lexyeevee
@lexyeevee

it's so bizarre and alien to me when someone makes a "retro shooter" where the enemies have, like, a fuckin navmesh to follow. i'm so incredibly used to doom pathing which consists of

  1. walk directly towards target, zigzagging a lot
  2. if you bump into something that's not the target: bounce off, wander away for a bit, and then goto step 1

you're not supposed to understand how to go around things. you're a zombie. i can see your brain from here and a big chunk of it is missing


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in reply to @lexyeevee's post:

Also in real life even non-zombie people tend to be really bad at pathfinding and tend to just like. Head straight for their target and then move around things as they come up. See also why traffic patterns are so gosh-darn awful in so many places.

The AI version of "retro 8-bit" games that have way more resolution, color depth, and moving objects at once than real 8-bit games, or just slap a screen door in front of the camera and call it a day