Day 23: Replacing Fixed Paths with Dynamic Navigation | Godot Tower Defense Devlog
Автор: PapaBear
Загружено: 2026-01-23
Просмотров: 44
Описание:
Day 23 of my 60-day challenge learning the Godot game engine.
Today I made a major shift in how enemies navigate the map.
Originally, enemies followed a hand-drawn path, which worked—but it meant every enemy moved in exactly the same way, with identical timing and behavior. That approach was rigid and limited what I could do with level design.
In this update, I replaced fixed paths with dynamic navigation using Godot’s navigation system.
What changed:
• Enemies now calculate their own optimal path to the destination
• Navigation is driven by terrain instead of hand-drawn splines
• Paths automatically update when the map changes
• Spawn points and bases can be moved freely
• Level layouts are now fully dynamic
• Much simpler scene setup (less duplicated path logic)
This opens the door for:
• Multiple map layouts
• Dynamic obstacles
• Knockback and displacement mechanics
• Smarter enemy behavior
• Cleaner wave and level systems
I also walk through how this impacts future features like wave management, prep phases, game states, and unlocking towers.
Next up: waves. For real this time.
Thanks for following along, and as always—feedback and questions are welcome.
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