of the level as well as a couple of updates to the ai script.
The level editor system now has a new edition of setting what props (chair, ladder, vending machine, etc) are POI as well as their maxPawnCount and poi type. With this, I removed the gameobjects that were used as temporary POI’s and updated to use a new system. This system entailed going through each tile on the grid getting its prop and it’s poi data, then adding the PoiPoint script to the prop and setting the scripts values to it’s respective data.
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C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)