Hello 2016! Last year was already pretty interesting, but this year should get quite exciting as well It was previously too expensive to find a reachable path tile within the zone. Janitors who transported a trash bag out of the park). This can be used in a couple of other scenarios too: for example employees who are assigned to a zone will now immediately return to that zone if they?re outside of it (e.g. The game keeps separate versions of this for the guests and employees, since guests can additionally use rides to move around the park. If you?re on a path tile with a dark green cube you can?t reach tiles with a blue cube. It visualizes which paths are interconnected, so for example any path tiles with a dark green cube can only be reached from other path tiles with a dark green cube. Here?s a debug view of this connectivity information: This can be calculated very fast (and only needs to be recalculated if a path gets added/removed) using Flood fill, so now we can essentially check for free whether the crate and shop are reachable before doing the more expensive pathfinding calculation for how to get to these locations. The solution is that the game simply knows at all times which paths are interconnected. So this needs to be done slightly differently! Pathfinding is relatively fast, but doing a lot of it would quickly get too expensive. It would be better if the game checked whether the crate can be delivered before the worker goes to get it. Once the worker reached the crate and picked it up he needs to figure out how to get to the shop, again using a pathfinding algorithm.īut what if there is no path from the position of the crate to the shop? The worker unnecessarily went all the way to pick up the crate and wasted time that he could have used to work on something else. This is done using a pathfinding algorithm. First of all the worker needs to figure out how to get to the delivery crate stack, if he even can get there at all. Imagine a worker who?s tasked with grabbing a delivery crate from the stack and bringing it to a shop. I made a simple change this week that improves the staff/guest AI quite a bit and helps with performance as well. Usually we?re doing a live stream at the end of the month, but due to the holidays we?re shifting it to January this time. The swinging made putting the guest down exactly where you wanted pretty annoying, so it got scrapped. We don?t show stuff that doesn?t make it into the game here very often, but here?s a little something - we thought it would be fun if a claw from a claw crane machine grabbed the guest when you pick him up, including rope physics: This allowed us to give rides a ?wait until full? setting, which also means that the Alpine Coaster cars won?t run empty anymore.Īnd you can let your guests take a bath now: Guests don?t have to wait until their coaster car is at the front of the station anymore before they can leave. (The animation is very fluent in the game, choppiness is due to GIF) Gordon put sounds for the Bobsled Coaster and Vertical Drop Coaster into the game. Recoloring objects received a quick transition effect: The color picker has been completed for now: It?s been a bit of a slow week, with a mix of smaller stuff and some non-development related tasks getting done.
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