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Nice job! I think the ray casting is a good choice, and I like the detection zone too. I'm interested in see how the enemy behavior turns out.

Thanks!
Since it's 3D I'd like to stick to simple solutions and ray casting seemed to be the best and most efficient.

I'm a bit concerned for the enemy about the walls and similar "path-finding" stuff. When I implemented player chasing in 2D there were no obstacles...but in 3D there can be easily a pillar or a higher wall and the enemy should avoid hitting it - assuming the specific type of enemy is clever enough to do so.

I've never done any pathfinding so far in games so I'm courious what solutions I can find for Godot.

Cool- I'm also in the same situation. I'm experimenting with the AStar stuff in Godot. I'm setting up a grid of points, and then connecting them together. Then I find a path from one point to another. There's a youtube video I found that explains it pretty well by jmbiv.

(+1)

I found that tutorial as well.

Between the very static NavMesh and Astar I think I'll go with the AStar solution. Feels more flexible and more like a good industry standard for games I can utilize later on in other projects as well.

Yeah, you can definitely make use of it in a lot of different types of games. Looking forward to seeing how your progress goes!