Welcome to a new devlog for Assembly RTS, the strategy game with deep customization options!
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Hello fellow strategy game enthusiasts! It's almost been a month since I started completely rewriting and enhancing the pathfinding for my game. In this short update I'm going to get into what I've been up to over the past two weeks.
Local Avoidance
The past two weeks I've been struggling with implementing a well-rounded solution for local avoidance (logic ensuring that units don't run into each other).
Often I find myself poking and prodding at different ways to enhance the logic, generally met with unworkable results.
Actually, a common way to implement local avoidance is using the RVO/2 algorithm.
However, I'm afraid that using RVO/2 could get very complicated in certain situations.
I'm still hoping that my own take on local avoidance could avert some of these shortcomings and complexities right from the start.
However, there are still a lot of issues with my current approach.
I won't get into detail on how it works (because I like to keep some secrets 😊), but currently the most prevalent issue is that units can't make up their minds on which way to go around oncoming traffic.
"Should I go left or right?"
"Lets go left!"
"Wait a second, let's evade to the right instead!"
"On further consideration, lets go left!"
As you can imagine this often results in units colliding with each other.
![early pathing demo smol](https://media.indiedb.com/images/members/4/3475/3474219/profile/early_pathing_demo_smol.gif)
I expect to work a couple more weeks on this topic before moving on to other tasks.
But in the meantime... Consider wishlisting Assembly RTS on Steam - The atmospheric physics-based real-time strategy game with deep customization options, built for seamless multiplayer!