Closed Emmanuel-Tsapekis closed 9 years ago
After researching about path finding and how to implement it in Unity we decided to use A* system with unity navmesh to implement smart pathing.
Development hauled after buggy implementation of A* Further research indicated that Unity's NavMesh system was a more viable option
Tests # | Inputs | Expected Output | Status |
---|---|---|---|
1: Enemy Pathfinding | Move avatar to gain enemy attention; Move behind obstacle | Enemy walks around obstacle to make it to his target | Pass |
These issues have been retested:#44 #66 Tests failed: None Last edit: 07/04/2015
Due to changing requirements and discussions with the stakeholder, we are reopening this User Story to better fit the needs of a dynamic map. This US has been opened at the end of iteration 5 and will be worked on currently, in Iteration 6.
Tests # | Inputs | Expected Output | Status |
---|---|---|---|
1: Enemy Pathfinding part 1 | Move avatar to gain enemy attention | Enemy walks to his target | Pass |
2: Enemy Pathfinding part 2 | Move behind obstacle | Enemy walks around obstacle to make it to his target | Pass |
These issues have been retested: #44 #89 #15 Tests failed: None Last edit: 07/04/2015
Enemies correctly aggro when attacked or when approached, and move towards the player correctly. Signing off. (Something to add for later would be for the enemy to aggro when attacked by sorcerer)
As a user, I want monsters to be able to find an appropriate path to me
[SP: 13] [Priority: 1]