RIGHT! Figured out how NavMesh works, properly and I will just be using that. A little quicker than doing all the tracking code from scratch! Will be working on the AI over the next couple days to get it just right, both the Citizen NPC and the Enemy NPC.
ALogan
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Tinkering with the snake physics today (getting it so it's segments do what they're suppose to!). Welp, it isn't quite working yet, but we will get there!
I am also working on the UI assets and will be figuring out the AI for the NPCs. I figured I will have them focused around active nodes that act like grouping hubs for the NPCs to move about in range of, to keep things organized. It will also mean I can minimize the number of scripts required for certain aspects of the NPCs.Spent a chunk of the morning tinkering with the shape of the snake's body segments (at least the rough design still, wanting to get it just right). I will be tinkering with a Pause menu and the algorithm that controls generating the NPCs and possibly the environmental assets (though that might be the next couple projects to work on for the game!). Also did a rough texture test of the snake for visual reference. And, simultaneously BROKE the textures for the NPCs.. I will have to address that.
Just a quick update - Did a little work on the UI for the main menu, worked on the start of the options submenu.
Snake now grows segments as it eats citizens and makes a chomping sound (Really bad stock one for now). Figuring out Unity's sound system so I can make a proper rumbling sound when the player's snake moves across the ground (doesn't work well as is so really need either figure out if I can integrate C# System sound detection (maybe System.Media or similar) or maybe a separate sound manager for snake sounds VS other sounds).

