I'm hoping that one of you Blitz gurus out there might be able to help me out with some pathfinding advice.
What do you think would be the best way to implement pathfinding for a traditional point'n'click adventure game (think Monkey Island or King's Quest) which uses real-time 3d backgrounds and models? Sort of like Bone: Out From Boneville (visit http://www.telltalegames.com/home to see what I mean).
I've never developed a pathfinding system that I've been happy with. I have heard many general ideas. People often mention A* algorithms, waypoints etc. Unfortunately I seem to have a mental block when it comes to pathfinding, so pathfinding theory is useless to me. Could anyone here give me more specific and practical advice on implementing pathfinding in this particular case?
Simply put, I want to be able to click on a spot and have a character walk to it and avoid obstacles in it's way.
C'mon guys! Show me that great Blitz community spirit and help a poor guy out here! :)
What do you think would be the best way to implement pathfinding for a traditional point'n'click adventure game (think Monkey Island or King's Quest) which uses real-time 3d backgrounds and models? Sort of like Bone: Out From Boneville (visit http://www.telltalegames.com/home to see what I mean).
I've never developed a pathfinding system that I've been happy with. I have heard many general ideas. People often mention A* algorithms, waypoints etc. Unfortunately I seem to have a mental block when it comes to pathfinding, so pathfinding theory is useless to me. Could anyone here give me more specific and practical advice on implementing pathfinding in this particular case?
Simply put, I want to be able to click on a spot and have a character walk to it and avoid obstacles in it's way.
C'mon guys! Show me that great Blitz community spirit and help a poor guy out here! :)