Day 12: Pathing Predators on a Grid of Doom
Day 12 was all about teaching our little murder machines how to actually navigate a labyrinth of steel and rock instead of face-planting against every wall. We bolted in Flow Field Obstacles so walls, water pits, and those satanic rock spires now carve no-go zones into the vector map. Each arrow around an obstacle bends or vanishes entirely, forcing your hordes to treat barriers like the blazing chasms they are.
With the barriers laid down, we unleashed Flow Field Following on our units. They now greedily gulp down the grid’s vector directions every frame—no more random wandering or getting stuck in corners. Each soldier reads the local arrow, adjusts its heading, and strides toward the next kill zone with terrifying purpose. Watching a wave of minions stream around bunkers like blood through veins is oddly…™ satisfying.
But what about the close-range drama? That’s where Flow Field Obstacle Avoidance comes in. We laced in a short-range raycast check so units can sidestep stray crates or skid around sharp corners instead of slamming face-first into geometry. It’s a blend of long-term pathing (via the flow field) and instant survival reflexes (via obstacle avoidance), giving every unit the grace to dodge a stray turret bolt or slide past a collapsed wall at the last possible moment.
That’s Day 12 in the books: a grid that bleeds strategy, horde movement that feels perpetually lethal, and obstacle-dodging that turns every engagement into a dance of death. Stay vicious, commanders—your empire demands perfection.
– Guts Glory Games