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[Feedback] 2d Sidescrolling Navigation Solution

Discussion in 'Works In Progress - Archive' started by Oribow, Mar 4, 2018.

?

Are you interested in this Asset?

  1. Yes

    1 vote(s)
    50.0%
  2. No

    0 vote(s)
    0.0%
  3. Maybe

    1 vote(s)
    50.0%
  1. Oribow

    Oribow

    Joined:
    Nov 9, 2012
    Posts:
    38
    Hi,
    we would like to gather some feedback about our planned Asset.
    What it is supposed to be:
    Unity3D's NavMesh and NavAgent for 2D sidescrollers.

    What we think it could be used for:
    • Procedurally Generated Games.
    • Games with destructible Terrain
    • Stealth Games
    • NPC towns with interesting routines
    • Follower/Avoider

    Some bulletpoints about planned features:
    • Walk on any surface (Floor, Ceiling, Walls)
    Most navigation systems limit their agents movement to only walk on the ground and slopes. Our solution however will allow for free movement, no matter which rotation. Imaging spiders finally being able to walk on ceilings and dropping on their enemies from above.​
    • Customizable Links for everything
    Add complicated movement methods as custom links into your game. Just like JumpLinks, these links tell the agent how to use an elevator, teleporter, ... and the costs associated with it.​
    • Avoidance of zones
    Want agents to avoid traversing certain areas, are outright keep them from ever walking there, just place a zone (rectangle, circle) there and the system handles the rest.​
    • Generate Jumplinks by playing your Game!
    Jumplinks can be recorded for a given agent, by you playing as that agent (with it's capabilities). Jumps will be recorded and converter into JumpLinks.​
    • Pregenerate offline and load online
    Navgraphs (on which navigation will be performed) can be generated offline and then loaded at once, or in chunks while the game is running.​
    • Regenerate in Realtime
    • Support for moving platforms

    Reason for this Thread:

    We recently finished a prototype for a 2d sidescrolling navigation solution, for our own game.
    Now we would like to develop further on that and share the result with you on the AssetStore.
    But before we can invest time into this project, we need to know how much interest there is this and if, which features are wanted/important and which are unwanted/unnecessary.
    Please give us some feedback. Thanks!
     
    Last edited: Mar 6, 2018
  2. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    It looks like it is some AI 2D platformer navigation, it looks nice.
     
  3. jannis99

    jannis99

    Joined:
    Jan 27, 2014
    Posts:
    3
    This sounds really interesting because I haven't seen a good pathfinding solution for 2D sidesrcollers yet! I thought about creating a procedurally generated platformer with enemies that are chasing the player. Depending on the skill of the player I want to adjust the speed and count of the monsters. This sounds like a perfect fit for this project!