Add Pathfinding Redux

Forum for suggesting changes to Salem.

Add Pathfinding Redux

Postby wynrotar » Mon Jan 30, 2017 9:54 pm

JohnCarver wrote:Lol... no.

Players who cannot manage to not click into a tree, and expect the game to move their player where they 'mean' to go and not where they actually click, should return to whatever themepark genre they are accustom to.

You kids could have had a gem but when the staff is completely rude ass holes it's not hard to see why this game barely reaches 400 daily users.

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Re: Add Pathfinding

Postby TotalyMeow » Mon Jan 30, 2017 10:21 pm

Salem is just not a themepark game. Not sure why that is rude. :roll:
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Re: Add Pathfinding

Postby Kandarim » Mon Jan 30, 2017 10:38 pm

After a while, you'll realize that pathfinding is a crutch that keeps you from running at full speed.
I find myself preferring the no-pathfinding approach in Salem.
For full disclosure: at one point I actually implemented a (very naive) form of pathfinding that checked for common obstacles along the selected path and if there were any present plotted a trajectory with a single kink that avoided them. I scrapped it pretty quickly because I like my character to go exactly where I tell him to go. Even if that is straight into a skeleton in my mine i keep forgetting to clean up.
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Re: Add Pathfinding

Postby Taipion » Mon Jan 30, 2017 10:48 pm

Pathfinding would really not make any sense in Salem.
The only thing I'd be ok with, is if you would not simply stop at any and all obstacles at all angles, but instead "slide" in the direction according to the angle of your movement and the angle of the objects hitbox you run into, ofc at lower speed, this could make movement a whole lot smoother, and as it's Salem, you'd probably take (minor) blood damage while scratching your head over the surface of something solid. ¦]
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Re: Add Pathfinding Redux

Postby Kralith » Tue Jan 31, 2017 12:58 am

How long you tried this game now?
How much you figured out yet?

Salem is for thinking not for stupid clicking.

If you just entered the game and complain about clicking a log to chop a tree, what you will say about the fighting system?
I can almost imagine, how crap it will be for you.

Salem don't need pathfinding, once you figured out, how to use it, you will see it works well.
Also you will realize, that you have to figure out much more, that other games just throw you in front of your feets.
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Re: Add Pathfinding Redux

Postby Reviresco » Tue Jan 31, 2017 1:18 am

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Re: Add Pathfinding Redux

Postby Dallane » Tue Jan 31, 2017 1:34 am


Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Add Pathfinding Redux

Postby Reviresco » Tue Jan 31, 2017 1:46 am

How real pros play Salem:

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Re: Add Pathfinding Redux

Postby saltmummy » Wed Feb 01, 2017 2:56 am

use the keyboard for broad movement, use the mouse for fine manipulation. Or was it the other way around...
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