Hello, y’all!
I am making a top-down PvE game. To manage my enemie’s movement, I am simply getting the closest target & doing Humanoid:Move() towards it.
Obviously, this makes the movement super predictable, incapable of aviding obstacles, and each NPC will often overlap with each other, and I want to improve upon these.
Here is some footage for reference (the visual bugs are something I kinda fixed but I can not get footage of the gameplay at the moment):
To avoid obstacles I will need to use pathfinding, but which pathfinding will fit my needs better? What are the pros and cons of the A* pathfinding algorythm and Roblox’s?
With the pathfinding working, what can I do to make them harder to overlap with each other?
Making your own A* pathfinding allows for more customization. I’m not sure if you want that, but if you’re using the regular pathfindingservice then you should definitely look into PathfindingModifiers.