Trader Models and Pathfinding

Let Them Trade

Build a network of cities that produce and trade resources, upgrade your castle, and protect the cities from cheeky bandits.🔸Tinker with the economy at your own pace, and watch the charming wooden world grow into a lively and thriving kingdom.

[h1]We've thrown out another placeholder![/h1] The next placeholder had to go and was kicked out, this time it was [b]the trader's[/b]. We replaced the flying "somethings" with an actual model of how the traders are supposed to look in the game - a carriage with brave horsies in front of it. [img]{STEAM_CLAN_IMAGE}/37853833/58d6b0a310631256cc64f881bf68719393af43d7.png[/img] They also rotate into the proper direction, so they'll see and be able to avoid any obstacles in their way. Speaking of obstacles: [h1]Base Pathfinding Implementation[/h1] We also have a working pathfinding implementation now. What is that and what does this mean, you ask? It's the ability of the game to find a decent way from one hexagonal tile of the map to any other - including accounting for hard to pass terrain or not all passable fields. Check out this example, where the game found a neat way from the left to the right end of this road while avoiding and "walking around" the impassable mountains: [img]{STEAM_CLAN_IMAGE}/37853833/bf08dba294f1801f10739e409dec607f16f186c4.png[/img] So yah, all in all, we're coming along nicely, stay tuned for more updates - and the closed Early Alpha soon! [i][b]-Your Spaceflower Team[/b][/i]