#devlog #gamedev #cr20gc
The past couple of days have seen some actual work being laid down. I defined player movement and started getting enemy behavior implemented.
Something I get hung up on with #GodotEngine is which of the physics nodes I should be using for different components of the game, and how to configure them for my application.
In this case, I wanted it so that the enemies wouldn't overlap as they chased the player, but I couldn't figure out which physics node I should be using for this, or what properties I needed to be tweaking to make it work the way I wanted. It seemed like no matter which node I was using the enemies would end up "snapping" to each-other like they were magnetically attracted and aligned, so they would end up forming a large line as they attempted to chase the player. Not what I intended!
After a while of trying to figure out what I was doing wrong, I decided to just roll my own little avoidance system using `Area2D`s. The idea was to take any/all overlapping areas and calculate an opposing vector to add to their existing player-seeking pathing, and it kind of works! It'll at least be good enough for the moment.